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Toryu

6 Level (0/23000 XP for level-up) Outlander Background Bugbear Race / Species / Heritage Chaotic Good Alignment
Rogue(Umbral)
Level 6
Hit Dice: 6/6
1d8+2 Class 1

STR
14
+2
DEX
20
+5
CON
15
+2
INT
13
+1
WIS
20
+5
CHA
13
+1
44
Hit Points
+5
Initiative (DEX)
18
Armor Class (AC)
+3
Prof. Bonus
35
Speed (walk/run/fly)
3d6 / 3d6
Sneak Dice
9 / 9
EVP
+6 Expertise Bonus
+3 Proficiency Bonus
+2 Strength
+8 Dexterity
+2 Constitution
+4 Intelligence
+5 Wisdom
+1 Charisma
saving throws
+11 Acrobatics DEX
+5 Animal Handling WIS
+1 Arcana INT
+5 Athletics STR
+1 Deception CHA
+1 History INT
+11 Insight WIS
+1 Intimidation CHA
+4 Investigation INT
+5 Thieves' Tools DEX
skills
+8 Medicine WIS
+1 Nature INT
+11 Perception WIS
+1 Performance CHA
+1 Persuasion CHA
+1 Religion INT
+8 Sleight of Hand DEX
+11 Stealth DEX
+11 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Shortbow +8 DEX 1d6+5+5 Piercing
 Ranged(80/320), two-handed
Rapier +8 DEX 1d8+5+5 Piercing
 Finesse
Silver Shortsword +8 DEX 1d6+5+5 Piercing
 Finesse, Light, Silvered
Silver Shortsword(Offhand) +8 DEX 1d6+5 Piercing
 Finesse, Light, Silvered
Attacks
Starting Stats: STR: 14 - DEX: 17 - CON: 15 - INT: 13 - WIS: 17 - CHA: 13
Racial Features

Custom Stats: +2 DEX +1 WIS
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.

Long-Limbed. When you make a melee attack on your turn, your reach for it is 5 feet greater than normal.

Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

Sneaky. You are proficient in the Stealth skill.

Surprise Attack. If you surprise a creature and hit it with an attack on your first turn in combat, the attack deals an extra 2d6 damage to it. You can use this trait only once per combat.















Background feature

Wanderer
You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth.















Ninja Features

Roguish Archetype: Umbral
Words are a powerful and dangerous concept, the ability to destroy anything with a single syllable, but also doing the opposite, creating life and even power that might be too much to control. You however asked to walk in the dark with your word of choice… and the cost? The shadows envelop your body and become a part of you, taking the strength you wanted far quicker than it should be received, but losing a part of yourself in the process.


Adumbral Step: When you choose this archetype at 3rd level, you gain proficiency in the Stealth and Acrobatics skills if you don’t already have it. Your proficiency bonus is doubled for any ability check you make that uses either of those proficiencies.

Chimerical Wounds: Starting at 3rd level, your sneak attack dice become d4’s rather than d6’s, still following the table shown in the Sneak Attack column. In addition, you gain new ways to use your sneak attack dice to aid you in your fights. Choose one of the following damage types: Cold, Necrotic, or Psychic. You can choose to allow your sneak attack dice to become that damage type. You also gain access to two Chimerical Wounds tied to that damage type. You gain access to another damage type at Level 9 and Level 13.

Chimerical Wound save DC = 8 + your proficiency bonus + your Wisdom modifier

Cold:
Numbed Veins: Upon being hit, the creature must succeed a STR saving throw, or have disadvantage on the next melee or ranged weapon attack they make.

Lacerated Footwork: Upon being hit, the creature must succeed a DEX saving throw, or fall prone.

Necrotic:
Death Walk: Upon being hit, the creature must succeed a WIS saving throw, or walk in a random direction decided by a 1d8 for 5 feet.


Heartstopper: Upon being hit, the creature must succeed a CON saving throw, or the next attack roll made against this target before the end of your next turn has advantage.

Psychic:
Nerve Snap: Upon being hit, the creature must succeed an INT saving throw, or suffer a -1d4 on its next saving throw before the start of its next turn.

Lost Vision: Upon being hit, the creature must make a CHA saving throw, or be considered blind to the attacker until the end of their turn.

You may do a Chimerical Wound once per turn and have an amount of uses corresponding to a damage type equal to two times your proficiency bonus per long rest.

Split Shadow (Level 9): Starting at 9th level, you may choose to thin your chimerical wounds assault, to make it into two rather than one in one turn. Upon taking the attack action, you may choose to apply half of your sneak attack dice (rounded up), rather than all, to your first hit, with the remainder being a part of a second attack (rounded down), with things such as Extra Attack or if you are wielding two weapons with the light property. The two strikes themselves must be of the same damage type, though each strike can be a different Chimerical Wound from that damage type. This only expends one use of a Chimerical Wound and you may do this with each damage type of Chimerical Wound equal to half of its resource per long rest.

Corrupted Strike(s) (Level 9): Starting at 9th level, whenever you are to critically hit an enemy with a strike, you add your proficiency bonus to the total. If you are to critically hit an enemy with a strike with sneak attack, you instead add half your level to the total.

Potent Chimerical Wounds(Level 13): Starting at 13th level, you gain the ability to push more into your Chimerical Wounds, making them more deadly than before. You may choose to expend two uses of Chimerical Wounds to do a more stronger version.

Cold:
Numbed Veins: Upon being hit, the creature must succeed a STR saving throw, or have disadvantage on the next melee or ranged weapon attack they make, as well as only be able to make one attack on their next turn.

Lacerated Footwork: Upon being hit, the creature must succeed a DEX saving throw, or fall prone. A creature knocked prone this way must expend all of their movement to get up, rather than half.

Necrotic:
Death Walk: Upon being hit, the creature must succeed a WIS saving throw, or walk in a random direction decided by a 1d8 for 15 feet. Attacks against the creature when they move like this are at advantage


Heartstopper: Upon being hit, the creature must succeed a CON saving throw, or the next attack roll made against this target before the end of your next turn has advantage. The crit range for this hit is 19-20.

Psychic:
Nerve Snap: Upon being hit, the creature must succeed an INT saving throw, or suffer a -1d6 on saving throws before the start of its next turn.

Lost Vision: Upon being hit, the creature must make a CHA saving throw, or be considered blind to the attacker until the end of their next turn. The creature takes an additional weapon damage die from you.


Penumbral(Level 17): Whenever you critically hit an enemy with sneak attack, you always apply the basic version of the Chimerical Wound you wish to inflict. If you wish to inflict a potent Chimerical Wound, it costs one use rather than two, and the creature makes the save at disadvantage. If you critically hit an enemy without sneak attack, you may choose to expend uses of your Chimerical Wounds as if you had done so.















Feats/ASI

-Piercer
You have achieved a penetrating precision in combat, granting you the following benefits:

Increase your Strength or Dexterity by 1, to a maximum of 20.
Once per turn, when you hit a creature with an attack that deals piercing damage, you can re-roll one of the attack’s damage dice, and you must use the new roll.
When you score a critical hit that deals piercing damage to a creature, you can roll one additional damage die when determining the extra piercing damage the target takes.


Features & Traits
Equipment

-Rapier
-Shortbow
-x70(70) arrows
-Dungeoneer's pack
-Fulcrum Studded Leather Armor (+5 Movespeed, +1 AC, Attuned)
-x2 daggers
-Thieves' Tools
-Staff
-Hunting Trap
-Worg paw
-Traveler's clothes
-Belt pouch w/ 10 gp
-Handy haversack
-Guild membership card
-1 quill
-2 vellum notebooks
-bottle of ink
-gaming die
-x5 dice sets set(basilisk bone, aqua themed, fire themed)
-Book on how to communicate with your mind
-Small metal bauble of the Technomancer
-Shutter shades
-Guard's Clothes (red embroidery, golden colored, extend down to the thigh, emblem is a sword pointing downwards with two wings and a crown above it
-Tuft of Cloth's hair
-Desert Clothes
Glowsticks
A small rod in strange, unnatural packaging. Seems to be from another place entirely.

As an action you can bend this strange object. After doing this it returns to its original shape. After doing this it releases bright light in a 5 foot area around you, dim light extending for an additional 5 feet.

When you bend the glowstick in this way, you can choose the colour it becomes from the following list: Red, Blue, Green, Yellow, Purple, Pink, Orange.
This item remains active for one minute, after which the light fades. You can use this effect once per dusk.

This item has no gold value and cannot be sold.

-x5 healing potion
-Total gold: 513g 17s 5c
















Graceful Dive

Graceful Dive
Wondrous (Gauntlets and Anklets) - Weightless - Soulchain Attunement

These darkened leather gauntlets and anklets have several straps and studs, securing them closely to the body and giving a sleek and clean look. They are near weightless and give the wearer a heightened sense of awareness and manoeuvrability.

Dodge Roll. The anklets from this set have stolen the magic of the bubble, allowing you to move in a way that isn't normally possible. As a reaction to taking damage, you can make an Dexterity (Acrobatics) check with a DC equal to the Knowledge check DC of the creature or Level + Proficiency Bonus of a Player Character. On a success, you take no damage, and move 5 feet in any direction. On a failure you take the full damage and still move 5 feet. If you move out of the reach of a creature, you do not take an opportunity attack. You use this effect 3 times, regaining all uses after finishing a long rest.

Second Set of Eyes. While the gauntlets enhance your ability to search for things, and help your allies do the same. You a gain +2 bonus to Intelligence (Investigation) and Wisdom (Perception) checks. In addition, as a reaction when an ally within 30 feet makes a Wisdom (Perception) or Intelligence (Investigation) you can give them a +2 bonus to the roll.













Guile Strategem


Guile Stratagem - Toryu
Studded Leather Armor - Attunement - Scales

This armor has the unique design of being able to become nearly impossible to see in dim light or darkness. the dark leathers seem to be combined with a pelt of a displacer beast, seemingly the reason why it does such a thing. In the impossible to see folds of the armor are four possible places for scales to be put in. You can assume that the scales will become practically invisible as well after being slotted into the armor

Unfound in the Void - While you are hidden in Darkness, if you critically hit an enemy, you can choose to forgo the additional damage dice from the piercer feat and add that dice to a stealth roll you make within the next minute. You may do this twice per long rest.

Intellectual Planning - If you are hidden at the start of combat, you can add your INT modifier (rounded down) to your initiative roll. In addition, if you are in a position to hide when combat starts and are not hidden, you can attempt to do so to possibly gain this bonus. The DC for this is determined when initiative starts.

Invisible Scales - Your AC is increased by 1 and you may Don/Doff this armor in 3 rounds















NEW Soulchain


Fractured Voids
Two Shortswords - Twin Attunement

something with chains holding the blades together to keep them bound to this plane of existence.

The Festering Unknown - When using the Feature, Within the Shadows, a Hidden Strike, you can choose to make the d8's of sneak attack damage deal necrotic damage. In addition, the creature that is hit with this cannot heal by magical and non-magical means for an amount of rounds equal to Intelligence Modifier. You may do this an amount of times equal to your proficiency bonus per long rest.

Stretching the Abyss - When you make an attack roll with they weapon, you can choose to hold the other sword by the blade. Doing so allows you to increase your reach by 5ft, allowing to hit creatures from a further distance. However, when doing so if you roll below a 5 on the d20, whether or not the attack hits or misses the creature, you take damage equal to the damage total from the weapon (d6). This damage cannot be reduced in any way.


Equipment Copper: 5, Silver: 17, Electrum: 0, Gold: 182, Platinum: 0 Money
Languages: Common, Goblin, Primordial, Thieves' Cant
Proficiencies: Stealth, Athletics, Survival, Acrobatics, Perception, Sleight of Hand, Medicine, Investigation
Expertise: Stealth, Survival
Armor: Light armor
Weapons: simple weapons, hand crossbows, longswords, rapiers, shortswords
Tools/Instruments: Thieves' Tools, Drum

Languages & Proficiencies
I feel far more comfortable around animals than people.

Personality Traits
Change. Life is like the seasons, in constant change, and we must change with it. (Chaotic)

Ideals
I am the last of my tribe, and it is up to me to ensure their names enter legend.

Bonds
Violence is my answer to almost any challenge.

Flaws


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