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Cath'Lyn

Half-Elf (moon elf variant) Race
Khao(Jungle)/Exile Origin
Rogue 2/Fighter 5 (7) Class & Level
Chaotic - Good Alignment
Nothing Deity
Forked Tongue Faction
Member Rank/Position
5 Loyalty
Company

Strength 10
+0
Dexterity 18
+4
constitution 12
+1
intelligence 12
+1
wisdom 13
+1
charisma 12
+1
Total Hit Dice 6
Hit Die
1d8+1
+3 proficiency bonus
+0 Strength
+6 Dexterity
+1 Constitution
+3 Intelligence
+1 Wisdom
+1 Charisma
saving throws
+6 Acrobatics
+3 Animal Handling
+1 Arcana
+0 Athletics
+1 Deception
+1 History
+1 Insight
+1 Intimidation
+3 Investigation
+1 Martial
+1 Medicine
+3 Nature
+3 Perception
+1 Performance
+1 Persuasion
+1 Religion
+6 Sleight of Hands
+8 Stealth
+3 Survival
skills

 
21
MV
0
Prestige
1
Attunement Slots
16
Armor Class
55
Hit Points
+4
Initiative
35
Speed
Katana 1d20+7 1d6+4 Brutal = Crit rolls 1 extra dice 3d6+4 on Crit
Tsukiyomi 1d20+7 1d6+4 1d4 extra sliceBrutal = Crit rolls 1 extra dice 3d6+4 on Crit
Shortbow 1d20+7 1d6+4
Dagger 1d20+7 1d4+4
Attacks
Rogue: Stealth / Sleight of Hand / Perception / Acrobatics / Thieves Tools
Race (Skill Versatility): Animal Handling / Investigation
Origin: Nature / Survival
Faction: Poisoners Kit

Expertise
Stealth / Thieves Tools


Armor
Light Armor, Medium Armor, Shields


Weapons
simple weapons, martial weapons, Katana, hand crossbows, longswords, rapiers, shortswords


Proficiences
Masterwork Studded Leather Armor, Short Sword, Short bow, Quiver (20x Arrows), Serpent Coil
2x Katana
Tsukiyomi

  • Rare Magic Item / Attunement
  • Sharpness of the Moon.
  • This weapon deals an additional 1d4 slashing damage on a hit.
  • Wind Slash.
  • When you take the attack action with this weapon on your turn, its reach is doubled for one attack. You can use this ability twice, regaining all uses after finishing a short rest.

    Backpack

  • 3095 Gold
  • 7x Crafting Token
  • 1x Antitoxin
  • 1x Annulling Salts
  • 1x Chalcboard
  • 1x piece of Chalk
  • 4x Charcoal
  • 1x Annuling Salt's
  • 1x Thieves Tools
  • 2x Dagger
  • Bag of ballbearings 1000x
  • 10ft of string
  • 2x flask of oil
  • 5x days of rations
  • Tinderbox
  • Waterskin
  • 50ft hempen Rope
  • 1x Healing Potion
  • 2x Assassin Blood
  • 5x Potion of Healing
  • 2x Potion of Poison
  • 4x Empty Vials

  •  


    Bandolier 1
    2x Healing Potion, 1x Potion of Poison


    Bandolier 2
    2x Healing Potion, 1x Potion of Poison


    Equipment
    Forked Tongue
    Faction
    Specialist 10/17/12/12/11/10
    Stat Array
    Minor - Haphephobia

    Pets & Mounts

    Shiro:
    Non-poisonous Snake / Male / Color: White
    Tiny / Beast / Unaligned
    Armor Class 13
    Health points 2 (1d4)
    Speed 30ft., Swim 30ft.
    Str 2 (-4) Dex 16 (+3) Con 10 Int 1 (-5) Wis 10 Cha 3 (-4)
    Skills -
    Senses Blindsight 10ft., passive perception 10
    Languages -
    Challenge 0

    Actions
    Bite Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1 Piercing damage.


    Race Trait's

    ASI +2 Cha +1 Dex +1 Wis
    Dark vision 60ft
    Fey Ancestry: Advantage on Saving Throws against Charm effects,
    Immune to Sleep effects of Magic Nature
    Race Skill Versatility: Investigation / Animal Handling


    Origin Boon (Khao(Jungle) / Exile)

    Prof(Khao): Nature
    Prof(Exile): Poisoner Kit & Survival
    Jungle: +1 Wis
    Exile: Spells cast on Self have Tripple duration


    Language

  • Common
  • Elvish
  • Dwarven
  • Thieves Cant


  • Rogue/Assassin Traits:

    Skills and Expertise

    Rogue Skills: Stealth / Sleight of Hand / Perception / Acrobatics
    Rogue 1 (Expertise) : Stealth / Thieves Tools

     


    Lv. 1 Sneak Attack
    1d6 if Advantage or Friendly unit is adjecent to target


    Lv. 2 Cunning Action
    Starting at 2nd level, your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.


    Fighter/Champion Traits:

    Lv. 1 Fighting Style

    Two-Weapon Fighting:
    When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.


    Lv. 1 Second Wind
    once a Turn as a Bonus action Heal for 1d10+3
    (+ = Fighter class level) need to Have a Short or Long rest to use that Feature again


    Lv. 2 Action Surge
    This unit gets to have another Action this turn / This Feature is only useable once, and is regained uppon a short or long rest


    Lv. 3 Improved Crits
    This unit Roll's Crits on 19 and 20


    Lv. 4 Dual-Wielder-Feat

  • This Creature gains +1 AC if it has a Seperate melee weapon in Each hand
  • This Creature can use the Two-Weaponfighting Style even if the One-handed weapons aren't light
  • This Creature can draw or Stow two one-handed weapons where as normaly it would only be able to draw or stow one


  • Lv. 5 Extra Attack
    This unit Can make Another Attack per Turn

    Class/Racial Features & Traits

    The statblocks of your Weapons, armor and other important/magical equipment

    Statblocks for your familiars, mounts etc.

    Statblocks for companions, followers and other allies.

    Statblocks for your spells.

    Statblocks for your Trinkets, businesses, building, castles, empires.


    Created by

    Amellia.

    Statblock Type

    Verum Character Sheet

    Link/Embed