Ddonger Character in Verum | World Anvil

Ddonger

Kepesk (a.k.a. DC)

https://www.youtube.com/watch?v=YMbu_bd3WxM
Species
Children

Cohort

Kuo Toa (Goggler) Race
Dolten/Skittering Origin
Rogue 1 Class & Level
C/N Alignment
None Deity
Silent Knights Faction
None Rank/Position
0 Loyalty
None Company

Strength 10
+0
Dexterity 16
+3
constitution 16
+3
intelligence 15
+2
wisdom 13
+1
charisma 11
+0
Total Hit Dice 1d8
Hit Die
1d8+3
+2 proficiency bonus
+0 Strength
+3 Dexterity
+3 Constitution
+2 Intelligence
+1 Wisdom
+0 Charisma
saving throws
+3 Acrobatics
+1 Animal Handling
+2 Arcana
+0 Athletics
+0 Deception
+2 History
+1 Insight
+0 Intimidation
+4 Investigation
+3 Martial
+1 Medicine
+2 Nature
+3 Perception
+1 Performance
+1 Persuasion
+2 Religion
+7 Sleight of Hands
+7 Stealth
+1 Survival
skills

 
0
MV
0
Prestige
1
Attunement Slots

Armor Class

Hit Points
+0
Initiative

Speed
Attacks
Armor: light armor
Weapons: simple weapons, hand crossbows, longswords, rapiers, shortswords
Tools: thieves' tools, Weavers Tools, Brewer’s Supplies, Calligrapher’s Supplies
Saving Throws: Dexterity, Intelligence
Skills: Perception, Stealth, Sleight of Hand, Investigation, and Martial
Attribute Cap Increase - +2 Constitution; This boosts the maximum of the ability score but not the score itself.
Proficiences
Shortsword
Shortbow
Quiver with 20 arrows
Explorers Pack
Leather armor, two daggers, and thieves' tools
800gp

Cat’s Eye Scapolite
A gem infused with the power of the Dream, inlaid within a piece of jewelry of choice. While holding this gem, at the end of a short rest you can choose to replenish all of your spent hit die, as you call upon the power of the dream that is held within this gem. Once you do so, the gem must be recharged by being returned to the Abbey of the Drifting Dream.

Equipment
Silent Knights
Faction
Mad Man
Stat Array
Superior Darkvision – You can see in dim light within 120 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.

Deepwalker – Adapted to even the most extreme ocean depths, you have resistance to cold damage, and you ignore any of the drawbacks caused by a deep, underwater environment.

Slippery – Thanks to the slime-like substance that your skin secretes, you are able to slip from bonds and holds with ease. You gain advantage on ability checks and saving throws made to avoid becoming grappled or restrained.

Sunlight Sensitivity – You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.

Wordwyrd – You are immune to the damage and ill effects produced by glyphs, runes or similar dangers dealing with magical writing.

Otherworldly Perception – As a bonus action, the Goggler can flick a special lens upon their eye that allows them to see beyond the natural realm. For the next hour, you see invisible creatures and objects as if they were visible, and you can see into the Ethereal Plane. Ethereal creatures and objects appear ghostly and translucent. You can use this ability once per short rest.

Whispered Reality – A Goggler has lost a sense of their self from the pain and mental anguish they have suffered, but from this loss they have learned to see things in a new light, and to create their own reality. You suffer disadvantage against any Madness effect, but you can cast silent image with this trait. Starting at 3rd level, you can cast phantasmal force with it, and starting at 5th level, you can also cast major image with it. Once you cast a spell with this trait, you can't cast that spell with it again until you finish a long rest. Wisdom is your spellcasting ability for these spells.

Skittering:
You start your career with 800 additional gold.

You gain proficiency in the Perception skill, and with Weaver's Tools.

You gain a +1 bonus to your Dexterity score.

Burden
You must consume 8 times the normal amount that your race requires. However, you have no problem eating sentient races.

Dolten
Dolten is a land wrought with danger and darkness. Nevertheless, there are those that make their home here. Living side by side with the dark things that go bump in the night. Thriving within the dark forest, the Abhorrent Arboreal. All Doltenians receive the following benefits and may choose a sub Origin for additional abilities.

Having lived in fear, Doltenians are much harder to scare. You gain a +3 bonus to saving throws vs. Fear effects.

A Doltenian has a strong mind. +1 Wisdom

Darkness lives within a Doltenian's soul. This taint marks them and empowers them. Each of the sub origins presents a +1 to an ability score but also a burden the character

Sneak Attack
PHB p94
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.

Thieves' Cant
PHB p94
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.

Expertise
Stealth, Sleight of Hand


Class/Racial Features & Traits

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