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Ildrath Duskriom

Rogue 8 Class & Level
Courtier Background
Drow Race
Chaotic Neutral Alignment

Strength 9
-1
Dexterity 20
+5
constitution 9
-1
intelligence 11
+0
wisdom 12
+1
charisma 17
+3
Total Hit Dice 1
Hit Die
1d8-1
+3 proficiency bonus
-1 Strength
+8 Dexterity
-1 Constitution
+3 Intelligence
+1 Wisdom
+3 Charisma
saving throws
+5 Acrobatics
+1 Animal Handling
+0 Arcana
-1 Athletics
+9 Deception
+0 History
+7 Insight
+3 Intimidation
+0 Investigation
+1 Medicine
+0 Nature
+1 Perception
+3 Performance
+9 Persuasion
+0 Religion
+11 Sleight of Hands
+5 Stealth
+1 Survival
skills Deception, Insight, Persuasion, Sleight of Hand proficiencies

 
16
Armor Class
49
Hit Points
+10
Initiative
30
Speed
Axe of Kordes1d20+72d6
Freezer Sword1d20+71d6, 1d6 (cold)
Attacks
Light armor, simple weapons, hand crossbows, longswords, rapiers, shortswords, thieves' tools, alchemist supplies, smith's tools
Proficiences

Heroes Enabled

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

DnD 5e SRD SRD

Shortbow

Ranged Weapon Ammunition, Two-Handed Common

Type Damage Damage Range Properties
Simple 1d6 Piercing 80/320 ft Ammunition, Two-Handed

Cost: 25 gp Weight: 2 lb


 

DnD 5e SRD SRD

Studded Leather Armor

Light Armor Common

Made from tough but flexible leather, studded leather is reinforced with close-set rivets or spikes.

Type AC STR Req. Stealth Dis. Properties
Light 12 + Dex Modifier

Cost: 45 gp Weight: 13 lb


 

The statblocks of your class features

Thief


Hit Points

Hit Dice: d8 per Thief level
Hit Points at first Level: See Rogue
Hit Points at Higher Levels: See Rogue

Proficiences

Armor: See Rogue
Weapons: See Rogue
Tools: See Rogue
Saving Throws: See Rogue
Skills: See Rogue

Subclass Options

Fast Hands

Starting at 3rd level, you can use the bonus action granted by your Cunning Action to make a Dexterity (Sleight of Hand) check, use your thieves' tools to disarm a trap or open a lock, or take the Use an Object action.  

Second-Story Work

At 3rd level, climbing no longer costs you extra movement.   In addition, when you make a running jump, the distance you cover increases by a number of feet equal to your Dexterity modifier.  

Supreme Sneak

Starting at 9th level, you have advantage on a Dexterity (Stealth) check if you move no more than half your speed on the same turn.  

Use Magic Device

By 13th level, you ignore all class, race, and level requirements on the use of magic items.  

Thief's Reflexes

When you reach 17th level, you can take two turns during the first round of any combat. You take your first turn at your normal initiative and your second turn at your initiative minus 10. You can't use this feature when you are surprised.

Statblocks for your familiars, mounts etc.

SRD

Hippogriff

Large monstrosity, unaligned
Armor Class 11
Hit Points 19 ( 3d10+3 )
Speed 40ft Fly: 60ft

STR
17 +3
DEX
13 +1
CON
13 +1
INT
2 -4
WIS
12 +1
CHA
8 -1

Skills Perception +5
Senses passive Perception 15
Challenge 1 (200 XP)


Keen Sight. The hippogriff has advantage on Wisdom (Perception) checks that rely on sight.


Actions

Multiattack. The hippogriff makes two attacks: one with its beak and one with its claws.

Beak. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 ( 1d10+3 ) piercing damage.

Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 ( 2d6+3 ) slashing damage.


 
SRD

Kobold

Small humanoid (kobold, lawful evil
Armor Class 12
Hit Points 5 (2d6-2) 2d6-2
Speed 30ft

STR
7 -2
DEX
15 +2
CON
9 -1
INT
8 -1
WIS
7 -2
CHA
8 -1

Senses darkvision 60 ft., passive Perception 8
Languages Common, Draconic
Challenge 1/8


Pack Tactics. The kobold has advantage on an attack roll against a creature if at least one of the kobold's allies is within 5 ft. of the creature and the ally isn't incapacitated.
Sunlight Sensitivity. While in sunlight, the kobold has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.


Actions

Dagger. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 ( 1d4+2 ) piercing damage.
Sling. Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 4 ( 1d4+2 ) bludgeoning damage.


 

Statblocks for race/species of the character.

Dark Elves (Drow)

Ability Score Increase +1 Cha +2 Dex
Size Medium
Speed 30 ft

Descended from an earlier subrace of elves, the drow were banished from the surface world for following the goddess Lolth down the path of evil. Now they have built their own civilization in the depths of the Underdark, patterned after the Way of Lolth. Also called dark elves, the drow have skin that resembles charcoal or obsidian, as well as stark white or pale yellow hair. They commonly have very pale eyes (so pale as to be mistaken for white) in shades of lilac, silver, pink, red, and blue. They tend to be smaller and thinner than most elves.   Drow adventurers are rare. Check with your Dungeon Master to see if you can play one.   Age. Although elves reach physical maturity at about the same age as humans, the elven understanding of adulthood goes beyond physical growth to encompass worldly experience. An elf typically claims adulthood and an adult name around the age of 100 and can live to be 750 years old.   Alignment. Elves love freedom, variety, and self-expression, so they lean strongly toward the gentler aspects of chaos. They value and protect others’ freedom as well as their own, and they are more often good than not. The drow are an exception; their exile into the Underdark has made them vicious and dangerous. Drow are more often evil than not.   Size. Elves range from under 5 to over 6 feet tall and have slender builds. Your size is Medium.   Speed. Your base walking speed is 30 feet.   Superior Darkvision. Accustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. 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.   Keen Senses. You have proficiency in the Perception skill.   Fey Ancestry. You have advantage on saving throws against being charmed, and magic can’t put you to sleep.   Trance. Elves don’t need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is “trance.”) While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.   Sunlight Sensitivity. You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.   Drow Magic. You know the dancing lights cantrip. When you reach 3rd level, you can cast the faerie fire spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the darkness spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.   Drow Weapon Training. You have proficiency with rapiers, shortswords, and hand crossbows.

Languages. You can speak, read, and write Common, Elvish, and Undercommon. Elvish is fluid, with subtle intonations and intricate grammar. Elven literature is rich and varied, and their songs and poems are famous among other races. Many bards learn their language so they can add Elvish ballads to their repertoires.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

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


Created by

thewabisabian.

Statblock Type

Character Sheet (Legacy)

Link/Embed