Limos LeThrane Character in Verum | World Anvil

Limos LeThrane

Raised by beggars and thieves he owes his life to the followers of Secelcuse.

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Limos Lathrane

Variant Human Race
Doltan/Gambler Born Origin
Cleric 6 Class & Level
Neutral Good Alignment
Sekelcuse Deity
The Grasping Hand Faction
Member Rank/Position
7 Loyalty
Company

Strength 12
+1
Dexterity 13
+1
constitution 14
+2
intelligence 12
+1
wisdom 16
+3
charisma 17
+3
Total Hit Dice 5
Hit Die
1d8+2
+3 proficiency bonus
+0 Strength
+1 Dexterity
+2 Constitution
+1 Intelligence
+6 Wisdom
+6 Charisma
saving throws
+1 Acrobatics
+3 Animal Handling
+1 Arcana
+0 Athletics
+6 Deception
+4 History
+8 Insight
+3 Intimidation
+1 Investigation
+3 Martial
+6 Medicine
+1 Nature
+3 Perception
+3 Performance
+6 Persuasion
+1 Religion
+1 Sleight of Hands
+1 Stealth
+3 Survival
skills

 
20
MV
1
Prestige
1
Attunement Slots
18
Armor Class
50
Hit Points
+3
Initiative
30
Speed
WeaponAttackDamage
Mace 1d20+4 1d6+1
Light Crossbow 1d20+4 1d8+1
Dagger 1d20+4 1d4+1
Attacks
Equipment;
Light armor, Medium armor, Shields, Simple weapons,
Saves;
Wisdom saving throws, Charisma saving throws,
Skills;
Deception, Insight, Persuasion, Medicine, History,
Tools;
Alchemist supplies, Calligraphy Tools, Chefs Utensils, Land Vehicle(Jail Wagon),
Language;
Common, Elvish, Thieves' Cant
Proficiences
Cantrips;
Light, Toll the Dead, Spare the Dying, Mending
1st Level;
Disguise Self, Charm Person, Cure Wounds, Bless, Healing Word, Create/Destroy Water, Sanctuary
2nd Level;
Mirror Image, Pass Without Trace, Hold Person, Zone of Truth, Enhance Ability
3rd Level;
Blink, Dispel Magic, Sending
Spellcasting
Equipment: Mace, Light Crossbow(20 Bolts), Shield, Hardy Traveling Clothes, Dagger(2), Scale Mail, Judge's Breastplate, Ring of Apetitude

Faction: Black Hat, Dark Jack, Poisoner's Gloves, Vial of Caustic Ooze(1 Per Mission), Deception Stone

Masterwork Bandoliers(5/8): 1st Level Bane Scroll(1), Potion of Minor Healing(1), Potion of Greater Healing(1), Mass Cure Wounds Scroll(1), Aid Scroll(1)

Consumables; Potion of Minor Healing(4), T3 Food(1), 1st Level Healing Word Scrolls(1), 1st Level Bane Scroll(5), Aid Scroll(1), Enhance Ability Scroll(2), Mirror Image Scroll(2), Water Walk Scroll(2), Cure Wounds(2)

Crafting: Potion Reagent - Healing, Crafting Token(17)

Misc: Explorer's Pack, Alchemy Supplies, Manacles, Horn, Beggar's Cup, Empty Vial(2), Bar of Candy(Event - CaTCF), Bone Dice Set(Event - TGTH), 777 Ways To Cook Turkey(Event - TGTH), Rusty Short Sword, Bag of Maggots,
Wealth: 2030 Gold, 3 Silver, 80 Copper
Item Crafting: 500/2000 Spent
Equipment
The Grasping Hand
Faction
The Mad Man
Stat Array
Gambler Born Corruption Bonus – Roll two d6 after each long rest, you may choose one of the results and gain a +2 to the associated ability score until your next long rest.

1- Strength, 2- Dexterity, 3- Constitution, 4- Intelligence, 5- Wisdom, 6- Charisma. (Current Bonus - Wisdom)

Corruption Effect: Sometimes bad luck is even worse and even more so for you. Whenever you would roll a 2 on an attack roll, saving throw, or skill check, it counts as though you rolled a 1.

Spell Casting (Cleric)

Actor- +1 to Charisma(no more then 20)
Advantage on CHR (Deception/Performance) when trying to pass as another
You can Mimic speech and sounds, you must have heard them for at least 1 minute. A successful WIS(Insight) against your CHR(Deception) allows the listener to determine it is faked.

Blessing of The Trickster- You can give a willing person advantage on all stealth rolls for 1 hour

Channel Divinity:
Invoke Duplicity - As an action you create a perfect illusion of yourself that lasts for 1 minute, or until you lose concentration. The illusion appear in an unoccupied space of your choice within 30 ft you can see. As a bonus action you can move the copy 30 ft to a space you can see. It must remain within 120 ft of you. You can use the illusion to cast spells but must use your own senses to do this. If you and the illusion are within 5 ft of the same enemy you get advantage depending on how distracting it is.
Turn Undead- As an action you can make every undead within 30 feet of you that can hear you make a Wisdom Saving Throw(DC 13). If it fails is turned for one minute or damaged and must spend that time moving as far as they can away from you and can not willingly move to a space within 30 feet of you. It cant take reactions, it must use the dash action or try to escape from an effect that prevents it from moving. if there is nowhere for it to go it can use the dodge action.

Attribute Cap Increase - +2 Wisdom; This Boosts the Maximum of an ability score but not the score itself.

The Black Hat - Much like the once fear inducing inquisitors of old, these black hats provide not only a mark of membership but a few useful enchantments as well. While wearing this hat a character has advantage on insight checks, investigation checks, and perception checks, but only when used specifically to track a mark officially contracted by the Grasping Hand. (DM Discretion)

A member of the Grasping Hand is marked by the trade mark black hat, but there are many styles in which to choose from. This contains not only the symbol of the Grasping Hand, but also the name of the member, in case they should perish on duty.

The Stone of Deception - Members of the Grasping Hand may reroll a failed deception check once per long rest.

Poisoner's Gloves (Janus Hilden - Captured)

This pair of black gloves is equipped with a hidden compartment for a dose of poison. This can be applies in the follower ways:
Contact poison that can be applied on a handshake, hive five, or similar function of mutual contact.
Injury poison that can be applied through an unarmed strike or melee weapon.
Internal poison by being sprinkled through the glove into food or drink.
Applying this poison uses a bonus action and the poison's use can be concealed if the wearer makes a Dexterity (Sleight of Hand) check as part of this bonus action. Another creature must beat this check to detect the use of the glove. This does not mean they know what the glove was used for, only that material was used within the glove.

Upgrades The Sleight of Hand Check to be made at advantage if the wielder is wearing the black hat.
Inhaled poison, as a 15ft cone pocket sand attack. This requires a successful sleight of hand check DC of 15 to do properly. All creatures in this area must make a dexterity saving throw to avoid this poison. The DC is equal to the normal save DC of the poison. If they fail they must roll against the poison as normal.


Caustic Ooze (Mordraz Darhul - Captured)

This potent poison can be applied through injury. It causes 4d6 poison damage and causes an enemies movement speeds to become 0 for 1 round. It is a DC 18 constitution save to avoid the movement reduction and reduce the damage by half. At the beginning of each mission, a grasping hand member has enough for 1 dose. This poison cannot be traded or hoarded.


The Dark Jack (Felgrum Volkhaz - Captured)

This blackjack grants advantage on attack rolls on the first round of combat and if it deals sneak attack damage on the first round, the victim must succeed on a DC 17 Constitution saving throw or be stunned for 1 round. Finesse - 1d4

Loyalty Boons:
3; You Learn Thieves' Cant
5; Intimidation and Persuasion Checks have advantage to convince a mark to come quietly and to convince guards to let you pass without incident.
7; Sleight of Hand or Deception can be used to grapple a creature or escape a grapple. If you have Grappler marks have disadvantage when trying to escape your grapples
9; You gain Expertise in one skill you have Proficiency
11; You gain access to the Sneak Attack feature, granting you a single Sneak Attack die. If you are a Rogue you instead can reroll a number of Sneak Attack equal to your Proficiency twice per long rest. You must take the new rolls.

Grey Pantheon, Church of Sekelcuse: Boon; +1 Charisma, Lip Service; Deception Prof.

Judge's Breastplate: This Golden breastplate seems to give off an air of authority to its bearer, in its core lies the symbol of a large brass orb, overlaid with two keys crossing one another;
While wearing this suit of armor, you gain access to the following abilities and features: -Seek The Truth- You gain advantage on Insight checks made to discern lies, and falsehoods; You gain proficiency in the Insight skill, if you are already proficient, you instead gain a +2 bonus on the Insight skill(Getting +2 bonus).

Ring of Apetitude - Not Attuned
The primal savagery that radiates from this ring, sharpens the wearers mind and body, returning them to the Ancestral strength of Apes themselves. Why Elves would design such a ring, perhaps the truth can be found in these ruins.

While attuned to this item your strength score is increased by 2, up to your ability score cap.

Speed of Monke. You gain a climb speed of 30 feet.

Ape's Agression You gain Proficiency in Intimidation. If you already have proficiency, you gain +2 to Charisma(Intimidation) checks.

Monke Grip. You have advantage on checks against being disarmed, and when you attempt to disarm others, you roll at advantage.


ASI - +2 Dex
Class/Racial Features & Traits