Remove these ads. Join the Worldbuilders Guild

Suladân

5 Level (0/14000 XP for level-up) Custom Lineage Background Shadow Genasi Race / Species / Heritage Neutral Evil Alignment
Warlock
Level 3
Hit Dice: 3/3
1d8+1 Class 1
Ranger
Level 1
Hit Dice: 1/1
1d+1 Class 2
Rogue
Level 1
Hit Dice: 1/1
1d+1 Class 3

STR
10
+0
DEX
16
+3
CON
12
+1
INT
12
+1
WIS
14
+2
CHA
18
+4
32
Hit Points
+3
Initiative (DEX)
14
Armor Class (AC)
+3
Prof. Bonus
30
Speed (walk/run/fly)
Spellcasting ...
+7 Attack mod
CHA Ability
+4 Abi Mod
15 Save DC
+6 Expertise Bonus
+3 Proficiency Bonus
+0 Strength
+6 Dexterity
+2 Constitution
+2 Intelligence
+9 Wisdom
+13 Charisma
saving throws
+12 Acrobatics DEX
+4 Animal Handling WIS
+2 Arcana INT
+0 Athletics STR
+7 Deception CHA
+2 History INT
+7 Insight WIS
+10 Intimidation CHA
+5 Investigation INT
+10 Martial WIS
skills
+4 Medicine WIS
+2 Nature INT
+7 Perception WIS
+7 Performance CHA
+10 Persuasion CHA
+2 Religion INT
+9 Sleight of Hand DEX
+12 Stealth DEX
+4 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Dagger +6 DEX 1d4+3 Piercing
Rune-amalgam Shortsword +3 DEX 1d6+3 Slashing
 Finesse, Light, (Aura 1d8)
Dart +6 DEX 1d4+3 Piercing
 Finesse, Thrown (20/60)
Attacks

Spell Book

[Racial]:

Shadowfallen Race: (Shadow Genasi)

Darkvision: You can see in dim light within 120 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.

Age: Reach maturity at 18 and live up to 500 to 600 years old

Shadow Step: When within dim light or darkness you can teleport 10ft as a bonus action.

Shadow Body: You have prof in the stealth skill

Darkening Presence: You can cast the Darkness spell once with this trait, requiring no material components, and you regain the ability to cast it this way when you finish a long rest.

Resistance: You have resistance to necrotic damage.

------------------------------------------
Custom Lineage:

+1 Cha
+1 Persuasion
+1 Alchemist Supplies
+1 feature: Find Familiar (Shadow)


------------------------------------------
[Class 1]: Warlock (Darkness)

Otherworldly Patron:
At 1st level, you have struck a bargain with an otherworldly being of your choice: the Elemental, which is detailed at the end of the class description, or one from another source. Your choice grants you features at 1st level and again at 6th, 10th, and 14th level.

Piercing Darkness:
You can cast darkness equal to your prof mod, this darkness can only be cast on yourself without concentrating. When a creature starts its turn inside this darkness they take 1d4 necrotic damage. (3)


Eyes of The Truth:
All allies within 30ft of you can see through your darkness as if it wasn't there. This aura changes to 60ft at level 6 and 120ft at level 14.

3rd Level:
Pact of Darkness - While within your darkness, your heal the same amount as the damage dealt with each creature from your darkening presence feature.

Pact Magic:
Your arcane research and the magic bestowed on you by your patron have given you facility with spells. See Spells Rules for the general rules of spellcasting and the Spells list for the warlock spell list.

Invocations:
Darkness Regrets - While in your darkness, your CHA mod is applied to your melee attacks.
Eyes of the Runekeeper - You can read all writing.
Dark Heart - You are immune to the effects of frighten & charmed, if a creature puts you under this effect they must make the same save or undergo the effect instead.

------------------------------------------
[Class 2]:

Favored Foe:
When you hit a creature with an attack roll, you can call on your mystical bond with nature to mark the target as your favored enemy for 1 minute or until you lose your concentration (as if you were concentrating on a spell).

The first time on each of your turns that you hit the favored enemy and deal damage to it, including when you mark it, you can increase that damage by 1d4.

You can use this feature to mark a favored enemy a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Deft Explorer:
  • Canny
  • Choose one skill: Animal Handling, Athletics, History, Insight, Investigation, Medicine, Nature, Perception, (Stealth), or Survival. You gain proficiency in the chosen skill if you don't already have it, and you can add double your proficiency bonus to ability checks using that skill.

    In addition, thanks to your extensive wandering, you are able to speak, read, and write two languages of your choice.

    ------------------------------------------
    [Class 3]:

    Sneak Attack: (3d6 Currently)
    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 an 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 a 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.

    Thieves’ Cant:
    During your rogue training, you learned thieves’ cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows thieves cant understand such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly.

    In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves’ guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run.

    ------------------------------------------
    [Feats]:

    Shadow Touched:
    Increase your Intelligence, Wisdom, or Charisma by 1, to a maximum of 20.
    You learn the invisibility spell and one 1st-level spell of your choice. The 1st-level spell must be from the illusion or necromancy school of magic. You can cast each of these spells without expending a spell slot. Once you cast either of these spells in this way, you can't cast that spell in this way again until you finish a long rest. You can also cast these spells using spell slots you have of the appropriate level. The spells' spellcasting ability is the ability increased by this feat.

    Features & Traits
    GP: 153 / SP: -- / CP: --
    ---------
    Backpack
    19 Crossbow Bolts
    Crossbow, Light
    Crowbar
    (2) Daggers
    Dart
    Hammer
    Leather Armor
    Mason's Tools
    (10) Pitons
    (9) Days of rations
    Hempen Rope (50 feet)
    Tinderbox
    (10) Torches
    Waterskin (Panacea effect)
    -------
    Exhaustion Candies x14
    Paralyzing berry
    26 Handfuls of Titan Cranial matter
    Vial of Celestial Beholder Blood
    9 Healroots
    6 Manaroots
    Notes of Soul Rune Circle
    35 City gold
    -------
    Potion of Healing x1
    Potion of Haste
    Potion of Panacea (Celestial)

    --------
    Mask of the Hidden: Invisibility and Non-detection

    Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0 Money
    Cantrips: Toll the Dead, Green-Flame Blade, Prestidigitation

    1st Level: Hex, Armor of Agathyst, Protection from Evil and Good, Hellish Rebuke, Inflict Wounds, Faerie Fire, Alarm

    2nd Level: Mirror Image, Misty Step, Blindness/Deafness
    Spellcasting
    Languages: Common, Shadowspeak, Celestial, Primordial

    Tools, Mason's Tools

    Light armor, medium armor, shields, simple weapons, martial weapons.

    Languages & Proficiencies
    Patron: The Gambler

    495 Shadow Essence

    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.

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

    The statblocks of your class features

    Statblocks for your familiars, mounts etc.

    Statblocks for race/species of the character.

    Statblocks for companions, followers and other allies.

    Statblocks for your spells.

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


    Created by

    Apex Sovereign.

    Statblock Type

    Character Sheet (latest)

    Link/Embed