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Azriel Falleth

Paladin (Silence), Rouge 3,2 Class & Level
Knight of the Royal Griffin Background
Miqo'te(Tabaxi) Race
Lawful Neutral Alignment

Strength 13
+1
Dexterity 17
+3
constitution 14
+2
intelligence 10
+0
wisdom 8
-1
charisma 12
+1
Total Hit Dice 5
Hit Die
1d10+2
+3 proficiency bonus
+1 Strength
+6 Dexterity
+2 Constitution
+3 Intelligence
+2 Wisdom
+4 Charisma
saving throws
+3 Acrobatics
-1 Animal Handling
+0 Arcana
+1 Athletics
+7 Deception
+3 History
-1 Insight
+7 Intimidation
+0 Investigation
-1 Medicine
+0 Nature
+2 Perception
+1 Performance
+7 Persuasion
+0 Religion
+3 Sleight of Hands
+9 Stealth
-1 Survival
skills Acrobatics   Deception(x2)   Intimidation(x2)   Perception(x2)   Stealth(x2,adv) proficiencies

 
17
Armor Class
45
Hit Points
+3
Initiative
30
Speed
WeaponAttackDamageCrit damageType
Rapier 1d20+6 1d8+3 2d8+3 Pierce
Scimitar of speed 1d20+8 1d6+3+2 2d6+3+2 Slashing
Javelin 1d20+4 1d6+1 2d6+1 Pierce
Torg Silver Dagger 1d20+6 1d4+3 2d4+3 Pierce
Attacks
Common, Elven, Undercommon
Simple Weapons, Martial Weapons
All Armors, shields
Thieves' tools
Gaming set
Proficiences
Spells;
(I)Magic Missiles | 3d4+3 lvl up 1d4+1
(-)Smite | 1d8 lvl up 1d8
(-)Arms of Hadar | 2d6 lvl up 1d6

(1)Divine Favor | 1d4
(1)Cure Wounds | 1d8+4 lvl up 1d8
Spellcasting
Body:
Chain Mail of the Night
Right Metal Gauntlet (Holy symbol of Torm)
Crag cat pelt
Cloak of Elvenkind
Rapier *2
Traveler's Clothes
Ring of the Order of the Royal Griffin
Harper symbol
Wand of magic missile

Backpack:
Explorer's pack
Monster Hunter's Pack
Thieves Tool
Cold weather clothing
Snow shoes
Crampons
Pendant (sword shape) (inbued)
Shard of black ice (Inbued)
Ice pendant (inbued)
Crest of the black wing
Silver Dagger
Halberd of beast slaying
Heavy crossbow of hallion

Pouch:
60GP, 73SP, 125CP
Equipment
I have a crude sense of humour.
Personality Traits
Independence. When people follow orders blindly, they embrace a kind of tyranny. (Chaotic)
Ideals
I fight for those who cannot fight for themselves.
Bonds
My hatred of my enemies is blind and unreasoning.
Flaws
Class(es)
Paladin (Vengeance)
● Intimidation, Persuasion
● Divine Sense (2/day): detect celestial, fiend, undead 60ft
● Lay on Hands: Heal 15 pts per day, distributed (pally x5) Use 5pts to cure disease, neutralize poison.
● Fightning Style: Two-Weapon Fighting. When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
● Divine Smite: use spell slot, deal (lvl+1) x 1d8 radiant
● Divine Health: Immune to disease.
● Channel Divinity
---> Shadow’s Embrace: Darkness, Able to see thru and area considered diff terrain.
---> Oblivion’s Shroud: Turn invisible (10m). While invisible, adv on stealth check.
● Oath Spells (Arms of Hadar, Silent image)

Rogue
● Intimidation, Persuasion, Stealth, Deception
● Expertise (Deception, Stealth)
● Sneak Attack 1d6
● Thieves' Cant (slang speak in code)
● Cunning action

Background
● ASI. Dex +2. Char +1
● Darkvision. See 60ft in dark
● Feline Agility. On move in combat, choose to x2 movement. Once you use this trait, you can't use it again until you move 0 feet on one of your turns.
● Cat's Claws. Climbing speed of 20 feet. Unarmed strikes deals slashing, 1d4 + Str Mod
● Cat's Talent. Proficiency in the Perception and Stealth.
● Knightly Regard (civic orders)

Feats
● Dual Wielder (+1 bonus to AC while you are wielding a separate melee weapon in each hand, can use two-weapon fighting even when the one handed melee weapons you are wielding aren’t light.)
Features & Traits

Heroes Enabled

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

Dungeon Master's Guide 5th Edition

Cloak of Elvenkind

Wondrous Item

While you wear this cloak with its hood up, Wisdom (Perception) checks made to see you have disadvantage, and you have advantage on Dexterity (Stealth) checks made to hide, as the cloak's color shifts to camouflage you. Pulling the hood up or down requires an action.

Uncommon (this item requires attunement)


 

Halberd of Beast Slaying

Weapon

Uncommon

Heavy, Reach, Two-Handed

This weapon inflicts an additional 1d6 Slashing Damage against Beasts.

Type Damage Damage Range
Martial Melee 1d10 Slashing Melee


Dagger of Subtlety

Weapon

Rare Requires Attunement

Finesse, Light, Thrown

You gain a +1 bonus to attack and damage rolls made with this magic weapon.

When you make a melee attack using this weapon while either using stealth or using a sneak attack, the weapon gains a +3 bonus to attack and damage rolls for that single attack instead.

Type Damage Damage Range
Simple Melee 1d4 Piercing Melee/Thrown (range 20/60)


Heavy Crossbow of Hallion

Weapon

Uncommon

Ammunition, heavy, loading, two-handed

Once per day, you can cast the Disguise Self spell as an action.

Type Damage Damage Range
Martial Ranged 1d10 Piercing 100/400


Chainmail of the Night

Armor (Heavy)

Uncommon

Heavy Armor

Made of interlocking metal rings, Chain Mail includes a layer of quilted fabric worn underneath the mail to prevent chafing and to cushion the impact of blows. The suit includes gauntlets.

The runic inscriptions of the Night line front of the armor, giving it its magical properties.
When you are reduced to 0hp from a piercing, slashing or bludgeoning attack, you drop to 1hp instead. The effect works once per night, and only during the night.

Type AC STR Req. Stealth Dis.
Heavy 16 13 Yes


Spellwrought Tattoo of Spirit Shroud

Wondrous Item

Rare Requires Attunement

Produced by a special needle, this magic tattoo contains the spell Spirit Shroud, wrought on your skin by a magic needle. To use the tattoo, you must hold the needle against your skin and speak the command word. The needle turns into ink that becomes the tattoo, which appears on the skin. Once the tattoo is there, you can cast its spell, requiring no material components. The tattoo glows faintly while you cast the spell and for the spell's duration. Once the spell ends, the tattoo stops glowing and cannot be casted till after a long rest.


Wand of Magic Missiles

Adventuring Gear Uncommon

This wand has 7 Charges. While holding it, you can use an action to expend 1 or more of its Charges to cast the Magic Missile spell from it. For 1 charge, you cast the 1st-level version of the spell. You can increase the spell slot level by one for each additional charge you expend.   The wand regains 1d6 + 1 expended Charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.

Weight: 1 lb


 

The statblocks of your class features

Paladin: Oath of Silence


Hit Points

Hit Dice: d10 per Paladin: Oath of Silence level
Hit Points at first Level:
Hit Points at Higher Levels:

Proficiences

Armor:
Weapons:
Tools:
Saving Throws:
Skills:

Overview & Creation

Paladins who takes up the Oath of Silence are those that serve a grim purpose. Gloom knights or mourning lords, as they are called, are effectively assassins and agents of change. Should an order of find a cause to battle for or an enemy, a bystander may not know that their fight raged on. These knights shroud themselves in secrecy in practice and shroud themselves in magical darkness and silence in combat. Many times over the world has been changed by the mourning lords, with barely a witness; those that have seen them, often convinced it was merely an apparition.   Tenets of Silence
The tenets of silence though inscribed for generations, have never been uttered aloud.
Serenity
. Silence is easily broken. Darkness is quick to swallow the rash and impetuous.
Determination
. An unwavering hand is only guided by a steel will. A moment’s hesitance can change history.
Discretion
. The unseen and unheard gain no benefit from undue attention. Draw as little attention to yourself as possible.
Tenacity
. Shadows can be driven back, silence can be disturbed, however, night must come and silence will prevail, all will fall into oblivion. You shall be no different.


Spellcasting

Oath Spells
You gain oath spells at the paladin levels listed.

Paladin Level Spells
3rd Arms of Hadar, Silent image
5th Pass Without Trace, Silence
9th Blink, Gaseous Form
13th Dimension Door, Freedom of Movement
17th Mislead, Modify Memory

 


Subclass Options

Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Shadow’s Embrace: As an action you can use your Channel Divinity to cast darkness. You can see through the darkness created by the spell, and the any creatures other than you in spell’s area of effect treats it as difficult terrain.
Oblivion’s Shroud: As an action, you can use your Channel Divinity to become nigh imperceptible. You become invisible for 10 minutes until you make an attack or cast a spell. While you are invisible this way, you have advantage on Dexterity (Stealth) checks made to move silently.   Umbral Aura
Starting at 7th level, you and creatures around you are coated in the blessing of shadow. You and friendly creatures within 10 feet of you add your Charisma bonus to Dexterity (Stealth) checks and gain darkvision out to a range of 60 feet.
At 18th level, the range of this aura increases to 30 feet.   Phantom’s Blade
Beginning at 15th level, you can conjure blades made out of shadow and hurl them at your foes. Whenever you take the Attack action, you can replace one or more of your attacks with a special spell attack that has a range of 90 feet and deals 1d6 psychic damage. These attacks can benefit from your Divine Smite class feature.
If you attack at least two different creatures with this attack, you can make one additional attack against a third creature.   Lord of Oblivion
At 20th level, you can merge yourself with the powers of shadow and silence. Using your action, you undergo a transformation. For 1 minute you gain the following benefits:
When you expend a spell slot to damage a creature with your Divine Smite, that creature must make a Constitution saving throw against your spell save DC. On a failed save, the creature is blinded, deafened, and can’t make any sound until the end of your next turn. On a successful save it has disadvantage on ability checks made to see and hear until the end of your next turn.
You can cast misty step at will, without expending a spell slot.
While you are in an area of dim light or darkness, you have resistance to all damage except radiant damage.
Once you use this feature, you can’t use it again until you finish a long rest.

Rogue: Assassin


Hit Points

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

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

THE ROGUE, LEVELING TABLE.

Level Proficiency Bonus Sneak Attack Features
1st +2 1d6 Expertise, Sneak Attack, Thieves' Cant
2nd +2 1d6 Cunning Action
3rd +2 2d6 Roguish Archetype
4th +2 2d6 Ability Score Improvement
5th +3 3d6 Uncanny Dodge
6th +3 3d6 Expertise
7th +3 4d6 Evasion
8th +3 4d6 Ability Score Improvement
9th +4 5d6 Roguish Archetype Feature
10th +4 5d6 Ability Score Improvement
11th +4 6d6 Reliable Talent
12th +4 6d6 Ability Score Improvement
13th +5 7d6 Roguish Archetype Feature
14th +5 7d6 Blindsense
15th +5 8d6 Slippery Mind
16th +5 8d6 Ability Score Improvement
17th +6 9d6 Roguish Archetype Feature
18th +6 9d6 Elusive
19th +6 10d6 Ability Score Improvement
20th +6 10d6 Stroke of Luck

 


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.  

Thieves’ Cant

During your rogue training you learned thieves’ cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows thieves’ cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly.   In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves’ guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run.  

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, detailed at the end of the class description, or one from another source. 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, and 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.   Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.  

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.  

Expertise

At 6th level, choose two more of your skill proficiencies, or one more 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.  

Evasion

Beginning at 7th level, you can nimbly dodge out of the way of certain area effects, such as an ancient 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 skills 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 or lower as a 10.  

Blindsense

Starting at 14th level, if you are able to hear, you are aware of the location of 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 a 20.   Once you use this feature, you can’t use it again until you finish a short or long rest.


Starting Equipment

You start with the following equipment, in addition to the equipment granted by your background:  

  • (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

 


Subclass Options

Roguish Archetypes

 

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.  

Bonus Proficiencies

When you choose this archetype at 3rd level, you gain proficiency with the disguise kit and the poisoner’s kit.  

Assassinate

Starting at 3rd level, you are at your deadliest when you get the drop on your enemies. You have advantage on attack rolls against any creature that hasn’t taken a turn in the combat yet. In addition, any hit you score against a creature that is surprised is a critical hit.  

Infiltration Expertise

Starting at 9th level, you can unfailingly create false identities for yourself. You must spend seven days and 25 gp to establish the history, profession, and affiliations for an identity. You can’t establish an identity that belongs to someone else. For example, you might acquire appropriate clothing, letters of introduction, and official-looking certification to establish yourself as a member of a trading house from a remote city so you can insinuate yourself into the company of other wealthy merchants.   Thereafter, if you adopt the new identity as a disguise, other creatures believe you to be that person until given an obvious reason not to.  

Impostor

At 13th level, you gain the ability to unerringly mimic another person’s speech, writing, and behavior. You must spend at least three hours studying these three components of the person’s behavior, listening to speech, examining handwriting, and observing mannerisms.   Your ruse is indiscernible to the casual observer. If a wary creature suspects something is amiss, you have advantage on any Charisma (Deception) check you make to avoid detection.  

Death Strike

Starting at 17th level, you become a master of instant death. When you attack and hit a creature that is surprised, it must make a Constitution saving throw (DC 8 + your Dexterity modifier + your proficiency bonus). On a failed save, double the damage of your attack against the creature.

Statblocks for your familiars, mounts etc.

Statblocks for race/species of the character.

Tabaxi

Ability Score Increase +2 DEX, +1 CHA
Size Medium
Speed 30 ft

Age. Tabaxi have lifespans equivalent to humans.   Alignment. Tabaxi tend toward chaotic alignments, as they let impulse and fancy guide their decisions. They are rarely evil, with most of them driven by curiosity rather than greed or other dark impulses.   Darkvision. You have a cat's keen senses, especially in the dark. 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 color in darkness, only shades of gray.   Feline Agility. Your reflexes and agility allow you to move with a burst of speed. When you move on your tum in combat, you can double your speed until the end of the tum. Once you use this trait, you can't use it again until you move O feet on one of your turns.   Cat's Claws. Because of your claws, you have a climbing speed of 20 feet. In addition, your claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to ld4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.   Cat's Talent. You have proficiency in the Perception and Stealth skills.   Kings of the Savanna. The Tabaxi primarily live in Wildor in the city of Felinhera. Tabaxi went almost feral during the Apocalypse in order to survive, and to their credit, it worked for them. Their more feral mindset allowed them to find, capture, and kill prey more effectively when their crops began to fail, but now that the world is recovering, they are rediscovering agriculture and writing again and live with Kenku and a few other outsiders in the nation of Wildor.

Languages. Common, language of your choice

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Level 0 Spells

PHB

Arms of Hadar

1-level Conjuration

Casting Time 1 Action
Range Self (10ft radius)
Duration Instantaneous
Components V, S

You invoke the power of Hadar, the Dark Hunger. Tendrils of dark energy erupt from you and batter all creatures within 10 feet of you. Each creature in that area must make a Strength saving throw. On a failed save, a target takes 2d6 necrotic damage and can't take reactions until its next turn. On a successful save, the creature takes half damage, but suffers no other effect.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st

Class(es): Warlock

PHB

Silent Image

1-level Illusion

Casting Time 1 Action
Range 60ft
Duration Concentration, Up to Ten Minutes
Components V, S, M
Materials A bit of Fleece

You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 15-foot cube. The image appears at a spot within range and lasts for the duration. The image is purely visual; it isn't accompanied by sound, smell, or other sensory effects.   You can use your action to cause the image to move to any spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image of a creature and move it, you can alter the image so that it appears to be walking.   Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image.

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

Basic Rules

Magic Missile

1-level Evocation

Casting Time: 1 Action
Range/Area: 120ft
Components: Verbal, Somatic
Duration: Instantaneous
You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. A dart deals 1d4 + 1 force damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the spell creates one more dart for each slot level above 1st.
Available for: Sorcerer, Wizard, Arcana Domain, Armorer

Level 1 Spells

PHB

Cure Wounds

1-level Evocation

Casting Time 1 Action
Range Touch
Duration Instantaneous
Components V S

A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. this spell has no effect on undead o constructs.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st.

Class(es): Bard, Cleric, Duid, Paladin, Ranger

1d8 + Spellcasting Ability modifierHealing

PHB

Divine Favor

1-level Evocation

Casting Time 1 Bonus Action
Range Self
Duration Concentration, Concentration, up to 1 minute
Components V S

Your prayer empowers you with divine radiance. Until the spell ends, your weapon attacks deal an extra 1d4 radiant damage on a hit.

Class(es): Cleric, Paladin

Weapon Attacks+ 1d4 Radiant Damage

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


Created by

CrimsonGuard.

Statblock Type

Character Sheet (Legacy)

Link/Embed