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Vacrin Sla of Vash

Vacrin Sla was born to a night of drunken romance between his peasant Human father and Noble High Elf mother. His mother never wanted him but didn't have the heart to kill him she left him to his father to grow up with. He had a tough upbringing being one of the few half elves in the population it has left him with a nervous talkative twitch.

Vacrin Sla

Commoner 0:T3 Class & Level
Carter Background
Half-Elf Race
Alignment

Strength 11
+0
Dexterity 10
+0
constitution 10
+0
intelligence 10
+0
wisdom 10
+0
charisma 12
+1
Total Hit Dice 1
Hit Die
1d4+0
+0 proficiency bonus
+0 Strength
+1 Dexterity
+0 Constitution
+0 Intelligence
+0 Wisdom
+0 Charisma
saving throws
+0 Acrobatics
+0 Animal Handling
+0 Arcana
+0 Athletics
+2 Deception
+0 History
+0 Insight
+0 Intimidation
+0 Investigation
+0 Medicine
+0 Nature
+1 Perception
+0 Performance
+2 Persuasion
+0 Religion
+0 Sleight of Hands
+0 Stealth
+1 Survival
skills

 
11
Armor Class
7
Hit Points
+0
Initiative
30
Speed
WeaponAttackDamage
Handaxe 1d20+1 1d6 slashing
Scimitar 1d20 1d6 slashing
Light Crossbow 1d20 1d8 piercing
Attacks
Weapons: Handaxe
Tools: Vehicles (Land)
Language: Common, Elvish, Abyssal
Proficiences
Common Clothes, Leather Armour, Handaxe, Scimitar, Crossbow, Light, Crossbow Bolts (10), Belt Pouch, Satchel, Bedroll, Empty Waterskin, Dead Rat, A wax carved candle of the God Emperor.
Equipment
Feature: Hard Worker: You are able to press on through challenging conditions, exerting yourself more than should be possible. When you would gain a level of exhaustion from any source other than a class feature, make a Constitution saving throw. The DC of this saving throw is 12 + twice the number of times you’ve rolled this saving throw in the past 30 days. If you succeed on this saving throw, you do not gain the level of exhaustion.

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 colour in Darkness, only shades of grey.

Fey Ancestry: You have advantage on Saving Throws against being Charmed, and magic can’t put you to sleep.

Sturdy: You gain one additional maximum hit point for each commoner partial level you have.

Sturdy, Improved: You gain proficiency in your choice of either light or medium armour.

Talkative: You chatter almost incessantly, including in inopportune moments. Stealth checks made by friendly creatures within 30 feet of you are made with disadvantage, and hostile creatures have advantage on initiative checks they make when fighting you, if they were able to hear you before they could see you. (Overcame this Flaw at T3)
Features & Traits

Heroes Enabled

Current Location
Species
Ethnicity
Currently Held Titles
Birthplace
Children
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