+4 | Expertise Bonus | |
+2 | Proficiency Bonus |
+3 | Strength | |
+7 | Dexterity | |
+1 | Constitution | |
+1 | Intelligence | |
+5 | Wisdom | |
-1 | Charisma |
+7 | Acrobatics | DEX | |
+3 | Animal Handling | WIS | |
+1 | Arcana | INT | |
+3 | Athletics | STR | |
-1 | Deception | CHA | |
+1 | History | INT | |
+5 | Insight | WIS | |
-1 | Intimidation | CHA | |
+3 | Investigation | INT |
+3 | Medicine | WIS | |
+1 | Nature | INT | |
+7 | Perception | WIS | |
-1 | Performance | CHA | |
-1 | Persuasion | CHA | |
+1 | Religion | INT | |
+7 | Sleight of Hand | DEX | |
+9 | Stealth | DEX | |
+5 | Survival | WIS |
Weapon / Attack | AB | Abi | Dmg | Dmg Type | |
---|---|---|---|---|---|
Shortbow | +5 | DEX | 1d6+5 | Piercing | |
Ammunition, Range (80/320), Two-Handed | |||||
Dagger (2) | +5 | DEX | 1d4+5 | Piercing | |
Finesse, Light, Thrown (20/60) | |||||
Double Bladed Scimitar | +6 | DEX | 2d4+5 | Slashing | |
DONT HAVE YET***** Double Handed. If you attack with a double-bladed scimitar as part of the Attack action on your turn, you can use a bonus action immediately after to make a melee attack with it. This attack deals 1d4 slashing damage on a hit, instead of 2d4. | |||||
Frost Brand Rapier | +5 | DEX | 1d8+5 | Piercing | |
When you hit with an attack using this magic sword, the target takes an extra 1d6 cold damage. In addition, while you hold the sword, you have resistance to fire damage. In freezing temperatures, the blade sheds bright light in a 10-foot radius and dim light for an additional 10 feet. When you draw this weapon, you can extinguish all nonmagical flames within 30 feet of you. This property can be used no more than once per hour. | |||||
The Hephaestus Hold | +3 | STR | |||
https://docs.google.com/document/d/1--0ygSYy-P2d-NoYCzJ6aBMdkUdS1wgk-25sjbMYH_8/edit?tab=t.0 |
Tall and lanky, about 6' but built like a twink. Nineteen years old. Long, navy blue hair with small plaits here and there. Unnerving orange eyes. Light freckles and a scar slicing from the corner of their right eye to the back of their temple. Black abstract tattoos crisscross their arms, none of them really meaning anything (think of Reyna's tattoos if you need a visualizer).
Small canvas bag. Full of harvested canine teeth. Current count: 34.
Mist Hunter Cloak: Wondrous item (cloak), rare (requires attunement) Woven with flowing tendrils of mist, this cloak is in a constant cycle of dispersal and reformation. This cloak has 3 charges and regains all expended charges daily at midnight. Concealing Mist. As a bonus action, you can take the Hide action, even if you’re only lightly obscured. Living Shadows. When a creature enters a space within 10 feet of you, you can expend 1 charge and use your reaction to cause a shadowy tendril to lash out at that creature. Make an attack roll (+7 to hit) dealing 3d6 necrotic damage on a hit. Mistwalker. As a bonus action, you can expend 2 charges to cast the misty step spell. Shadow’s Toll: The creature wearing this cloak is vulnerable to radiant damage. Mist Filter: TBD
Common, Elvish, Thieves' Cant,
Can understand Primordial to an extent
Stoic and quiet, usually only speaks when they have something important to say. They have a very determined demeanor and seldom quits anything they've started, preferring to complete any task to the very best of their ability. Good under pressure. They will listen to anyone's problems and is always there as a shoulder to cry on but is very very bad at offering emotional advice (buddy grew up alone in the woods. They are not in tune with their emotions). Easily embarrassed.
Infinite Arms Tracing: Alister can copy any weapons that they can see and store them in a voidal armory. By using their action, Alister can copy and automatically equip a near perfect replica of that weapon. If Alister copies a weapon and then dispels it, it will automatically be stored in their armory. If Alister wants to equip a weapon from their armory, they will need to use an action to summon the armory and equip one. The only weapons that Alister cannot copy are soulbound weapons. Alister must be the target of an attack using the weapon they want to copy before copying.
Steady Aim: As a Bonus Action, you give yourself Advantage on your next attack roll on the current turn. Only use if you haven't moved during this turn and speed is 0 until the beginning of next round once used.
They love philosophy and enjoy spreading knowledge to people, and they aren't opposed to the idea of being famous, but they detest the idea of being worshipped.
A little bit cocky and egotistical, but not necessarily on purpose. Shy, but masks it by just keeping to themself.
Alister grew up in the forests of Rennen, fending for themself from a young age. Their family was a part of a not-well-liked group of people living in Stillblood and, as protection, their mother hid them and their two older brothers in the forest from birth. Soon, once finding out what she did to his bastard kids, their fathter (who was the leader of the opposing group who was hunting them) killed their mother suddenly, leaving the siblings lost and hungry in the forest. But the siblings found a way to survive and created a network of survivable lairs in the forest of Rennen. However, when they were about 12 years old, Danzig (eldest) ran off in the middle of the night leaving his siblings with some gold but no note. Seven months later, the night that Aldous (middle) and Alister decided to go off and find their brother, they were ambushed by a group and Aldous was taken away from Alister. Very close to death, Alister eventually learned how to survive in the forest by watching the animals. They are especially fond of owls. They soon realized they were on their own and converted the forest network to a self sustaining, defensive home where they could live without any danger from the outside. They have no idea whether any of their family is alive now. Throughout their life, they have taught themself to hunt, gather, trap, and evade any living thing that may cause them harm. Once they got old enough, they began venturing into Stillblood, finding purpose and skill in mercenary and assassin work before they were hired for a recon mission to Imbellis and got wrapped up in the current mission.
Danzig:: Eldest brother. If alive, is about 23 now. Danzig is very stoic and meticulous, but Alister suspects he ran off with a really beautiful human woman on a whim because they fell in love. He was always kind of the leader of the three and he left first, kind of leaving the other two to scramble to survive. Danzig was a really good chef, both with food and with potions/poisons, and a master at the double bladed scimitar so he taught Alister how to fight with it. Vices include gambling and pride, he is quite egotistical and has a tendency to bet on his favorite game (chess) in which he is undefeated.
Aldous-Leith:: Middle brother, about 21 if alive. Aldous-Leith is really reckless and energetic, but fiercely loyal and caring towards Alister. He and Danzig always clashed but they cared about each other deep down. Alister actually knows how Aldous disappeared; he got snatched in the middle of the night by a masked group of strangers while protecting Alister, and sacrificed himself to save his younger brother from possibly being enslaved. An aggressive fighter, Aldous was a really good climber, so he usually scouted for them by jumping across the trees really gracefully, and shooting from above before dropping in for the kill. He was a master of stealth (makes a lot of money pickpocketing) but he always had dreams of being a bard and would accidentally give away his position by singing to himself.
The statblocks of your Weapons, armor and other important/magical equipment
The statblocks of your class features
Elf
You are descended from a master of the double-bladed scimitar, and some of that mastery has passed on to you. You gain the following benefits:
Player's Handbook
Level | Proficiency Bonus | Features | Sneak Attack |
---|---|---|---|
1st | +2 | Expertise, Sneak Attack, Thieves’ Cant | 1d6 |
2nd | +2 | Cunning Action | 1d6 |
3rd | +2 | Psionic Power, Psychic Blades | 2d6 |
4th | +2 | Ability Score Improvement | 2d6 |
5th | +3 | Uncanny Dodge | 3d6 |
6th | +3 | Expertise | 3d6 |
7th | +3 | Evasion | 4d6 |
8th | +3 | Ability Score Improvement | 4d6 |
9th | +4 | Soul Blades | 5d6 |
10th | +4 | Ability Score Improvement | 5d6 |
11th | +4 | Reliable Talent | 6d6 |
12th | +4 | Ability Score Improvement | 6d6 |
13th | +5 | Psychic Veil | 7d6 |
14th | +5 | Blindsense | 7d6 |
15th | +5 | Slippery Mind | 8d6 |
16th | +5 | Ability Score Improvement | 8d6 |
17th | +6 | Rend Mind | 9d6 |
18th | +6 | Elusive | 9d6 |
19th | +6 | Ability Score Improvement | 10d6 |
20th | +6 | Stroke of Luck | 10d6 |
Statblocks for your familiars, mounts etc.
Statblocks for race/species of the character.
Statblocks for companions, followers and other allies.
Statblocks for your spells.
Statblocks for your Trinkets, businesses, building, castles, empires.