Foenix Stolnent

Born Talin Sandess, his family lived in the Havre-Ordure in Brillante. He grew up poor his family barely scraping by most days. Foenix learned to do whatever he could to make ends meet from gambling scams to picking pockets on Brillante tourists. He spent many nights in a cell for major offenses during his childhood. He eventually developed his skills into a career.

Foenix was finally able to move his aging parents to a small hamlet. They live quite peacefully and blissfully unaware of what their son does to help them.

He takes contracts from anyone wanting retrieval of items they can't get themselves by legal means. He isn't prone to violence but knows which end of a sword to stick in the other guy.

Recently his sights have changed and he has taken to possibly choosing tomb robbing or treasure hunting because they seem to be a lucrative option to his petty theft and second story burglary.

Mental characteristics

Mental Trauma

Foenix chose his new name after an incident during his most recent incarceration where he was lashed nearly to death by the warden with a newly developed punishment device called a Fire Lash that leaves behind bright red scars that take years to fade. He was lashed so severely that the scars on his neck and back resemble a Great Phoenix.

He hides these scars at all costs if possible and only vaguely remembers the incident and his subsequent escape in his delirium following the event.

Birthplace
Children
Known Languages

Common, Halfling, Thieves’ Cant, Draconic, Deep Speech

Chef

Chefs are culinary artists, capable of making delicious meals and commanding a disorderly kitchen.

Secondary Material: Metals

You can conduct repairs on your beloved tools.

Chef's Tools

You’re proficient with chef's tools. Your kit includes: a padded envelope containing a paring knife, a carving knife, a fillet knife, and a cleaver; a small satchel of seasonings, including salt, pepper, and three additional spices of your choice; an apron; a wooden spoon; a pair of tongs; either a cast iron pan or a wok; and either a wineskin, coffee carafe, or tea pot and a weeks’ worth of wine, tea leaves, or coffee beans to match.

Workshop

At tier 1, your workshop includes both a stove and an oven, a large wooden workbench for preparing ingredients, and a selection of basic pots and pans. There is space enough for an icebox or a small herb garden, but these features are upgrades which would need to be acquired.

Starting Techniques

  • Maturity
  • Smell of Success



Cover image: Noble's Purse by Jose Parodi

Foenix Solnent

7 Level (23002/34000 XP for level-up) Criminal / Spy Background Stout Halfling Race / Species / Heritage Chaotic Neutral Alignment
Rogue
Level 3
Hit Dice: 3/3
1d8+4 Class 1
Arcane Trickster
Level 4
Hit Dice: 4/4
1d4+4 Class 2

STR
14
+2
DEX
18
+4
CON
19
+4
INT
18
+4
WIS
13
+1
CHA
13
+1
69
Hit Points
+8
Initiative (DEX)
15
Armor Class (AC)
+3
Prof. Bonus
35/70
Speed (walk/run/fly)
14
Passive Perception
Spellcasting ...
+14 Attack mod
INT Ability
+4 Abi Mod
30 Save DC
+6 Expertise Bonus
+3 Proficiency Bonus
+4 Strength
+14 Dexterity
+8 Constitution
+14 Intelligence
+2 Wisdom
+2 Charisma
saving throws
+17 Acrobatics DEX
+2 Animal Handling WIS
+8 Arcana INT
+4 Athletics STR
+8 Deception CHA
+8 History INT
+2 Insight WIS
+2 Intimidation CHA
+20 Investigation INT
+11 Thieves Tools DEX
skills
+2 Medicine WIS
+8 Nature INT
+14 Perception WIS
+2 Performance CHA
+2 Persuasion CHA
+8 Religion INT
+20 Sleight of Hand DEX
+20 Stealth DEX
+2 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Dagger +4 DEX 1d4+4 Piercing
 Finesse, Light, Thrown, Nick
Dagger +4 DEX 1d4+4 Piercing
 Finesse, Light, Thrown, Nick
Dagger +4 DEX 1d4+4 Piercing
 Finesse, Light, Thrown, Nick
Dagger +4 DEX 1d4+4 Piercing
 Finesse, Light, Thrown, Nick
Dagger +4 DEX 1d4+4 Piercing
 Finesse, Light, Thrown, Nick
Shortbow +2 STR 1d6+2 Piercing
 Ammunition, Range, Two-Handed, Vex
Shortsword +7 DEX 1d6+4 Piercing
 Finesse, Light, Vex
Dagger +4 DEX 1d4+4 Piercing
 Finesse, Light, Thrown, Nick
Dagger +4 DEX 1d4+4 Piercing
 Finesse, Light, Thrown, Nick
Dagger +4 DEX 1d4+4 Piercing
 Finesse, Light, Thrown, Nick
Attacks

Spell Book

Cantrips

NAME AB CAST RNG DUR DMG CMP #
Chill Touch +14 1 action touch instantaneous 1d10 V,S at will
 Notes:Channeling the chill of the grave, make a melee spell attack against a target within reach. On a hit, the target takes 1d10 Necrotic damage, and it can’t regain Hit Points until the end of your next turn.
Mage Hand 1 action 30 ft 1 minute V,S at will
 Notes:A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again. When you cast the spell, 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. As a Magic action on your later turns, you can control the hand thus again. As part of that action, you can move the hand up to 30 feet. The hand can’t attack, activate magic items, or carry more than 10 pounds.
Message 1 action 120 ft 1 round S, M at will
 Notes:You point toward a creature within range and whisper a message. The target (and only the target) hears the message and can reply in a whisper that only you can hear. You can cast this spell through solid objects if you are familiar with the target and know it is beyond the barrier. Magical silence; 1 foot of stone, metal, or wood; or a thin sheet of lead blocks the spell.

Level 1 Spells 5 slots

NAME AB CAST RNG DUR DMG CMP #
Chill Touch +14 1 action touch instantaneous 1d10 + V,S at will
 Notes:Channeling the chill of the grave, make a melee spell attack against a target within reach. On a hit, the target takes 1d10 Necrotic damage, and it can’t regain Hit Points until the end of your next turn.

Level 2 Spells 2 slots

NAME AB CAST RNG DUR DMG CMP #
Chill Touch +14 1 action touch instantaneous 1d10 + V,S at will
 Notes:Channeling the chill of the grave, make a melee spell attack against a target within reach. On a hit, the target takes 1d10 Necrotic damage, and it can’t regain Hit Points until the end of your next turn.
Amulet of Health, Bag of Holding, Eyes of Minute Seeing, Leather, Dagger, Dagger, Dagger, Dagger, Dagger, Shortbow, Shortsword, Backpack, Arrows, Thieves' Tools, Crowbar, Clothes Common, Thieves' Tools, Dagger, Dagger, Dagger, Dagger, Longsword, Longsword, Spear, Shortsword, Rope Hempen (50 feet), Blanket, Blanket, Figurine of Wondrous Power (Ebony Fly), Bedroll, Chalk (1 piece), Clothes Fine, Grappling Hook, Lantern Hooded, Mess Kit, Mirror Steel, Rations (1 day), Rope Hempen (50 feet), Tinderbox, Torch, Waterskin, Disguise Kit

Equipment Copper: 0, Silver: 5, Electrum: 0, Gold: 26, Platinum: 0 Money
Common, Halfling, Thieves’ Cant

Languages & Proficiencies

Recipes



Padfoot Pastries - Halfling pop tarts - basic recipe - DC 10


Moon Rise cake - cures flesh rotting disease.





Notes


™ & © Wizards of the Coast - D & D 5e Character Sheet v2.07, made by Tillerz - Updated: 2023-05-29
To print this sheet: Expand the spell book (if you have any entries there), then click "Print Sheet" at the top, select "Print to PDF" and format A3. Then print the resulting PDF to whichever format you need with "fit to page" selected.

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