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- Character Name: Vlasti
- Player Name: Kat
- Class/Level: 6 (Rogue 3, Sorcerer 3)
- Race: Human
- Age: 26
- Height: 5'10"
- Weight: 120lbs
- Alignment: Neutral Evil
- Background: Dimir Operative
- --- Ability Scores ---
- Scores: Modifier Saving Throws
- Strength ........ 09 ... (-1) ........ [ ]
- Dexterity ....... 16 ... (+3) ........ [X]
- Constitution .... 15 ... (+2) ........ [ ]
- Wisdom .......... 11 ... (+0) ........ [ ]
- Intelligence .... 11 ... (+0) ........ [X]
- Charisma ........ 15 ... (+2) ........ [ ]
- --- Statistics ---
- Base Speed ...... 30 ft
- Armor Class ..... (AC) 14
- Initiative ...... +3 (Dex modifier)
- Prof. Bonus ..... +3
- Hit Points ...... 37
- Hit Dice ........ 3d6/3d8
- Hit Dice Total .. 6
- Death saves:
- Successes: [ ] [ ] [ ]
- Failures: [ ] [ ] [ ]
- Passive Wisdom (Perception) 10
- Darkvision (120ft)
- --- Skills ---
- Modifier Skill (Ability Mod) Proficiency?
- [+0] ... Acrobatics (Dex) ........... [X]
- [+0] ... Animal Handling (Cha) ...... [ ]
- [+0] ... Arcana (Int) ............... [ ]
- [+0] ... Athletics (Str) ............ [ ]
- [+0] ... Deception (Cha) ............ [X] (expertise)
- [+0] ... History (Int) .............. [ ]
- [+0] ... Insight (Wis) .............. [ ]
- [+0] ... Intimidation (Cha) ......... [ ]
- [+0] ... Investigation (Int) ........ [X]
- [+0] ... Medicine (Wis) ............. [ ]
- [+0] ... Nature (Int) ............... [ ]
- [+0] ... Perception (Wis) ........... [X]
- [+0] ... Performance (Cha) .......... [ ]
- [+0] ... Persuasion (Cha) ........... [ ]
- [+0] ... Religion (Int) ............. [ ]
- [+0] ... Sleight of Hand (Dex) ...... [X]
- [+0] ... Stealth (Dex) .............. [X] (expertise)
- [+0] ... Survival (Wis) ............. [ ]
- --- Equipment and Attacks ---
- Weapon name: Atk Bonus: Damage/Type:
- [Dagger] ............ [ ] ......... [ ]
- [Shortsword] ........ [ ] ......... [ ]
- [Rapier] ............ [ ] ......... [ ]
- [ ] ............ [ ] ......... [ ]
- Wealth:
- 35cp, 25sp, 15gp, 00ep, 00pp
- Other Equipment:
- -Leather armor
- -thieves' tools
- -Dimir insignia
- -three small knives, as far as you know
- -set of dark-colored common clothes
- -Golgari insignia
- -poisoner's kit
- Sorcery Points: 3/3
- --- Features and Traits ---
- Assassin
- Sorcerous Origin: Shadow Magic
- -Sneak Attack
- Once per turn, you can deal extra 2d6 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.
- -Cunning Action
- You can use your Bonus Action to take the Dash, Disengage, or Hide action.
- -Assassinate
- Starting at 3rd level, you have advantage on attack rolls against any creature that hasn't taken a turn in the combat yet. In addition, any hit you score against a creature that is surprised is a critical hit.
- -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.
- Creating Spell Slots: You can transform unexpended sorcery points into one spell slot as a bonus action on your turn. The created spell slots vanish at the end of a long rest. The Creating Spell Slots table shows the cost of creating a spell slot of a given level. You can create spell slots no higher in level than 5th.
- -Metamagic: Subtle Spell
- When you cast a spell, you can spend 1 sorcery point to cast it without any somatic or verbal components.
- -Eyes of the Dark
- You have darkvision with a range of 120 feet.
- When you reach 3rd level in this class you learn the Darkness spell which doesn't count against your number of sorcerer spells known. In addition, you can cast it by spending 2 Sorcery Points or by expending a spell slot. If you cast it with sorcery points, you can see through the darkness created by the spell.
- -Strength of the Grave
- When damage reduces you to 0 hit points, you can make a Charisma saving throw (DC 5 + damage taken). On a success you instead drop to 1 hit point. You can't use this feature if you are reduced to 0 Hit Points by radiant damage or by a critical hit. After the saving throw succeeds you can't use this feature again until you finish a long rest.
- --- Languages and Proficiencies ---
- Languages: Common, Elven, Thieves' Cant
- Melee Weapon Proficiencies: Simple weapons, longswords, rapiers, shortswords
- Ranged Weapon Proficiencies: Hand crossbows
- Armor Proficiencies: Light armor
- Tools: Thieves' tools, disguise kit, poisoner's kit
- Vehicles: N/A
- --- Background-Related ---
- Personality Traits:
- -I like to stick to the shadows.
- -Combat is meant to be quick, clean, and one-sided.
- Ideals:
- -Secrets. I collect secrets and never reveal them.
- Bonds:
- -I formed a close friendship or romance with someone in the guild I'm infiltrating.
- Flaws:
- -I have trouble trusting anyone but myself.
- Contacts:
- -I've never met my guild contact, but I get coded messages from a pattern of street lights and graffiti
- -I had a torrid romance (?) with a spore druid responsible for a large rot farm.
- -I know a find broker who can locate just about anything, for the right price. (rival)
- --- Spells ---
- Spellcasting Ability: Charisma
- Spell save DC: 13
- Spell attack bonus: +5
- Cantrips:
- -Encode Thoughts
- -True Strike
- -Message
- -Chill Touch
- Spell level 1:
- -Sleep
- -Expeditious Retreat
- -Feather Fall
- -Charm Person
- Spell level 2:
- -Detect Thoughts
- -Knock
- -Darkness
- Identities:
- Golgari Findbroker (Havel)
- Guildless Librarian (Boji)
- Minor Orzhov (Zoran)
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