+4 | Expertise Bonus | |
+2 | Proficiency Bonus |
-1 | Strength | |
+3 | Dexterity | |
+5 | Constitution | |
+0 | Intelligence | |
+1 | Wisdom | |
+4 | Charisma |
+3 | Acrobatics | DEX | |
+3 | Animal Handling | WIS | |
+0 | Arcana | INT | |
-1 | Athletics | STR | |
+4 | Deception | CHA | |
+0 | History | INT | |
+1 | Insight | WIS | |
+2 | Intimidation | CHA | |
+0 | Investigation | INT |
+1 | Medicine | WIS | |
+0 | Nature | INT | |
+1 | Perception | WIS | |
+2 | Performance | CHA | |
+4 | Persuasion | CHA | |
+0 | Religion | INT | |
+5 | Sleight of Hand | DEX | |
+3 | Stealth | DEX | |
+3 | Survival | WIS |
Weapon / Attack | AB | Abi | Dmg | Dmg Type | |
---|---|---|---|---|---|
Dagger | +5 | DEX | 1d4+3 | piercing | |
Finesse, light, thrown (range 20/60) | |||||
Light Crossbow | +5 | DEX | 1d8+3 | piercing | |
Ammunition (range 80/320), loading, two-handed | |||||
Staff | -1 | STR | 1d6-1 | bludgeoning | |
Versatile (1d8) | |||||
Unarmed Strike | +1 | STR | 1-1 | bludgeoning |
RACE (BLACKEN ELF):
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 can't discern color in darkness, only shades of gray.
Paranoia. Whenever you make a Wisdom (Insight) check to determine if a creature is lying, you are considered proficient in the Insight skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.
Aether Magic. 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.
Corrupt Skin. When not wearing armor or clothing that covers your skin, you have disadvantage on Dexterity (Stealth) checks to avoid being seen, and attacks made against you in dim or dark lighting do not gain disadvantage.
BACKGROUND (FOLK HERO):
Rustic Hospitality. Since you come from the ranks of the common folk, you fit in among them with ease. You can find a place to hide, rest, or recuperate among other commoners, unless you have shown yourself to be a danger to them. They will shield you from the law or anyone else searching for you, though they will not risk their lives for you.
CLASS (SORCERER):
Flexible Casting. You can use your sorcery points to gain additional spell slots, or sacrifice spell slots to gain additional sorcery points. You learn other ways to use your sorcery points as you reach higher levels.
SUBCLASS (WILD MAGIC):
Wild Magic Surge. Once per turn, the DM can have you roll a d20 immediately after you cast a sorcerer spell of 1st level or higher. If you roll a 1, roll on the Wild Magic Surge table to create a magical effect. If that effect is a spell, it is too wild to be affected by your Metamagic, and if it normally requires concentration, it doesn't require concentration in this case; the spell lasts for its full duration.
Tides of Chaos. Starting at 1st level, you can manipulate the forces of chance and chaos to gain advantage on one attack roll, ability check, or saving throw. Once you do so, you must finish a long rest before you can use this feature again. Any time before you regain the use of this feature, the DM can have you roll on the Wild Magic Surge table immediately after you cast a sorcerer spell of 1st level or higher. You then regain the use of this feature.
Languages. Common, Elvish, Hobbletongue
Armor Proficiencies. none
Weapon Proficiencies. dagger, sickle, quarterstaff, dart, light crossbow, sling, rapier, shortsword, hand crossbow
Tool Proficiencies. carpenter's tools, thieves' tools, vehicles (land)
I have a strong sense of fair play and always try to find the most equitable solution to arguments.
Respect. People deserve to be treated with dignity and respect. (Good) |
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I have a family, but I have no idea where they are. One day, I hope to see them again. |
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I have a weakness for the vices of the city, especially hard drink.
I broke into a tyrant's castle and stole weapons to arm the people. |
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The statblocks of your Weapons, armor and other important/magical equipment
The statblocks of your class features
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.