Dust

The Night Watch calls him/ But he is just a fledgeling/ Dust wanders to grow

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Black Doom

I see no, hear no evil, and by my blood, be saved hero. A dark coloured armour predominantly made out of leather, with small volutes of shadow emanating from it. When it has siphoned some of its user's vitality, it sends forth shadows to protect its intended mark, keeping them from harm.   All Torn Down: As an action, you sacrifice some of your health to mend another creature’s injuries. You take 2d4 necrotic damage, which cannot be reduced in any way, and one creature of your choice you can see within 30 feet regains a number of hit points equal to twice the necrotic damage you take. You can use this ability once per long rest.   I am all of Me: When you use All Torn Down, you can also spend up to four of your hit dice as part of the action to activate the ability. You restore 2 additional hit points to the target per die expended, and you or the target of All Torn Down (your choice) gain the following.   • 2 hit dice: You gain a +1 bonus to your AC for the next minute. • 3 hit dice: Once within the next minute, you can use your reaction to impose disadvantage on an attack that would target you. • 4 hit dice: You can teleport up to 20 feet to another point that you can see as a reaction after you have used All Torn Down. You cannot teleport the target you are healing with this ability. You can also suppress one condition affecting you or the target of All Torn Down from the following for 2 rounds: charmed, deafened, frightened, poisoned, restrained. At the end of your turn on the second round, you must make the saving throw associated with the effect (if there is one) again.

Shadow of War

Shadow made lethal; a shortbow ebbing in and out between tangible components and pure shadow.   Upon attunement, the weapon is magically attached to the wielder's shadow. Unattuning from this item permanently removes the wielder's shadow, dealing 3d6 nectrotic damage and causing the wielder to be permanently vulnerable to necrotic damage. The wielder must have a shadow to attune to this item.   This weapon has 5 charges of Shade which can be used on the following abilities.   After-shot. After missing an attack with this weapon, you can use your reaction to expend one Shade to make another attack made of shadow. You make another attack, and if the missed attack had advantage or disadvantage, this attack has advantage or disadvantage as well. The attack can only deal the weapon's base damage dice, which is all converted to necrotic damage.   Shadow Puppet. When you make a Stealth check, you can expend one Shade to leave behind a shadowy form of yourself for up to one minute which can deceive a hostile creature into believing it is you. A hostile creature must use an action with a DC 15 Intelligence (Investigation) check to determine it is false. During your turn, you can move the Shadow Puppet up to 30 feet. This does not require an action, and you can break up the Shadow Puppet's movement like you would with your own.   Reach of the Law. When you take the Attack action with this weapon, you can expend one Shade to ignore disadvantage from being within 5 feet of a hostile creature.   This weapon regains all Shade after a long rest. Additionally you can regain one Shade by spending 30 minutes in total shadow and can regain up to five Shade each long rest this way.

Dust

Kobold Race
Dolten (Night Guard Aspirant) Origin
5 Rogue (Mastermind)/ 5 Ranger (Gloomstalker) 10 Class & Level
Lawful Good Alignment
Iass Deity
World Wanderers Faction
Rank/Position
17 Loyalty
Company

Strength 8
-1
Dexterity 18
+4
constitution 16
+3
intelligence 11
+0
wisdom 17
+3
charisma 10
+0
Total Hit Dice 9
Hit Die
1d8+3
+4 proficiency bonus
-1 Strength
+8 Dexterity
+3 Constitution
+4 Intelligence
+7 Wisdom
+0 Charisma
saving throws
+8 Acrobatics
+3 Animal Handling
+0 Arcana
-1 Athletics
+0 Deception
+0 History
+8 Insight
+0 Intimidation
+3 Investigation
+3 Martial
+3 Medicine
+4 Nature
+11 Perception
+0 Performance
+0 Persuasion
+0 Religion
+4 Sleight of Hands
+12 Stealth
+7 Survival
skills

 
45
MV
2
Prestige
2
Attunement Slots
16
Armor Class
92
Hit Points
+7
Initiative
30
Speed
WeaponAttackDamage
Rapier+81d8+4
Shortbow+111d6+6
Dagger+81d4+4
Attacks
Light Armor, Medium Armor, Shields, Simple Weapons, Martial Weapons, Thieves' Tools, Alchemists' Supplies, Dexterity and Intelligence Saving Throws, Acrobatics, Insight (Factionless), Investigation, Perception, Stealth, Survival (Lip Service), Nature, Disguise Kit, Forgery Kit, Dice
Languages: Draconic, Common, Elven, Orklin
Proficiences
1st
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Cure Wounds
Disguise Self
Zephyr Strike
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2nd
----
Pass Without Trace
Spellcasting
Rapier, Shadow of War (Shortbow), Shortsword, 40 Arrows, Black Doom (Studded Leather Armor) 1 Dagger, Thieves' Tools
Backpack: 1,000 Ball Bearings x 2, 10 ft of String, a Bell, 5 Candles, Crowbar, Hammer, 10 Pitons, 1 Flasks of Oil, Tinderbox, Waterskin, Alchemist's Supplies, 3 Alchemist's fire, Scroll of Protection from Evil and Good, 3 Scrolls of Lesser Restoration, 1 Pole of Collapsing, 2 Bags of Caltrops, 2 Antitoxins, 1 Scroll of Alarm, 1 Potion of Invisibility, 2 full quivers of arrows,
Bandoleer 1: 1 potions of healing, 1 Alchemist's Fire, 1 Oil of Slipperiness
Bandoleer 2: 2 Greater Potions of Healing, Protection from Good and Evil
Bandoleer 3: 3 Alchemist Fires
On the Cart:
Pulling the Cart: Donkey
Mount: Riding Horse (trained)
4258 Gold
5 Silver
10 Crafting Tokens
2 Shura's Last Cinders
3 doses of Black Lotus
Equipment
World Wanderers
Faction
The Mad Man
Stat Array
Racial
----
+2 Dex -2 Str
Small
Darkvision (60 ft)
Grovel, Cower, and Beg (Standard action, grants advantage to all allies against enemies within 10 ft of me, recover after short/long rest)
Pack Tactics (I have advantage on attack rolls against a creature if at least one ally is within 5 ft of the enemy and isn't incapacitated)
Sunlight Sensitivity (I have disadvantage on attacks and perception checks when the target is in direct sunlight)
Languages (Common, Draconic)
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Origin
----
+3 bonus against Fear.
+1 Wisdom
+1 Constitution
+5 Max HP
Disadvantage on perception checks made in sunlight. This cannot be removed in any way.
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Class
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Expertise (Stealth, Perception)
Sneak Attack (+3d6)
Thieves' Cant
Cunning Action (Dash, Disengage, and Hide become bonus actions)
Master of Tactics (Help becomes a bonus action and when aiding to help an ally target a creature, the target can be within 30 ft of Dust and must either see of hear him.)
Master of Intrigue (Dust may mimic the speech patterns and accent of a creature that he hears speak for at least 1 minute, enabling him to pass himself off as a native speaker of a particular land.)
ASI (+2 Dex)
Uncanny Dodge (As a reaction, Dust can halve the damage against an attack made at him that he can see)
Favored Enemy (Undead)
Natural Explorer (Ignore difficult terrain, Advantage on Initiative Checks, Advantage against those who have not acted yet in combat)
Spellcasting (Cure Wounds, Zephyr Strike, Disguise Self)
Fighting Style (Archery)
Primeval Awareness (Can 'talk' to animals and communicate simple ideas as long as Dust has not attacked said creature within 10 minutes. Can also concentrate for 1 minute to detect favored enemies within 5 miles knowing their number, direction, and distance)
Dread Ambusher ( +wis to initiative, on first round Dust's walking speed is increased by 10 ft and can make an extra attack. If that attack hits, deal 1d8 extra damage)
Umbral Sight (Dust's Darkvision goes out to 90 ft. Creatures relying on Darkvision to see Dust instead treats Dust as invisible)
4th Ranger Level Feat (Resilient [Wisdom])
Extra Attack
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Faction
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Primal Surge (As an bonus action, you heal yourself 4d6 hitpoints and your next damage roll has 4d6 Primal damage added to it. Once you use this ability you cannot use it again until you complete a long rest.)
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Magic Items
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Shadow of War (Crippling Attunement)
See Journal
Black Doom (Attunement)
See Journal
Class/Racial Features & Traits

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