Nyx

13 Level (0/140000 XP for level-up) Gambler Background Shadar-Kai Race / Species / Heritage Chaotic-Evil Alignment
Rogue
Level 11
Hit Dice: 10/11
1d8+2 Class 1
Vampiric Rank
Level 2
Hit Dice: 1/2
1d+2 Class 4

STR
11
+0
DEX
21
+5
CON
15
+2
INT
7
-2
WIS
13
+1
CHA
15
+2
66
Hit Points
+5
Initiative (DEX)
16
Armor Class (AC)
+5
Prof. Bonus
40
Speed (walk/run/fly)
16
Passive Perception
4 / 4
Wails from Grave
+10 Expertise Bonus
+5 Proficiency Bonus
+0 Strength
+10 Dexterity
+2 Constitution
-2 Intelligence
+1 Wisdom
+7 Charisma
saving throws
+10 Acrobatics DEX
+1 Animal Handling WIS
+3 Arcana INT
+0 Athletics STR
+12 Deception CHA
-2 History INT
+6 Insight WIS
+2 Intimidation CHA
-2 Investigation INT
skills
+1 Medicine WIS
-2 Nature INT
+6 Perception WIS
+12 Performance CHA
+7 Persuasion CHA
-2 Religion INT
+15 Sleight of Hand DEX
+15 Stealth DEX
+1 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Light Crossbow +10 DEX 1d8+5 piercing
 80/320ft, loading, two handed, ammunition
Dagger +1 +11 DEX 1d4+5 piercing
 finesse, light, thrown (20/60ft), +1
Attacks

Background + Racial


Never Tell me the Odds - Odds and probability are your bread and butter. During downtime activities that involve games of chance or figuring odds on the best plan, you can get a solid sense of which choice is likely the best one and which opportunities seem too good to be true, at the DM's determination.

Blessing of the Raven Queen - As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Starting at 3rd level, you also gain resistance to all damage when you teleport using this trait. The resistance lasts until the start of your next turn. During that time, you appear ghostly and translucent.

Darkvision - Darkvision. You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray.

Fey Ancestry - Fey Ancestry. You have advantage on saving throws you make to avoid or end the charmed condition on yourself.

Keen Senses - Proficiency in Perception

Necrotic Resistance - resistance to necrotic damage.

Trance - Trance. You don't need to sleep, and magic can't put you to sleep. You can finish a long rest in 4 hours if you spend those hours in a trancelike meditation, during which you retain consciousness.
Whenever you finish this trance, you can gain two proficiencies that you don't have, each one with a weapon or a tool of your choice selected from the Player's Handbook. You mystically acquire these proficiencies by drawing them from shared elven memory, and you retain them until you finish your next long rest.


Vampiric Boons


Standard Vampire


1% regen per rank
+1 to a stat per rank (r1 - dex)
+5 ft movement per rank

Class



Sneak Attack


You know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal an extra 7d6 damage to one creature you hit with an attack roll if you have Advantage on the roll and the attack uses a Finesse or a Ranged weapon. The extra damage's type is the same as the weapon's type.
You don't need Advantage on the attack roll if at least one of your allies is within 5 feet of the target, the ally doesn't have the Incapacitated condition, and you don't have Disadvantage on the attack roll.


Weapon Mastery


Your training with weapons allows you to use the mastery properties of two kinds of weapons of your choice with which you have proficiency, such as Daggers and Shortbows.
Whenever you finish a Long Rest, you can change the kinds of weapons you chose. For example, you could switch to using the mastery properties of Scimitars and Shortswords.
Currently: Daggers + Light Crossbow

Cunning Action


Your quick thinking and agility allow you to move and act quickly. On your turn, you can take one of the following actions as a Bonus Action: Dash, Disengage, or Hide.



Steady Aim


As a Bonus Action, you give yourself Advantage on your next attack roll on the current turn. You can use this feature only if you haven't moved during this turn, and after you use it, your Speed is 0 until the end of the current turn.

Cunning Strike


You've developed cunning ways to use your Sneak Attack. When you deal Sneak Attack damage, you can add one of the following Cunning Strike effects. Each effect has a die cost, which is the number of Sneak Attack damage dice you must forgo to add the effect. You remove the die before rolling, and the effect occurs immediately after the attack's damage is dealt. For example, if you add the Poison effect, remove 1d6 from the Sneak Attack's damage before rolling.
If a Cunning Strike effect requires a saving throw, the DC equals 8 plus your Dexterity modifier and Proficiency Bonus.

Poison (Cost: 1d6). You add a toxin to your strike, forcing the target to make a Constitution saving throw. On a failed save, the target has the Poisoned condition for 1 minute. At the end of each of its turns, the Poisoned target repeats the save, ending the effect on itself on a success.

To use this effect, you must have a Poisoner's Kit on your person.

Trip (Cost: 1d6). If the target is Large or smaller, it must succeed on a Dexterity saving throw or have the Prone condition.

Withdraw (Cost: 1d6). Immediately after the attack, you move up to half your Speed without provoking Opportunity Attacks.

Uncanny Dodge


When an attacker that you can see hits you with an attack roll, you can take a Reaction to halve the attack's damage against you (round down).

Evasion


You can nimbly dodge out of the way of certain dangers. When you're subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw and only half damage if you fail. You can't use this feature if you have the Incapacitated condition.

Reliable Talent


Whenever you make an ability check that uses one of your skill or tool proficiencies, you can treat a d20 roll of 9 or lower as a 10.

Improved Cunning Strike


You can use up to two Cunning Strike effects when you deal Sneak Attack damage, paying the die cost for each effect.

Phantom Subclass


Many rogues walk a fine line between life and death, risking their own lives and taking the lives of others. While adventuring on that line, some rogues discover a mystical connection to death itself. These rogues take knowledge from the dead and become immersed in negative energy, eventually becoming like ghosts. Thieves' guilds value them as highly effective information gatherers and spies.
Many shadar-kai of the Shadowfell are masters of these macabre techniques, and some are willing to teach this path. In places like Thay in the Forgotten Realms and Karrnath in Eberron, where many necromancers practice their craft, a Phantom can become a wizard's confidant and right hand. In temples of gods of death, the Phantom might work as an agent to track down those who try to cheat death and to recover knowledge that might otherwise be lost to the grave.

How did you discover this grim power? Did you sleep in a graveyard and awaken to your new abilities? Or did you cultivate them in a temple or thieves' guild dedicated to a deity of death?

Whispers of the Dead


Echoes of those who have died cling to you. Whenever you finish a short or long rest, you can choose one skill or tool proficiency that you lack and gain it, as a ghostly presence shares its knowledge with you. You lose this proficiency when you use this feature to choose a different proficiency that you lack.

Wails from the Grave


As you nudge someone closer to the grave, you can channel the power of death to harm someone else as well. Immediately after you deal your Sneak Attack damage to a creature on your turn, you can target a second creature that you can see within 30 feet of the first creature. Roll half the number of Sneak Attack dice for your level (round up), and the second creature takes necrotic damage equal to the roll's total, as wails of the dead sound around them for a moment.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.



Tokens of the Departed


When a life ends in your presence, you're able to snatch a token from the departing soul, a sliver of its life essence that takes physical form: as a reaction when a creature you can see dies within 30 feet of you, you can open your free hand and cause a Tiny trinket to appear there, a soul trinket. The DM determines the trinket's form or has you roll on the Trinkets table in the Player's Handbook to generate it. You can have a maximum number of soul trinkets equal to your proficiency bonus, and you can't create one while at your maximum.
You can use soul trinkets in the following ways:

While a soul trinket is on your person, you have advantage on death saving throws and Constitution saving throws, for your vitality is enhanced by the life essence within the object.
When you deal Sneak Attack damage on your turn, you can destroy one of your soul trinkets that's on your person and then immediately use Wails from the Grave, without expending a use of that feature.
As an action, you can destroy one of your soul trinkets, no matter where it's located. When you do so, you can ask the spirit associated with the trinket one question. The spirit appears to you and answers in a language it knew in life. It's under no obligation to be truthful, and it answers as concisely as possible, eager to be free. The spirit knows only what it knew in life, as determined by the DM.

Features & Traits
A Playing card set, lucky charm (the arrowtip of the first enemy I killed), fine clothes
Pair of Daggers and Leather Armour
Light Crossbow with 20 bolts
5 Dagger
Explorers Pack (Backpack, Bedroll, 2 flasks of Oil, 10 Days of rations, rope, tinderbox, 10 torches, waterskin)

1x red smoke grenade

3x healing potion (2d4 + 4)
4x healing potion

dust of disappearance

unknown fire elemental notebook (need to find someone to translate it)

6x frags
- As an action, a character can throw a grenade at a point up to 60 feet away. With a grenade launcher, the character can propel the grenade up to 120 feet away.
Each creature within 20 feet of an exploding fragmentation grenade must make a DC 15 Dexterity saving throw, taking 5d6 piercing damage on a failed save, or half as much damage on a successful one.

Equipment Copper: 01300, Silver: 11333, Electrum: 0, Gold: 3898, Platinum: 163 Money
Common, Abyssal, Elvish, Thieves Cant, Dwarvish
Learnt Elvish as cheaters often used Elvish to communicate, so I picked up on it over the years and eventually became fluent.


Armor: Light armor
Weapons: Simple weapons
Tools: Playing Card set

Languages & Proficiencies
Compulsive Gambler, feels the need to try and make bets will friends and allies even in battle. The first thing when arriving to a new town if possible is to find the nearest casino or try to gamble with locals in inn/tavern/accomodation. This often leads to periods of brokeness.

Flaws
defensive duelist, lucky, martial adept, dual wielder
+2 dex, +2 cha (asi, might replace)
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celestial book (toast is written in it)

35lbs carry capacity left (boooo)

Notes
As a child my parents taught me how to gamble, and from that young age I gained a fascination with the thrill of winning, and sought to find more casinos and more winnings. This has become integral to my life as my goal has to become to get rich from gambling and have the strength to win all physical bets. I joined the vampire reich partially on a bet but also as I believed that it would be the path to strength.

Although gambling wasn't always my life after an elf cheated me, I swore to become so strong that they would not be able to cheat me and would always fail to beat me.

Backstory
Hammer and Sickle: Dwarf killed in underdark

Soul Trinkets


™ & © Wizards of the Coast - D & D 5e Character Sheet v2.09, made by Tillerz - Updated: 2025-10-07
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Created by

ZMOC.

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Character Sheet (2020)

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