Amethyst [Antherial] | Verum Character Sheet | Dungeons & Dragons 5e | Statblocks & Sheets | World Anvil

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Amethyst [Antherial]

Changeling Race
Bloodwave Bay/Shipwreck Diver Origin
Rogue [Master Mind] 12 Class & Level
True Neutral Alignment
Runethares Deity
Gasping Hand Faction
Ambassador Rank/Position
37 Loyalty
Company

Strength 10
+0
Dexterity 22
+6
constitution 16
+3
intelligence 14
+2
wisdom 15
+2
charisma 18
+4
Total Hit Dice 1d8
Hit Die
1d8+3
+4 proficiency bonus
+2 Strength
+12 Dexterity
+5 Constitution
+8 Intelligence
+4 Wisdom
+6 Charisma
saving throws
+10 Acrobatics
+2 Animal Handling
+13 Arcana
+4 Athletics
+12 Deception
+10 History
+4 Insight
+4 Intimidation
+10 Investigation
+2 Martial
+2 Medicine
+2 Nature
+6 Perception
+8 Performance
+8 Persuasion
+2 Religion
+10 Sleight of Hands
+14 Stealth
+2 Survival
skills

 
66
MV
4
Prestige
3
Attunement Slots
19
Armor Class
109
Hit Points
+4
Initiative
30
Speed
Attacks
Tool Proficiency Thieves' tools, disguise kit, forgery kit, Dragonchess set, Alchemist Supplies, Carpentry tools
Weapon Proficiency simple weapons, hand crossbows, long swords, Rapier, Short swords
Armor Proficiency Light Armor
Proficiences
::1-Masterwork Bandoliers:: [on]
1x Supreme Healing
1x Supreme Healing
1x Supreme Healing


::2-Masterwork Bandolier:: [on]


1x Elixir of Health
1x Potion of Longevity

::3-Potion Bandolier:: [off]
1x Supreme Healing
1x Supreme Healing
1x Supreme Healing

::4-Potion Bandolier::
1x Supreme Healing
1x Supreme Healing
1x Supreme Healing
Spellcasting
Potion Bandolier x3 3lb
Name wt.

Burglar’s Friend[Thief's tools] 1 lbs.
Name Wt.

Rapier [silvered] 1 lb
Name Wt.

10 feet of string
Name Wt.

crowbar 5 lbs.
Name Wt.

tinderbox 1 lbs.
Name Wt.

water-skin 5 lbs. [full]
Name Wt.

Astral Armament 2 lb
Name Wt.

Horn to summon help
Name Wt.

-Black Spyglass with faint Glowing White Stars
Name Wt.

-Set of Manacles
Name Wt.

-Herbalist kit 3 lb.
Name Wt.

-Forgery kit.
Name Wt 5

-Climber's Kit 12 lbs
Name Wt.

-candles x3
Name Wt.

-Pole of collapsing
Name Wt.

-Fadsteel Caged Wagon [GH Starter]
Name Wt.

-pinions 0.25 lbs
Name Wt.

-Healers kit
Name Wt 3 lbs

-10 feet of hempen rope 2 lbs
Name Wt.

-Black Candle [Rotting wound]
Name Wt.

-Coin Pouch of Holding [no gold weight]
Name Wt.

-Elaborate, finely crafted pewter Dragonchess set - commemorative Watch Wall vs Inquisition training skirmish edition 0.5 lbs
Name Wt.

-White Mask 1lb
Name Wt.

-5 Oils of Slipperiness
Name Wt. 3

-3 Potions of Heroism
Name Wt 2

-3 Potions of Invisibility
Name wt 1.5

-2 Elixirs of Health
Name Wt 1.5

-5 Potions of Superior Healing
name wt. 2.5

-3 potions of Gaseous form
Name Wt. 1.5

-1 potions of Longevity
Name Wt.1

  • 3 Invulnerability Potions
  • Name Wt.1

  • Potion of Haste
  • Name Wt. .5

  • 11 Supreme Potions of healing
  • Name Wt. 4.5

  • 6 Vials of Purple worm Poison

  • Arrow's x 40 [20 Silvered]

  • -Scroll of Shield of Faith

    -Scroll of Lesser Resto.

    3- Perfume Vials [lavender, jasmine and moss]

    Astral Token - Fountain of Youth [Amethyst]

    Astral Token (Moon) - Seal of Seven

    x7 Find Familiar components

    -Ritual Book :Runethares Symbol:
    Equipment
    Gasping Hand
    Faction
    Mad man
    Stat Array
    Violet Scar: Negative One to Wisdom score

    Traits
    Darkvision You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You cannot discern color in darkness, only shades of grey.

    Adaptive Physiology You have advantage on any Strength (Athletics) or Dexterity (Acrobatics) check you make to escape from being grappled or restrained.

    Shapechanger As an action, you can shapeshift into any humanoid of your size that you have seen, or back into your true form. Your equipment does not change with you. You do not gain any racial traits or abilities of your form, only cosmetic changes. If you die, you revert to your true form.
    -------------------------------------
    Feats
    Actor Skilled at mimicry and dramatics, you gain the following benefits: Increase your Charisma score by 1, to a maximum of 20. You have an advantage on Deception and Performance checks when trying to pass yourself off as a different person. You can mimic the speech of another person or the sounds made by other creatures. You must have heard the person speaking, or heard the creature make the sound, for at least 1 minute. A successful Insight check contested by your Deception check allows a listener to determine that the effect is faked.

    Skilled
    You gain proficiency in any combination of three skills or tools of your choice.

    Ritual Caster
    Prerequisites: Intelligence or Wisdom 13 or higher
    You have learned a number of spells that you can cast as rituals. These spells are written in a ritual book, which you must have in hand while casting one of them.
    When you choose this feat, you acquire a ritual book holding two 1st-level spells of your choice. Class:wizard, you must choose your spells from this class's spell list, and the spells you choose must have the ritual tag. This class also determines your spellcasting ability for these spells:

    If you come across a spell in written form, such as a magical spell scroll or a wizard's spellbook, you might be able to add it to your ritual book. The spell must be on the spell list for the class you chose, the spell's level can be no higher than half your level (rounded up), and it must have the ritual tag. The process of copying the spell into your ritual book takes 2 hours per level of the spell, and costs 50 gp per level. The cost represents material components you expend as you experiment with the spell to master it, as well as the fine inks you need to record it.

    -------------------------------------------------
    Class Abilities
    Expertise At 1st level, choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves' tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies. At 6th level, you can choose two more of your proficiencies (in skills or with thieves' tools) to gain this benefit.

    Sneak Attack Beginning at 1st level, 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.

    Cunning Action Starting at 2nd level, your quick thinking and agility allow you to move and act quickly. 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.

    Master of Intrigue When you choose this archetype at 3rd level, you gain proficiency with the disguise kit, the forgery kit, and one gaming set of your choice[chess]. You also learn two languages of your choice. Additionally, you can unerringly mimic the speech patterns and accent of a creature that you hear speak for at least 1 minute, enabling you to pass yourself off as a native speaker of a particular land, provided that you know the language.

    Master of Tactics Starting at 3rd level, you can use the Help action as a bonus action. Additionally, when you use the Help action to aid an ally in attacking a creature, the target of that attack can be within 30 feet of you, rather than within 5 feet of you, if the target can see or hear you.

    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.

    Expertise At 6th level, you can choose two more of your proficiencies (in skills or with thieves' tools) to gain the benefit of Expertise.

    Evasion Beginning at 7th level, you can nimbly dodge out of the way of certain area effects. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

    Insightful Manipulator
    Starting at 9th level, if you spend at least 1 minute observing or interacting with another creature outside combat, you can learn certain information about its capabilities compared to your own. The DM tells you if the creature is your equal, superior, or inferior in regard to two of the following characteristics of your choice:

    Intelligence score
    Wisdom score
    Charisma score
    Class levels (if any)
    At the DM's option, you might also realize you know a piece of the creature's history or one of its personality traits, if it has any.

    Reliable Talent
    By 11th level, you have refined your chosen skills until they approach perfection. Whenever you make an ability check that lets you add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10.

    -------------------------------------------------

    Loyalty Boon's
    Loyalty 3: Your time spent in the company of rogues and kidnappers has taught you much of their hidden language and mannerisms. You learn Thieves' Cant.

    Loyalty 5: The time and effort you have put into the Hand is noticeable while you wear the hat in your confidence and stride. You gain advantage on Intimidation and Persuasion checks to convince a mark to come quietly and without a fuss, and to convince guards to let you pass without incident.

    Loyalty 7: You’ve continued your training with the Hand, and more experienced kidnappers have taught you either by example or force, ways to use a more slender figure or the capability of hiding one’s feints to physically restrain targets. You can use Sleight of Hand or Deception to grapple a creature or to escape a grapple. If you possess the Grappler Feat, marks have disadvantage when attempting to escape your grapples.

    Loyalty 9: Your roguish teachers have imparted a bit of their experience on you in the time that you have spent in their midst. Choose a skill that you are proficient in. You gain Expertise in that skill.

    Loyalty 11: You have reached the epitome of your roguish training, and your teachers in the Hand have no else they can impart on you. You gain access to the Sneak Attack feature, but only gain a single Sneak Attack Die. This die follows the same rules as regular Sneak Attack. If you already possess the Sneak Attack class feature, instead you can reroll a number of Sneak Attack dice equal to your proficiency bonus twice per long rest. If you choose to do so, you must take the new result.
    Class/Racial Features & Traits

    The statblocks of your Weapons, armor and other important/magical equipment

    Statblocks for your familiars, mounts etc.

    Statblocks for companions, followers and other allies.

    Statblocks for your spells.

    Statblocks for your Trinkets, businesses, building, castles, empires.


    Created by

    Dagur.

    Statblock Type

    Verum Character Sheet

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