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Caine Stoneslayer

Rogue 6 Class & Level
Clan Crafter Background
Gorgotaur Race
Chaotic Neutral Alignment

Strength 15
+2
Dexterity 17
+3
constitution 14
+2
intelligence 11
+0
wisdom 8
-1
charisma 12
+1
Total Hit Dice 6
Hit Die
1d8+2
+3 proficiency bonus
+2 Strength
+6 Dexterity
+2 Constitution
+3 Intelligence
-1 Wisdom
+1 Charisma
saving throws
+9 Acrobatics
-1 Animal Handling
+0 Arcana
+2 Athletics
+4 Deception
+3 History
+2 Insight
+1 Intimidation
+0 Investigation
-1 Medicine
+0 Nature
-1 Perception
+1 Performance
+1 Persuasion
+0 Religion
+9 Sleight of Hands
+9 Stealth
-1 Survival
skills Acrobatics(x2), Deception, History, Insight, Sleight of Hand(x2), Stealth(x2) proficiencies

 
16
Armor Class
45
Hit Points
+3
Initiative
30
Speed
WeaponAttackDamageCrit damageType
Gorgotaur Horns 1d20+5 1d10+2 2d10+2 Pierce
Silver Aquamarine Dagger 1d20+8 1d4+5 2d4+5 Pierce
-Longsword <1h> 1d20+8 1d8+5 2d8+5 Variable
-Longsword <2h> 1d20+8 1d10+5 2d10+5 Variable
Dagger 1d20+6 1d4+3 2d4+3 Pierce
Evergleam Warbow 1d20+2 1d12+2 2d12+2 Pierce
Hand Crossbow 1d20+6 1d6+3 2d6+3 Pierce
Illogical Hand Crossbow 1d20+7 1d6+4 2d6+4 Pierce
Grim Hand Crossbow 1d20+7 1d6+4 2d6+4 Pierce
Adamantite Armbow of the Silver Dragon 1d20+8 1d6+5 2d6+5 Pierce
Evergleam Warbow w feats 1d20+2 2d12+2+2d4 4d12+2+4d6 Force
Hand Crossbow w feats 1d20+6 2d6+3+2d4 4d6+3+4d4 Force
Grim Hand Crossbow w feats 1d20+7 2d6+4+2d4 4d6+4+4d4 Force
Illogical crossbow w feats 1d20+7 2d6+4+2d4 4d6+4+4d4 Force
Adamantite Armbow of the Silver Dragon w feats 1d20+8 2d6+5+2d4 4d6+5+4d4 Force
Attacks
Light Armor
Simple weapons, Longswords, Shortswords, Rapiers, Hand crossbows
Thieves' tools(+2), Mason's tools
Disguise kit, Poisoner's kit
Common, Draconic, Dwarvish
Proficiences
Body:
Studded Leather armor (Reflect: 1d4 )
Wooden gloves
Grey Direwolf Cloak
Dagger x2
Silver Aquamarine dagger
Unidentified dagger x2
Hand Crossbow x6
Illogical Hand Crossbow
Grim Hand Crossbow
Adamantite Armbow of the Silver Dragon

Pouch:
Nightstone jewel (Necrotic)
Golden jewel (Lightning)
Equipment
I'm full of witty aphorisms and have a proverb for every occasion.
Personality Traits
People. I'm committed to the people I care about, not to ideals. (Neutral)
Ideals
I created a great work for someone, and then found them unworthy to receive it. I'm still looking for someone worthy.
Bonds
I'm horribly jealous of anyone who can outshine my handiwork. Everywhere I go, I'm surrounded by rivals.
Flaws
Racial & Background
● Labyrinthine Recall (Perfectly recall any path you have traveled)
● Horns (Prof 1d10 pierce, adv. on shove checks)
● Goring Rush (On dash, bonus attack using horns)
● Living Construct. (Construct, "inactive" mode, going into "Inactive" mode for 4h gains long rest bonus)
● Metal-Skinned. (immune to petrified)
● Petrifying Breath. (1/long rest, flesh to stone<range; 15 foot cone, last until the end of your next turn, Spellcasting Modifier is Strength>)
● Respect of the Stout Folk

Feats
● Multishot(1). (bonus action; notch +1 Ammo, max +2, can be used while readying an attack)
● Spellbound archer. (+1Dex, no disadv on >5ft, Change damage type to force and + 1d4 Force damage)

Rogue(Assassin)
● Expertise (Stealth, Thieves tools, Acrobatics, Sleight of Hand)
● Sneak Attack ( 3d6 )
● Thieves' Cant (slang speak in code)
● Cunning Action (Dash, Disengage or Hide)
● Assassinate (adv. vs. no turn yet and any hit auto-crit)
● Ability Score Improvement I (+1 Dex, +1 Int)
● Uncanny dodge (reaction to half dmg)
Features & Traits

Heroes Enabled

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

Studded Leather Armor

Armor (Light)

Common

Made from tough but flexible leather, studded leather is reinforced with close-set rivets or spikes. This one has been enhanced to harm melee attackers. Deals 1d4 to melee attackers.

Type AC STR Req. Stealth Dis.
Light 12 + Dex Modifier - No


Weight: 13 Ib

DnD 5e SRD SRD

Dagger

Melee Weapon Finesse, Light, Thrown Common

Type Damage Damage Range Properties
Simple 1d4 Piercing 20/60 ft Finesse, Light, Thrown

Cost: 2 gp Weight: 1 lb


 

DnD 5e SRD SRD

Crossbow, hand

Ranged Weapon Ammunition, Light, Loading Common

Type Damage Damage Range Properties
Martial 1d6 Piercing 30/120 ft Ammunition, Light, Loading

Cost: 75 gp Weight: 3 lb


 

DnD 5e SRD SRD

Rapier

Melee Weapon Finesse Common

Type Damage Damage Range Properties
Martial 1d8 Piercing Finesse

Cost: 25 gp Weight: 2 lb


 

Silver Aquamarine Dagger

Weapon

Rare Requires Attunement

Finesse, Light, Range, Thrown,

This dagger is fitted with an aquamarine crystal engraved into its pommel, with smaller slivers in its blade.

You have a +2 bonus to attack and damage rolls made with this magic weapon.

As a bonus action, you can activate the magic within the aquamarine crystal, transforming the weapon into a longsword with magical blue crystals. However, while in this form, the weapon deals force damage as opposed to slashing damage. The weapon can stay in this crystalline form for up to 10 minutes. Once this property of the dagger has been used, it cannot be used again until the next dawn. The crystal can also be swap out for a different damage type.

The longsword deals 1d8 when wielded with 1 hand and 1d10 when its wielded with 2 hands.

Type Damage Damage Range
Simple Melee 1d4+2 Piercing


Weight: 1 Ib

Ilogical Hand Crossbow

Weapon

Uncommon

Ammunition, Light, Loading, Range,

A hand crossbow whose functions is beyond understanding. You have a +1 bonus to attack and damage rolls made with this weapon.


On Critical hit, does an extra 1d6


● 1-2 damage, Bludgeoning damage, knocks target prone

● 3-4 damage, Puncture damage, knocks enemy 15ft away

● 5-6 damage, Slashing damage, grants advantage roll against target next turn

Type Damage Damage Range
Martial Ranged 1d6+1 Piercing 30/120ft


Weight: 3 Ib

Grim Hand Crossbow

Weapon

Uncommon

Ammunition, Light, Loading, Range,

Adorned with skulls inlaid into this weapon, it has the unnatural ability to absorb the souls of any creature that dies within 120' of it. Whenever you attack with this weapon, the hunger within the weapon causes nominal backlash, sending pain vibrating up your arms.

● You have a +1 bonus to attack and damage rolls made with this weapon.

● If a non-undead and non-construct creature of CR 3 or less died within the past turn, you may use an bonus action to absorb its soul if the creature's body is within 120 feet of you. After the creature has been absorbed, you may as an action to summon the creature within 10 feet of you, or a bonus action to dismiss the creature. Whenever you summon this creature, you take 1d4 necrotic damage for every CR of the monster you are summoning. (1d4 for CR 1, 2d4 for CR 2, 3d4 for CR 3). This damage cannot be reduced in any way.
This creature is friendly to you and your allies and follows a verbal command if you succeed DC 14 Charisma check. The creature has the same stats as before, but with the added Undead sub-type and will obey your commands unless it is injured by either you or your allies, at which point it will become hostile to you. If the creature dies again, the soul is lost and you may not re-summon the creature.

● Fire the soul of the creature dealing a bonus of CR X d4 damage as a bolt

Type Damage Damage Range
Martial Ranged 1d6+1 Piercing 30/120ft

Cost: 80GP
Weight: 3 Ib

Adamantite Armbow of the Silver Dragon

Weapon Light, Loading, Range Very Rare (this item requires attunement)

A Crossbow made of Adamantite and silver dragon scales, enchanted with the magicks of the Feyforge. It is attached to the forearm of a warforged, completely covering the hand. This component only operates when attached and locked in place.

Type Damage Damage Range Properties
Martial Ranged 1d6 Piercing 30/120 ft Light, Loading, Range

Cost: Priceless Weight: 5


 

NameTypeProperties
InstalledPassiveThis weapon may not be disarmed and you cannot wield another weapon in this hand.
FeyforgedPassive+2 Attack rolls and +2 Damage rolls to ranged attacks with this weapon.
Adamantite StrengthPassiveCritical Roll +1 (i.e. 20 to 19, 19 to 18)
Silver Dragon BarrageActionAs an action, you may make a ranged weapon attack against every creature in a 30 ft cone infront of you, firing bolts of silver dragon fire. On a successful hit, the creature has to make a dc 15 constitution saving throw or be paralyzed for 1 minute. This can be used up to 3 times a day and recharges at the break of dawn.

Evergleam Warbow

Weapon Ammunition, Heavy, Range, Two-Handed, Finesse Uncommon

A Warbow crafted at the the Bent Bow Bowyer in Everlund. Made for firing war arrows, they require a much higher strength to use and can shoot much further.

Type AC STR Req. Stealth Dis. Properties
None 17
Type Damage Damage Range Properties
Martial Ranged 1d12 Piercing 150/800 ft Ammunition, Heavy, Range, Two-Handed, Finesse

Cost: 150 Weight: 5


 

NameTypeProperties
EvergleamedPassive+2 Attack rolls and +2 Damage rolls to ranged attacks with this weapon.

The statblocks of your class features

Rogue


Hit Points

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

Proficiences

Armor: light armour
Weapons: Simple weapons, hand crossbows, longswords, rapiers, shortswords
Tools: Theives guild
Saving Throws: Dexterity, Inteligence
Skills: Choose four from Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Performance, Persuasion, Slight of Hand, and stealth

Starting Equipment

You start with the following equipment in addition to the equipment gained from your background   (a) a rapier or (b) a short sword (a) a short bow and quiver of 20 arrows or (b) a shortsword (a) a burglars pack or (b) dungeoneers pack leather armour, two daggers, and thieves tools

Assassin


Hit Points

Hit Dice: d8 per Assassin 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

Bonus Proficiencies

You gain proficiency with a disguise kit and the poisoner's kit.  

Assassinate

Starting at 3rd level, 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 certificates 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 the 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 the 17th level, 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.

Gorgotaur

Ability Score Increase +2 Str
Size Medium
Speed 30ft

Horns. You are never unarmed. You are proficient with your horns, which are a melee weapon that deals 1d10 piercing damage. Your horns grant you advantage on all checks made to shove a creature, but not to avoid being shoved yourself.   Goring Rush. When you use the Dash action during your turn, you can make a melee attack with your horns as a bonus action.   Labyrinthine Recall. You can perfectly recall any path you have traveled.   Living Construct. You are classified as being a construct and do not need to eat, drink, sleep or breathe. Additionally, you do not sleep and instead enter an 'inactive' mode where you are completely inactive but are fully aware of their surroundings. In this mode you only need 4 hours of this state to receive the benefits of a long rest.   Metal-Skinned. You are immune to being petrified.   Petrifying Breath. Once per long rest, you can cast flesh to stone, with some restrictions: The range is decreased to a 15 foot cone, the petrification can only last until the end of your next turn, and the petrification cannot be permanent. Your Spellcasting Modifier for this spell is Strength.

Languages. Common, Draconic

Statblocks for companions, followers and other allies.

Statblocks for your spells.

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


Created by

CrimsonGuard.

Statblock Type

Character Sheet (Legacy)

Link/Embed