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Eden Silver-Striker

Rogue (Arcane Trickster) 3 Class & Level
Noble Background
Viper-Folk Race
CG Alignment

Strength 10
+0
Dexterity 16
+3
constitution 13
+1
intelligence 11
+0
wisdom 11
+0
charisma 15
+2
Total Hit Dice 3
Hit Die
1d8+1
+2 proficiency bonus
+0 Strength
+5 Dexterity
+1 Constitution
+0 Intelligence
+0 Wisdom
+4 Charisma
saving throws
+5 Acrobatics
+0 Animal Handling
+0 Arcana
+0 Athletics
+2 Deception
+0 History
+0 Insight
+6 Intimidation
+0 Investigation
+0 Medicine
+0 Nature
+2 Perception
+6 Performance
+4 Persuasion
+0 Religion
+5 Sleight of Hands
+3 Stealth
+0 Survival
skills Acrobatics, Slight of Hand, Perception, Intimidation, Performance, Persuasion proficiencies

 
14
Armor Class
27
Hit Points
+3
Initiative
30
Speed
Revolver 1d20+2 1d6+3
Hunting Knife 1d20+3 1d6+2
Attacks
Revolver (3)

Jim Bowie knife (1)
Equipment

Personality Traits
I seek to prove myself worthy of my Silver Fangs by helping the community I hurt.
Ideals
I will protect the ones I care about.
Bonds
I love material possessions and want to stand out from the crowd.
Flaws
Noble Feature:
• You can secure an audience with a local noble
Rogue Features:
• Double proficiency with chosen skills
• Sneak Attack (1d6)
• Understand a secret language
• Double proficiency with chosen skills (Intimidation,Performance)
• You can dash, disengage, or hide as a bonus action
• Rogue Archetype: Arcane Trickster
• Special abilities with mage hand (see rules)

Paratoxin Fangs
When even the smallest amount of your venom enters the body the target must make a Constitution saving throw (DC 10 + your Constitution Modifier), On a successful save the target takes 1d4 piercing damage. On a failed save the target takes 1d4 Piercing damage and is paralyzed for 2 full rounds.

Anti-Venom Biology
Your body produces a natural Anti-Toxin to your type of Venom but not others Poison Fang Vipers are immune to Poison damage, and Paratoxin Vipers are immune to Non-Magical Paralysis, but not vice versa.

Death Rattle
Your tail has a natural rattle at the end of that unnerves enemy creatures. You have advantage on Intimidation skill checks but disadvantage on Stealth skill checks

Cold-Blooded
Your blood is as cold as ice. When in colder areas of the world if not bundled up correctly, the Viper-Folk's AC is lowered by 2. Inversely when in hotter areas They can spend two full rounds sunbathing to add a +2 to their AC.

Innate Spellcasting
You are able to cast the Animal Friendship spell at will (snakes only).
Features & Traits

Heroes Enabled

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The statblocks of your class features

Rogue


Hit Points

Hit Dice: d8 per Rogue level
Hit Points at first Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier

Proficiences

Armor: Light armor
Weapons: Simple weapons, hand crossbows, longswords, rapiers, shortswords
Tools: Thieves’ tools
Saving Throws: Dexterity, Intelligence
Skills: Choose four from Acrobatics, Athletics, Deception. Insight, Intimidation, Investigation, Perception, Performance. Persuasion, Sleight of Hand, and Stealth

Overview & Creation

Rogues devote as much effort to mastering the use of a variety of skills as they do to perfecting their combat abilities, giving them a broad expertise that few other characters can match. Many rogues focus on stealth and deception, while others refine the skills that help them in a dungeon environment, such as climbing, finding and disarming traps, and opening locks.   When it comes to combat, rogues prioritize cunning over brute strength. A rogue would rather make one precise strike, placing it exactly where the attack will hurt the target most, than wear an opponent down with a barrage of attacks. Rogues have an almost supernatural knack for avoiding danger, and a few learn magical tricks to supplement their other abilities.


Class Features

Expertise

At 1st level, choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves’ tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies. At 6th level, you can choose two more of your proficiencies (in skills or with thieves' tools) to gain this benefit.  

Sneak Attack

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 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 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.  

Cunning Action

Starting at 2nd level, your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.  

Roguish Archetype

At 3rd level, you choose an archetype that you emulate in the exercise of your rogue abilities: Thief, Assassin, Arcane Trickster or Triple Threat, all detailed at the end of the class description. Your archetype choice grants you features at 3rd level and then again at 9th, 13th and 17th level.  

Ability Score Improvement

When you reach 4th level, and again at 8th, 10th, 12th, 16th, 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.  

Uncanny Dodge

Starting at 5th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you.  

Evasion

Beginning at 7th level, you can nimbly dodge out of the way of certain area effects, such as a red dragon’s fiery breath or an ice storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.  

Reliable Talent

By 11th level, you have refined your chosen skill until they approach perfection. Whenever you make an ability check that lets you add your proficiency bonus, you can treat a d20 roll of 9 as a 10.  

Blindsense

Starting at 14th level, if you are able to hear, you are aware of the location if any hidden or invisible creature within 10 feet of you.  

Slippery Mind

By 15th level, you have acquired greater mental strength. You gain proficiency in Wisdom saving throws.  

Elusive

Beginning at 18th level, you are so evasive that attackers rarely gain the upper hand against you. No attack roll has advantage against you while you aren't incapacitated.  

Stroke of Luck

At 20th level, you have an uncanny knack for succeeding when you need to. If your attack misses a target within range, you can turn the miss into a hit. Alternatively, if you fail an ability check, you can treat the d20 roll as 20. once you use this feature, you can't use it again until you finish a short or long rest.


Starting Equipment

  • (a) a rapier or (b) a shortsword
  • (a) a shortbow and quiver of 20 arrows or (b) a shortsword
  • (a) a burglar’s pack, (b) a dungeoneer’s pack, or (c) an explorer’s pack
  • Leather armor, two daggers, and thieves’ tools


Spellcasting

For Arcane Trickster Only   Intelligence is your spellcasting ability for your wizard spells, since you learn your spells through dedicated study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Intelligence modifier
Spell attack modifier = your proficiency bonus + your Intelligence modifier


Subclass Options

Rogues have many features in common, including their emphasis on perfecting their skills, their precise and deadly approach to combat, and their increasingly quick reflexes. But different rogues steer those talents in varying directions, embodied by the rogue archetypes. Your choice of archetype is a reflection of your focus— not necessarily an indication of your chosen profession, but a description of your preferred techniques.  

Thief

You hone your skills in the larcenous arts. Burglars, bandits, cutpurses, and other criminals typically follow this archetype, but so do rogues who prefer to think of themselves as professional treasure seekers, explorers, delvers, and investigators. In addition to improving your agility and stealth, you learn skills useful for delving into ancient ruins, reading unfamiliar languages, and using magic items you normally couldn’t employ.  

Assassin

You focus your training on the grim art of death. Those who adhere to this archetype are diverse: hired killers, spies, bounty hunters, and even specially anointed priests trained to exterminate the enemies of their deity. Stealth, poison, and disguise help you eliminate your foes with deadly efficiency.  

Arcane Trickster

Some rogues enhance their fine-honed skills of stealth and agility with magic, learning tricks of enchantment and illusion. These rogues include pickpockets and burglars, but also pranksters, mischief-makers, and a significant number of adventurers.  

Swashbuckler

You focus your training on the art of the blade, relying on speed, elegance, and charm in equal parts. While some warriors are brutes clad in heavy armor, your method of fighting looks almost like a performance. Duelists and pirates typically belong to this archetype.  

Triple Threat

A Triple Threat is so named for their ability to seemingly be anywhere and deal with any foe at once. Stories of triple threats speak about them working together to take down groups of enemies many times larger than themselves, by wielding elemental force against their targets until none remain.


LevelProficiency BonusSneak AttackFeatures
1+21d6Expertise, Sneak Attack, Thieves' Cant
2+21d6Cunning Action
3+22d6Roguish Archetype
4+22d6Ability Score Improvement
5+33d6Uncanny Dodge
6+33d6Expertise
7+34d6Evasion
8+34d6Ability Score Improvement
9+45d6Roguish Archetype Feature
10+45d6Ability Score Improvement
11+46d6Reliable Talent
12+46d6Ability Score Improvement
13+57d6Roguish Archetype Feature
14+57d6Blindsense
15+58d6Slippery Mind
16+58d6Ability Score Improvement
17+69d6Roguish Archetype Feature
18+69d6Elusive
19+610d6Ability Score Improvement
20+610d6Stroke of Luck

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Viper-Folk

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

Features

 

Venomous Bite

Upon character creation, you must choose one of two types of Venom that your body will produce.     Poison Fangs Your retractable fangs are able to fill an enemy with venom with only the smallest bite with 1d8 poison damage. Target must make a Constitution saving throw (DC 10 + your Constitution modifier) Or take an additional 1d4 damage for 2 full rounds.     Paratoxin Fangs When even the smallest amount of your venom enters the body the target must make a Constitution saving throw (DC 10 + your Constitution Modifier), On a successful save the target takes 1d4 piercing damage. On a failed save the target takes 1d4 Piercing damage and is paralyzed for 2 full rounds.  

Anti-Venom Biology

Your body produces a natural Anti-Toxin to your type of Venom but not others Poison Fang Vipers are immune to Poison damage, and Paratoxin Vipers are immune to Non-Magical Paralysis, but not vice versa.  

Death Rattle

Your tail has a natural rattle at the end of that unnerves enemy creatures. You have advantage on Intimidation skill checks but disadvantage on Stealth skill checks  

Cold-Blooded

Your blood is as cold as ice. When in colder areas of the world if not bundled up correctly, the Viper-Folk's AC is lowered by 2. Inversely when in hotter areas They can spend two full rounds sunbathing to add a +2 to their AC.  

Innate Spellcasting

You are able to cast the Animal Friendship spell at will (snakes only).
 

Languages. Common, Crotal, Abyssal

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Statblocks for your spells.

Level 0 Spells

Mage Hand

0-level (Cantrip) Conjuration

Casting Time 1 Action
Range 30ft
Duration 1 Minute
Components V, S

A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.   You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it.   The hand can't attack, activate magic items, or carry more than 10 pounds.

Class(es): Artificer, Bard, Sorcerer, Warlock, Wizard, Fighter (Eldritch Knight), Rogue (Arcane Trickster)

Prestidigitation

0-level (Cantrip) Transmutation

Casting Time 1 Action
Range 10ft
Duration Up to 1 hour
Components V, S

This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range:

  • You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.
  • You instantaneously light or snuff out a candle, a torch, or a small campfire.
  • You instantaneously clean or soil an object no larger than 1 cubic foot.
  • You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour.
  • You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour.
  • You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn.
If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.

Class(es): Artificer, Bard, Sorcerer, Warlock, Wizard, Fighter (Arcane Archer), Fighter (Eldritch Knight), Rogue (Arcane Trickster)

Firebolt

0-level (Cantrip) Evocation

Casting Time 1 Action
Range 120ft
Duration Instantaneous
Components V, S

You hurl a mote of fire at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 fire damage. A flammable object hit by this spell ignites if it isn't being worn or carried.
At higher levels: This spell's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).

Class(es): Artificer, Sorcerer, Wizard, Fighter (Eldritch Knight), Rogue (Arcane Trickster)

Animal Friendship

0-level (Cantrip) Enchantment

Casting Time 1 Action
Range 30ft
Duration 24 hours
Components V, S, M
Materials a morsel of food

This spell lets you convince a beast that you mean it no harm. Choose a beast that you can see within range. It must see and hear you. If the beast's Intelligence is 4 or higher, the spell fails. Otherwise, the beast must succeed on a Wisdom saving throw or be charmed by you for the spell's duration. If you or one of your companions harms the target, the spell ends.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional beast for each slot level above 1st.

Class(es): Bard, Druid, Ranger, Cleric (Nature Domain)

Level 1 Spells

Tasha's Hideous Laughter

1-level Enchantment

Casting Time 1 Action
Range 30ft
Duration Concentration, up to 1 Minute
Components V, S, M
Materials tiny tarts and a feather that is waved in the air

A creature of your choice that you can see within range perceives everything as hilariously funny and falls into fits of laughter if this spell affects it. The target must succeed on a Wisdom saving throw or fall prone, becoming incapacitated and unable to stand up for the duration. A creature with an Intelligence score of 4 or less isn't affected.   At the end of each of its turns, and each time it takes damage, the target can make another Wisdom saving throw. The target has advantage on the saving throw if it's triggered by damage. On a success, the spell ends

Class(es): Bard, Wizard, Fighter (Eldritch Knight), Rogue (Arcane Trickster), Warlock (The Great Old One)

Charm Person

1-level Enchantment

Casting Time 1 Action
Range 30ft
Duration 1 Hour
Components V, S

You attempt to charm a humanoid you can see within range. It must make a Wisdom saving throw, and does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is charmed by you until the spell ends or until you or your companions do anything harmful to it. The charmed creature regards you as a friendly acquaintance. When the spell ends, the creature knows it was charmed by you.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.

Class(es): Bard, Druid, Sorcerer, Warlock, Wizard, Cleric (Trickery Domain), Fighter (Eldritch Knight), Paladin (Oath of Treachery), Rogue (Arcane Trickster)

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Created by

Houdini26.

Statblock Type

Character Sheet (Legacy)

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