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Lucius Black (Blackmass)

8 Level (0/48000 XP for level-up) Urchin Background Shifter Race / Species / Heritage True Neutral Alignment
Fighter (Gunslinger)
Level 8
Hit Dice: 4/8
1d10+3 Class 1

STR
8
-1
DEX
18
+4
CON
16
+3
INT
12
+1
WIS
14
+2
CHA
9
-1
89
Hit Points
+4
Initiative (DEX)
16
Armor Class (AC)
+3
Prof. Bonus
30
Speed (walk/run/fly)
+6 Expertise Bonus
+3 Proficiency Bonus
+2 Strength
+4 Dexterity
+6 Constitution
+1 Intelligence
+2 Wisdom
-1 Charisma
saving throws
+7 Acrobatics DEX
+2 Animal Handling WIS
+1 Arcana INT
-1 Athletics STR
-1 Deception CHA
+1 History INT
+5 Insight WIS
-1 Intimidation CHA
+1 Investigation INT
skills
+2 Medicine WIS
+1 Nature INT
+2 Perception WIS
-1 Performance CHA
-1 Persuasion CHA
+1 Religion INT
+7 Sleight of Hand DEX
+7 Stealth DEX
+2 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Pistols +8 DEX 1d8+4 Piercing
 Light, Range (40/160)
Handaxe +2 STR 1d6-1 Slashing
 Light, Thrown, Range (20/60)
Attacks
Dual Wielder:
You gain a +1 bonus to AC while you are wielding a separate melee weapon in each hand.
You can use two-weapon fighting even when the one handed melee weapons you are wielding aren’t light.
You can draw or stow two one-handed weapons when you would normally be able to draw or stow only one.

LUCKY
Vou have inexplicable luck that seems to kick in at just
the right moment.
Vou have 3 luck points. Whenever you rnake an attack
roll, an ability check. ar a saving throw, you can spend
one luck point to roll an additional d20. Vou can choose
to spend one of your luck points after you roll the die,
but before the outcome is determined. Vou choose which
of the d20s is used for the attack roll, ability check, or
saving throw.
Vou can also spend one luck point when an attack
roll is made against you. RolI a d20, and then choose
whether the attack uses the attacker's rull or yours.
If more than one creature spends a luck point to
influence the outcome of a roll, lhe points cancel each
other oul; no additional dice are rolled.
Vou regain your expended luck points when you
finish a long rest.

Features & Traits
Explorer's Pack, Studded Armor, Tinkerer's Tools, Disguise Kit, Thieves Tools, A Small Knife, Set of Common Clothes, Pouch of 10 Gold

Cabal's Ruin has 4 charges and regains 1d4 expended charges daily at dawn.
When the wearer is targeted by an enemy’s spell, they can use their reaction to have the cloak swallow part of the spell. The cloak gains a number of charges equal to the spell level of the triggering spell. The wearer is still subject to whatever effects the spell would normally inflict on them. The ability cannot be used again until they finish a short or long rest.
When the wearer hits with an attack, they can choose to expend any number of charges from the cloak, dealing an additional 1d6 lightning damage per charge expended, which is inflicted on the target of that attack. If the attack strikes multiple targets, the wearer must choose one target from the group to be subject to this damage.

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0 Money
Common, Elvish, Infernal

Languages & Proficiencies


™ & © 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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Shifter

ability score increase: You may increase 3 ability scores of your choice by 1.
age: Shifters live a lifespan comperable to humans or a little longer.
alignment: Shifters are usually True Neutral
Size: Medium
speed: 30ft
Languages: Common, Infernal and one of your choice.
race features:
Tremorsense: You can sense vibrations in the ground up to a range of 60ft.   Shifting Molecules: Shifters have the uncanny ability to change the density of the carbon in their body and use it in two ways. As a bonus action you may use this feature and choose one of the following effects. You can use this feature 2 times per long rest.   Smoke Form: You decrease your density and shift into a cloud of smoke for one minute. While in this form you gain advantage on stealth checks, are immune to damage and have a flying speed equal to your walk speed. You cannot attack, use items or interact with pysical objects while in this form.   Hardened Shell: You harden the carbon in your skin to create in inpenetrable defense. While in this form you have resistance to slashing, bludgeoning and piercing damage and have advantage on Strength(Athletics) checks for being shoved due to your weight. Your movement decreases by 10ft from a lack of mobility.

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GunnTheReaper.

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