Rinaya Azyl Character in Verum | World Anvil

Rinaya Azyl

Rinaya

Silent Knights - Ambassador – “Dream’s Eye” Rinaya Azyl, Surveyor of the Reverie: “She Who Portrayed... Only in Your Dreams” (Prideful, Vain, Vigilant)

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Alignment
Neutral
Age
23
Children
Gender
Female
Eyes
Orange
Hair
Navy
Skin Tone/Pigmentation
Tanned
Height
6'1

Rinaya Astrasoul

Dragonborn (Blue) Race
Rift/Gla'ton Origin
Gloom/Forge Cleric/Rogue 5/1/1 Class & Level
Lawful Neutral Alignment
Seven Deity
Silent Knights Faction
Dream's Eye Rank/Position
3 Loyalty
Company

Strength 18
+4
Dexterity 14
+2
constitution 18
+4
intelligence 10
+0
wisdom 13
+1
charisma 12
+1
Total Hit Dice 5/2
Hit Die
1d10/8+4
+3 proficiency bonus
+7 Strength
+5 Dexterity
+4 Constitution
+0 Intelligence
+1 Wisdom
+1 Charisma
saving throws
+5 Acrobatics
+1 Animal Handling
+0 Arcana
+7 Athletics
+1 Deception
+0 History
+1 Insight
+1 Intimidation
+0 Investigation
+4 Martial
+1 Medicine
+0 Nature
+7 Perception
+1 Performance
+0 Persuasion
+0 Religion
+2 Sleight of Hands
+8 Stealth
+4 Survival
skills

 
23
MV
1
Prestige
1
Attunement Slots
19
Armor Class
79
Hit Points
+3
Initiative
40/30
Speed
Shortsword 1d20+6 1d6+3
Longbow 1d20+7 1d8+2
Feller's Greatsword 1d20+8 2d6+5
Attacks
Armor: Light Armor, Medium Armor, Heavy Armor, Shields
Weapons: Simple Weapons, Martial Weapons, Feller’s Hook, Steton Great bow
Tools: Cook's Utensils, Smith's Tools, Brewer's Supplies, Calligraphers Supplies, Thieves' Tools
Instruments: Lyre, Dulcimer
Saving Throws: Strength, Dexterity
Skills: Martial, Stealth, Perception, Survival, Athletics
Expertise: Stealth, Perception
Lip Service: Acrobatics
Church Boon: +1 Str
Languages: Common (Grass), Draconic (Noble), Sylvan (Unseelie), Thieves' Cant
Denied Skill: Persuasion
Proficiences
Cleric Spells:
------------------
Cantrips: Guidance, Light, Mending
1st level (prepared): Bless, Healing Word, Identify, Searing Smite

Ranger Spells:
--------------------
1st Level (Ranger): Longstrider, Hunter's Mark, Disguise Self
2nd Level (Ranger): Rope Trick, Healing Spirit, Pass Without Trace
Spellcasting
Masterwork Plate Armour : "Black-Steel Plate-mail made with a :squirtle: insignia on the Collar"
Masterwork Wood Carver's Tools: Blue Turtle Wood Carver's Tools
• shortswords x2
• A longbow
• Lyre
• Quiver: 20 Arrows
• Healing Potion x5
• Greater Healing Potion x3
• Bandolier x3
• Brewer's Supplies
• Component Pouch (100gp Pearl, Mistletoe)
• Growth Potion x7
• Oil of slipperiness
Black Suit
Alter Self Scroll x1
Rinaya Plushie
Elken Bear (Balrog Plushie)
2x Potion of Supreme Healing

purple sapphire Locket
purple sapphire ring

Simon's Slugsbane Slammer
Legendary Greatbow Arcadum item


100 Silvered Steton Arrows
100 Steton Arrows

3x Growth potion reagents

Jeweler's Tools

Masterwork steton greatbow
Ebony Wood Greatbow banded with purple-gold metal tempered with blue dragonborn scale powder


Starting Equipment Steton
A staff, a hunting trap, a trophy from an animal you have killed or that has been passed down to you, a set of traveler's clothes, Brewer's Supplies, an instrument of your choice, and a belt pouch containing 10gp


Feller’s Hook

Grappling Hook (Ranged Weapon)
Damage: N/A
Special, Thrown (Range 120), Two-Handed, Finesse
Special: While you hold the rope attached to the hook in at least one hand; a huge or smaller creature with a fly speed hit by this grappling hook cannot move outside of the range of this grappling hook with their fly speed unless they deal 5 points of slashing damage to it (AC 14) or succeed on a Strength check to break free as an action, DC determined by 8 + Your Proficiency Bonus + Your Strength Modifier. As a bonus action you can make an opposed Strength (Athletics) check against the creature, on a success pulling the creature down to an unoccupied space at least 30 feet away from you, on a failure their position does not change.


“777 Ways to Cook A Turkey,”
A book containing every conceivable method in which to cook a turkey. The book is called “777 Ways to Cook A Turkey,” and is decorated with a rather abstract rendition of Turkestrus on the cover. The title is etched in gold lettering, and the book smells faintly of a turkey-based feast. This item has no mechanical effect, but looks (and smells!) really cool on a shelf.


Turkey Bone Dice
An exclusive set of turkey-bone dice. Revel in your gambling addiction by rolling turkey eyes instead of snake eyes. This has no mechanical effect.


Turkey Mask
A turkey mask, endorned with the real feathers of Turkestrus. While wearing it, you are serenaded by the sweet dulcet tones of one of his heads being violently removed. This has no mechanical effect.


Backpack
Arrows x 200
Menorah
Mistletoe
Kikombe cha Umoja (Unity Cup)
Zawadi Package: Empty Journal, Symbol of the Seven
Rations x20


Bandolier #1
Supreme Healing potion x2
Potion of Growth x1


Bandolier #2
Potion of speed x1
Potion of invulnerability x1
Potion of Heroism x1


Bandolier #3
Potion of Greater x2
Potion of growth x1


Explorer's Pack
Includes:

• a Backpack

• a Bedroll

• a Mess kit

• a Tinderbox

• 10 torches

• 10 days of Rations

• a Waterskin

• 50 feet of Hempen rope

Fishing Tackle


 


5495 Gold
https://docs.google.com/spreadsheets/d/1FUvE3yZ72KFWUCV5noudelBTb_K1NhUcoVLZOaSYSFE/edit?usp=sharing


Owl Bear’s Mana Battery (Being Crafted 0/30Days)
Owl Bear’s Mana Battery
Being Crafting by Rinaya
Wondrous (Ring) - Minor Very Rare (3000gp, 30 days) - Attunement

Black Steel ring with an feather pattern any indents filled in by an owlbear's powdered skull. It quietly thrums with the sounds of an owlbear and gives the owner its strength.

You gain a +1 bonus on Strength ability checks and you gain advantage on sight and smell based passive Perception.

Your maximum hit points increases by 2

Your Wisdom ability score is increased by 2, up to a maximum equal to your ability score cap.

Concentrated Recovery. When you successfully pass a save to maintain concentration, you can regain a second level or first level spell slot. You can use this ability once, regaining its use after finishing a long rest.

Mana Barrier. As a bonus action, you can expend a spell slot to increase your AC by the spells level up to a maximum of 3 that lasts until the start of your next turn. You can use this ability twice, regaining all uses after finishing a long rest.

You can spend up to a maximum of 100 gp per day.


Viaken Banner Weapon (Attuned)

+1 Spear - Very Rare (5000 GP) - Attunement
A banner flying that of a raven on white background

Your Constitution score is increased by 3, up to a maximum equal to your ability score cap.

This weapon deals an additional 1d6 force damage on a hit.

Thrown Weapon Design. After making an attack with this weapon, you can recall it to the palms of your hands as a free action.

Inspiring Presence. You can activate this banner as an action, inspiring and reinvigorating nearby allies with its mere presence. You and all allies within 60 feet of you heal for 1d6 hit points. This ability has two uses that refresh on a long rest.

This item is Glorybound. (Tier 2)


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
Madman
Stat Array
Archery - Fighting style

You gain a +2 bonus to attack rolls you make with ranged weapons.


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.


Faction Stuff

Factionless-
Cook's Utensils*
Survival*

Shackled Legion-
(8MV) Desertion - Benefit: You gain the next tier of armor proficiency. (None - Light // Light - Medium // Medium - Heavy.)
If you already have proficiency in Heavy armor or gain it from another source, you do not have disadvantage on Stealth checks as a result of wearing armor.
Tool Proficiencies - Brewer's Supplies
Instrument Proficiency - Lyre

Attribute Cap Increase - +2 Strength; This boosts the maximum of an ability score but not the score itself.

Tool Proficiencies - Brewer's Supplies, Instrument of your choice

Membership into the Steton Striders is marked by the swagger in your gait, the smile on your face, the scars on your body. But lacking all that, a tattoo with their symbol on an often visible area of skin. The overall design is up to you and, indeed, many Striders develop nicknames and stories around their tattoos, adding them as they grow more seasoned.

Silent Knights -
Profs: Calligrapher's Tools
Attribute Cap Increase - +2 Constitution ; This boosts the maximum of an ability score but not the score itself.


Favored Enemy (Humanoids)

Favored Enemy:
Beginning at 1st level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy commonly encountered in the wilds.

• Choose a type of favored enemy: beasts, fey, humanoids, monstrosities, or undead. You gain a +2 bonus to damage rolls with weapon attacks against creatures of the chosen type. Additionally, you have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.

• When you gain this feature, you also learn one language of your choice, typically one spoken by your favored enemy or creatures associated with it. However, you are free to pick any language you wish to learn. Sylvan


Natural Explorer

Natural Explorer
You are a master of navigating the natural world, and you react with swift and decisive action when attacked. This grants you the following benefits:

• You ignore difficult terrain.

• You have advantage on initiative rolls.

• On your first turn during combat, you have advantage on attack rolls against creatures that have not yet acted.

In addition, you are skilled at navigating the wilderness. You gain the following benefits when traveling for an hour or more:

• Difficult terrain doesn’t slow your group’s travel.

• Your group can’t become lost except by magical means.

• Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.

• If you are traveling alone, you can move stealthily at a normal pace.

• When you forage, you find twice as much food as you normally would.

• While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.


Extra Attack

Beginning at 5th level you can attack twice,
instead of once, whenever you take the Attack
action on your turn.


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.


Blessing of the Forge

Blessing of the Forge
At 1st level, you gain the ability to imbue magic into a weapon or armor. At the end of a long rest, you can touch one nonmagical object that is a suit of armor or a simple or martial weapon. Until the end of your next long rest or until you die, the object becomes a magic item, granting a +1 bonus to AC if it’s armor or a +1 bonus to attack and damage rolls if it’s a weapon.

Once you use this feature, you can’t use it again until you finish a long rest.


Umbral Sight (Gloom Stalker)

At 3rd level, you gain darkvision out to a range of 60 feet. If you already have darkvision from your race, its range increases by 30 feet.

You are also adept at evading creatures that rely on darkvision. While in darkness, you are invisible to any creature that relies on darkvision to see you in that darkness.


Dread Ambusher (Gloom Stalker)

You can give yourself a bonus to your initiative rolls equal to your Wisdom modifier.

At the start of your first turn of each combat, your walking speed increases by 10 feet, which lasts until the end of that turn.

If you take the Attack action on that turn, you can make one additional weapon attack as part of that action. If that attack hits, the target takes an extra 1d8 damage of the weapons damage type.


Primeval Awareness (Revised)

Beginning at 3rd level, your mastery of ranger lore allows you to establish a powerful link to beasts and to the land around you.
You have an innate ability to communicate with beasts, and they recognize you as a kindred spirit.

Through sounds and gestures, you can communicate simple ideas to a beast as an action, and can read its basic mood and intent.

You learn its emotional state, whether it is affected by magic of any sort, its short-term needs (such as food or safety), and actions you can take (if any) to persuade it to not attack.

You cannot use this ability against a creature that you have attacked within the past 10 minutes.

Additionally, you can attune your senses to determine if any of your favored enemies lurk nearby.
By spending 1 uninterrupted minute in concentration (as if you were concentrating on a spell), you can sense whether any of your favored enemies are present within 5 miles of you.

This feature reveals which of your favored enemies are present, their numbers, and the creatures’ general direction and distance (in miles) from you.

If there are multiple groups of your favored enemies within range, you learn this information for each group.


  Crafting Tokens
https://docs.google.com/spreadsheets/d/1FUvE3yZ72KFWUCV5noudelBTb_K1NhUcoVLZOaSYSFE/edit?usp=sharing


MV Tracker
https://docs.google.com/spreadsheets/d/1FUvE3yZ72KFWUCV5noudelBTb_K1NhUcoVLZOaSYSFE/edit?usp=sharing


Rogue Profs
Tools: thieves' tools
Skills: Athletics


Class/Racial Features & Traits