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Silvy'r Valna

4 Level (0/6500 XP for level-up) Haunted One Background Half-Elf (Wood Elf Lineage) Race / Species / Heritage Lawful Neutral Alignment
Rogue
Level 4
Hit Dice: 4/4
1d8+2 Class 1

STR
12
+1
DEX
17
+3
CON
14
+2
INT
16
+3
WIS
16
+3
CHA
15
+2
34
Hit Points
+3
Initiative (DEX)
16
Armor Class (AC)
+2
Prof. Bonus
35 Walk, 5 Climb/Swim
Speed (walk/run/fly)
+4 Expertise Bonus
+2 Proficiency Bonus
+1 Strength
+5 Dexterity
+2 Constitution
+5 Intelligence
+3 Wisdom
+2 Charisma
saving throws
+5 Acrobatics DEX
+3 Animal Handling WIS
+5 Arcana INT
+1 Athletics STR
+4 Deception CHA
+3 History INT
+3 Insight WIS
+2 Intimidation CHA
+7 Investigation INT
+5 Thieves' Tools DEX
+7 Herbalism Kit WIS
skills
+7 Medicine WIS
+3 Nature INT
+5 Perception WIS
+4 Performance CHA
+4 Persuasion CHA
+3 Religion INT
+3 Sleight of Hand DEX
+7 Stealth DEX
+3 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Shortsword +5 DEX 1d6+3+3 Piercing
 Finesse, Light
Dagger +5 DEX 1d4+3+3 Piercing
 Finesse, Light, Range, Thrown (20/60)
Hand Crossbow +5 DEX 1d6+3+3 Piercing
 Light, Loading, Range (30/120)
Rapier +5 DEX 1d8+3+3 Piercing
Attacks
Starting stats: STR 12 - DEX 16 - CON 14 - INT 15 - WIS 16 - CHA 13
Racials

Extra Language - Giant
ASI - +2 CHA, +1 DEX and INT
Racial Proficiencies: Performance, Persuasion
Class Skill Proficiencies: Acrobatics, Deception, Perception, Stealth, Thieves' Tools
Background Proficiencies: Arcana, Investigation

Traits

Darkvision
Thanks to your elf blood, you have superior vision in dark and dim conditions. 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.
Fey Ancestry
You have advantage on saving throws against being charmed, and magic can’t put you to sleep.
Skill Versatility
You gain proficiency in two skills of your choice.

Feats

Heart of Darkness (Haunted One Background)
Those who look into your eyes can see that you have faced unimaginable horror and that you are no stranger to darkness. Though they might fear you, commoners will extend you every courtesy and do their utmost to help you. Unless you have shown yourself to be a danger to them, they will even take up arms to fight alongside you, should you find yourself facing an enemy alone.

Healer
You are an able physician, allowing you to mend wounds quickly and get your allies back in the fight. You gain the following benefits:

When you use a healer's kit to stabilize a dying creature, that creature also regains 1 hit point.

As an action, you can spend one use of a healer's kit to tend to a creature and restore 1d6 + 4 hit points to it, plus additional hit points equal to the creature's maximum number of Hit Dice. The creature can't regain hit points from this feat again until it finishes a short or long rest.

Field Medic

Medicinal Knowledge
When you choose this archetype at 3rd level, you gain proficiency in the Medicine skill and the Herbalism Kit tool if you don't already have it.
Your proficiency bonus is doubled for any ability check you make that uses either of those proficiencies.

Patch Work

Starting at 3rd level, you can use your bonus action to stabilise a creature with a Healer's Kit.

During a long rest, you prepare a pouch full of herbs, bandages and salves which can be used to heal your allies or even foes. As an action when you are within 5 feet of a creature, you can restore hit points to them. Roll your Sneak Attack dice, the total rolled is the amount of hit points the creature regains. You can use this feature a number of times equal to your Rogue level, regaining all uses after finishing a long rest.

If you possess the Healer feat, and use the action granted to you by it, you can add your Sneak Attack dice to the roll, increasing the amount of hit points restored to the creature. If you do this, you cannot use your Sneak Attack Dice until the start of your next turn.

Features & Traits
Money: 435 GP, 1 SP
EVP: 7
EVP Gained

Wick Dojo Mission
Dingy Docks Event
Bandit Mission
Monkey Business (Speedrun)
Roses Blossom, Voices Fade
Cleaning Up Onu Okuku
Ubozon's Request (Pacifist)
Oasis Entrance (No EVP)

Equipped
2x Daggers
1x Hand Crossbow
22x Bolts (10x blue and white)
1x Bolt Case
3x Healers Kits (1x unique kit)
1x Herbalism Kit
1x Rapier
1x Shortswords
1x Thieves' Tools
4x Potions (1x Cherry Soda)
Black Book
Black Cloak
Common Clothes
Fulcrum Studded Leather Armor
Glowstick
Handy Haversack
Journal
Quill
54/160

Inventory
1x Banana Bread
1x Banana Themed Monkey Action Figure (Red Gi)
1x Bedroll
1x Bottle of Ink
1x Bundle of Mira Steelsongs Hair
10x Days of Rations
50x Feet of Rope
1x Flask of Holy Water
1x Flask of Oil
1x Guild Membership Card
1x Holy Symbol
1x Locks of Zaixibis Nodzebi's hair
10x Lollipops
1x Mess Kit
1x Metal Bauble (Technomancer)
11x Parchment
1x Quill
6x Shark Teeth
2x special playing cards (3 and 7)
2x Tinder Box
12x Torches
6x Wooden Stakes
54/120

In House

1x Backpack
1x Chest
1x Crowbar
1x Fluffy Moth Plushy
1x Hammer
1x Set of Manacles
1x Steel Mirror
1x Very Comfy Blanket

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0 Money
Proficiencies: Arcana, Acrobatics, Deception, Perception, Performance, Persuasion, Thieves' Tools
Expertise's: Herbalism Kit, Investigation, Medicine, Stealth
Languages: Common, Draconic, Elvish, Giant, Infernal, Thieves' Cant
Weapon Proficiencies: Simple Weapons, Hand Crossbows, Longswords, Rapiers, Shortswords
Rogue

Expertise
At 1st level, choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves’ tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.

At 6th level, you can choose two more of your proficiencies (in skills or with thieves’ tools) to gain this benefit.
Sneak Attack
Beginning at 1st level, you know how to strike subtly and exploit a foe’s distraction. Once per turn, you can deal an extra 1d6 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.

The amount of the extra damage increases as you gain levels in this class, as shown in the Sneak Attack column of the Rogue table. (2d6)
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.
Steady Aim
3rd-level rogue feature
As a bonus action, you give yourself advantage on your next attack roll on the current turn. You can use this bonus action only if you haven’t moved during this turn, and after you use the bonus action, your speed is 0 until the end of the current turn.

Languages & Proficiencies
I don’t talk about the thing that torments me. I’d rather not burden others with my curse.

Personality Traits
Logic. I like to know my enemy’s capabilities and weaknesses before rushing into battle.

Ideals
I keep my thoughts and discoveries in a journal. My journal is my legacy.

Bonds
I'm horribly awkward in social situations, despite my best efforts, so I choose to stay quiet.

Flaws
Attuned Items

Fulcrum Studded Leather Armor:
Whilst wearing this Fulcrum your climb, swim and walk speed increase by 5 feet, and if you do not possess a swim or climb speed they become 5 feet.
Attunement:
You gain a +1 bonus to AC and Don/Doff speed is reduced to 3 rounds.

Notes


™ & © Wizards of the Coast - D & D 5e Character Sheet v2.07, made by Tillerz - Updated: 2023-05-29
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