Zorron Nightgale | Character Sheet (latest) | Dungeons & Dragons 5e | Statblocks & Sheets | World Anvil

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Zorron Nightgale

7 Level (0/34000 XP for level-up) Outsider Background Tiefling (Variant; Winged) Race / Species / Heritage Chaotic Neutral Alignment
Rogue
Level 7
Hit Dice: 7/7
1d8+3 Class 1

STR
16
+3
DEX
20
+5
CON
16
+3
INT
20
+5
WIS
16
+3
CHA
16
+3
64
Hit Points
+10
Initiative (DEX)
17
Armor Class (AC)
+3
Prof. Bonus
30ft, 30fly
Speed (walk/run/fly)
Spellcasting ...
+8 Attack mod
INT Ability
+5 Abi Mod
16 Save DC
+6 Expertise Bonus
+3 Proficiency Bonus
+3 Strength
+8 Dexterity
+3 Constitution
+8 Intelligence
+3 Wisdom
+3 Charisma
saving throws
+5 Acrobatics DEX
+3 Animal Handling WIS
+8 Arcana INT
+3 Athletics STR
+3 Deception CHA
+8 History INT
+3 Insight WIS
+3 Intimidation CHA
+5 Investigation INT
skills
+3 Medicine WIS
+5 Nature INT
+3 Perception WIS
+3 Performance CHA
+3 Persuasion CHA
+5 Religion INT
+11 Sleight of Hand DEX
+11 Stealth DEX
+3 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Rapier +5 DEX 1d8+5 Piercing
 Finesse
Shortbow +5 DEX 1d6+5 Piercing
  Two-Handed
Attacks

Spell Book

Sharpshooter

You have mastered ranged weapons and can make shots that others find impossible. You gain the following benefits:

Attacking at long range doesn't impose disadvantage on your ranged weapon attack rolls.
Your ranged weapon attacks ignore half cover and three-quarters cover.
Before you make an attack with a ranged weapon that you are proficient with, you can choose to take a -5 penalty to the attack roll. If the attack hits, you add +10 to the attack's damage.
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You know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.

You don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll.

The amount of the extra damage increases as you gain levels in this class, as shown in the Sneak Attack column of the Rogue table.
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Thieves' Cant

During your rogue training you learned thieves' cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows thieves' cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly.

In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves' guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run.
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Cunning Action

You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.
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Steady Aim

3rd-level rogue optional feature

As a bonus action, you give yourself advantage on your next attack roll on the current turn. You can use this bonus action only if you haven't moved during this turn, and after you use the bonus action, your speed is 0 until the end of the current turn.
Ability Score Improvement

When you reach 4th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

If your DM allows the use of feats, you may instead take a feat.
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Uncanny Dodge

Starting at 5th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you.
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Assassin

You focus your training on the grim art of death. Those who adhere to this archetype are diverse - hired killers, spies, bounty hunters, and even specially anointed priests trained to exterminate the enemies of their deity. Stealth, poison, and disguise help you eliminate your foes with deadly efficiency.

Your archetype grants you features at 3rd level and then again at 9th, 13th, and 17th level.
Assassinate

Starting at 3rd level, you are at your deadliest when you get the drop on your enemies. You have advantage on attack rolls against any creature that hasn't taken a turn in the combat yet. In addition, any hit you score against a creature that is surprised is a critical hit.
Bonus Proficiencies

When you choose this archetype at 3rd level, you gain proficiency with the disguise kit and the poisoner's kit.
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Nightmare's Tidings: You are the nightmare given form, blessed by noctis to show your foes their greatest terrors. When you critcally hit with an attack or spell, your can force your target and those within 10 feet of them must make a wisdom saving throw against your spell save DC, or be afflicted with the Curse of Terror. While cursed, the target must make a Wisdom saving throw at the start of each of its turns. If it fails, it wastes its action that turn doing nothing. At the end of it's turn, it can make a save to end the effect. This ability has 1 use, and refreshes on a short or long rest.

Features & Traits
Rapier, shortbow
Burglar's pack
Hunters Bow
Leather armor, two daggers, and thieves' tools
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5000

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0 Money
Cantrips:
Mage hand, Toll the Dead, Fire Bolt

Spells:
Disguise Self, Sleep, Charm Person
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Arcane Trickster PHB p97

Some rogues enhance their fine-honed skills of stealth and agility with magic, learning tricks of enchantment and illusion. These rogues include pickpockets and burglars, but also pranksters, mischief-makers, and a significant number of adventurers.
Spellcasting

When you reach 3rd level, you gain the ability to cast spells. See chapter 10 for the general rules of spellcasting and chapter 11 for the wizard spell list.
Cantrips.

You learn three cantrips: mage hand and two other cantrips of your choice from the wizard spell list. You learn another wizard cantrip of your choice at 10th level.
Spell Slots.

The Arcane Trickster Spellcasting table shows how many spell slots you have to cast your wizard spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

For example, if you know the 1st-level spell charm person and have a 1st-level and a 2nd-level spell slot available, you can cast charm person using either slot.
Spells Known of 1st-Level and Higher.

You know three 1st-level wizard spells of your choice, two of which you must choose from the enchantment and illusion spells on the wizard spell list.

The Spells Known column of the Arcane Trickster Spellcasting table shows when you learn more wizard spells of 1st level or higher. Each of these spells must be an enchantment or illusion spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.

The spells you learn at 8th, 14th, and 20th level can come from any school of magic.

Whenever you gain a level in this class, you can replace one of the wizard spells you know with another spell of your choice from the wizard spell list. The new spell must be of a level for which you have spell slots, and it must be an enchantment or illusion spell, unless you're replacing the spell you gained at 3rd, 8th, 14th, or 20th level from any school of magic.
Spellcasting Ability.

Intelligence is your spellcasting ability for your wizard spells, since you learn your spells through dedicated study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Intelligence modifier

Spell attack modifier = your proficiency bonus + your Intelligence modifier

Mage Hand Legerdemain

Starting at 3rd level, when you cast mage hand, you can make the spectral hand invisible, and you can perform the following additional tasks with it:

You can stow one object the hand is holding in a container worn or carried by another creature.
You can retrieve an object in a container worn or carried by another creature.
You can use thieves' tools to pick locks and disarm traps at range.

You can perform one of these tasks without being noticed by a creature if you succeed on a Dexterity (Sleight of Hand) check contested by the creature's Wisdom (Perception) check.

In addition, you can use the bonus action granted by your Cunning Action to control the hand.
Spellcasting
Languages:
Common, Infernal

Proficiencies:
light armor
thieves' tools, disguise kit, poisoner's kit.
simple weapons, hand crossbows, longswords, rapiers, shortswords
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Sleight of Hand, Stealth, Arcana, History

Languages & Proficiencies
Dragon Vow) Drown in Fear:

As an action, you can Target a number of enemies equal to your proficiency. They must make a wisdom saving throw against your spell save DC. On failure, they are subjected to power of The Woods of Nightmare. You deal Xd10 phychic with X being your character level/2, rounded down to the enemies, whether they succeed or fail, minimum 1. If they fail, their mind show's them Noctis's domain, and they are tortured by Noctis while they are imprisoned. Each turn they take 1d10 psychic damage and have disadvantage on attack on you until they are freed. Pulling them from where they are standing ends the effect without additional damage.

Bonds
Height 6' 4"
Weight 174 Pounds
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Notes


™ & © Wizards of the Coast - D & D 5e Character Sheet v2.06, made by Tillerz - Updated: 2023-02-09
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Level 0 Spells

D&D 5e PHB Page 256

Mage Hand

0-level (Cantrip) Conjuration

Casting Time 1 action
Range 30 feet
Duration 1 minute
Components V, S

A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.
You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it.
The hand can't attack, activate magic items, or carry more than 10 pounds.

Class(es): Bard, Sorcerer, Warlock, Wizard

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