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Faen ("Varian," aarakocran God of Air)

7 Level (0/34000 XP for level-up) Faction Agent Background Fallen Aasimar Race / Species / Heritage Chaotic Neutral Alignment
Rogue (FM)
Level 7
Hit Dice: 7/7
1d8+2 Class 1

STR
6
-2
DEX
19
+4
CON
14
+2
INT
13
+1
WIS
14
+2
CHA
11
+0
58
Hit Points
+3
Initiative (DEX)
15
Armor Class (AC)
+3
Prof. Bonus
30
Speed (walk/run/fly)
Spellcasting ...
+3 Attack mod
CHA Ability
+0 Abi Mod
11 Save DC
+6 Expertise Bonus
+3 Proficiency Bonus
-2 Strength
+7 Dexterity
+2 Constitution
+4 Intelligence
+2 Wisdom
+0 Charisma
saving throws
+7 Acrobatics DEX
+2 Animal Handling WIS
+1 Arcana INT
-2 Athletics STR
+0 Deception CHA
+1 History INT
+8 Insight WIS
+0 Intimidation CHA
+4 Investigation INT
skills
+8 Medicine WIS
+1 Nature INT
+5 Perception WIS
+0 Performance CHA
+0 Persuasion CHA
+1 Religion INT
+10 Sleight of Hand DEX
+10 Stealth DEX
+5 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
shortbow +7 DEX 1d6+4 piercing
 ammunition 80/320, two-handed
Longbow +7 DEX 1d8+4 piercing
Attacks

Spell Book

Racial

+2 Dex, +1 Wis

 


Faction Agent
Safe Haven
As a faction agent, you have access to a secret network of supporters and operatives who can provide assistance on your adventures. You know a set of secret signs and passwords you can use to identify such operatives, who can provide you with access to a hidden safe house, free room and board, or assistance in finding information. These agents never risk their lives for you or risk revealing their true identities.

Features & Traits
longbow, shortbow and quiver of 60 arrows
3x Healer's kit
Healer's Kit (8/10)
Herbalism Kit
Poisoner's Kit
leather armor (at home)
studded leather armor
burglar's pack
2x daggers
thieves' tools
Badge or emblem of your faction
a copy of a seminal faction text (or code-book for a covert faction)
set of common clothes
a pouch containing 309 gp
1x acid
1x antivenom
2x basic poison
1x Demon's Bane Poison
1x healing potion
1x sniffler's snuff (drug)
1x jar of Miasma

x1 Nachzehrer head
x1 Risen Vessel head (super cool bottom half head, looks like a crown)
x1 Daraketh Head
------------------------------
Assassin's Mark

+2 Dex
A sleek black longbow made out of a sturdy metal. When one knocks on it they can tell it is a hollow frame but it seems as sturdy as any bow could possibly be. Upon closer inspection one can tell the bow opens up to a compartment where liquids may be stored and some magical runes within the insides.
Corrective Aim - If you would miss with an attack with this bow you may immediately use your reaction to attack again at advantage.
Deadeye - When attacking you may forgo any number of d6 from your sneak attack this turn before the attack roll is made. For each d6 you forgo the critical threshold of the attack is increased by 1.
Efficient Application - You may store one dose of poison within this bow. Upon critically hitting a create the poison is automatically applied to the target without expending the poison.

------------------------------
The Final Bough (Healers Kit)
Attunement
A healer’s kit made from what is believed to be the last living tree within the scarred finger. It has been used to repair disfigured corpses into proper looking cadavers for the market by the demons of gluttony.

+2 Con

Never Too Late. Whenever you would make a check to inspect, repair, or gather from a dead body you may use medicine for the check.

Live on Through Others. You may magically convert the fallen into valuable healers tools in order to restore this healer’s kits charges.
As a bonus action you may put the kit onto a corpse recharging this kit’s uses and expending the corpse in the process.
This also recharges your uses of patchwork based upon the size of the creature (1 for small. +1 for each size scale above small)

Through one’s own pain. When using patchwork through this item you may roll an additional set of sneak attack dice. You take that much damage and heal your target for the same amount in addition to the base patchwork amount.

Final Moments. As a reaction to another creature taking a critical hit or reaching 0 hitpoints you may move up to your movement speed toward them without taking opportunity attacks and use your patchwork on them.

-------------------------------
Robes of Fear (Uncommon)
Attunement.
Robes that are weaved of ligaments and veins of humans. The robes are masterfully woven to look simply like a rough red yarn hiding their true nature.
Face the Fear. While attuned to these robes you have advantage on saves that cause the frightened condition.

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0 Money
Armor: light armor
Weapons: simple weapons, hand crossbows, longswords, rapiers, shortswords
Tools: thieves' tools, Herbalism kit (FM)
Saving Throws: Dexterity, Intelligence
Skills: Investigation, Perception, Sleight of Hand, Stealth, Insight (faction agent), Medicine (faction agent), Acrobatics (Race), Survival (Race)
Expertise: Insight, Medicine (FM), Stealth
Languages: Common, Undercommon, Thieves Cant, Infernal (FA), Sylvan (FA)

Languages & Proficiencies
Helpful, Adventurous

Personality Traits
Survival first, Always have a way out,

Ideals
Find out :)

Flaws
Miasma Resistance -1

Notes


™ & © Wizards of the Coast - D & D 5e Character Sheet v2.07, made by Tillerz - Updated: 2023-05-29
To print this sheet: Expand the spell book (if you have any entries there), then click "Print Sheet" at the top, select "Print to PDF" and format A3. Then print the resulting PDF to whichever format you need with "fit to page" selected.

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