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Davner Wildcloak

Rogue 7 Class & Level
Background
Halfling Race
Chaotic Neutral Alignment

Strength 11
+0
Dexterity 19
+4
constitution 13
+1
intelligence 12
+1
wisdom 14
+2
charisma 14
+2
Total Hit Dice 5
Hit Die
1d8+1
+3 proficiency bonus
+0 Strength
+7 Dexterity
+1 Constitution
+4 Intelligence
+2 Wisdom
+3 Charisma
saving throws
+4 Acrobatics
+4 Animal Handling
+2 Arcana
+0 Athletics
+8 Deception
+1 History
+2 Insight
+2 Intimidation
+7 Investigation
+2 Medicine
+1 Nature
+5 Perception
+2 Performance
+2 Persuasion
+1 Religion
+10 Sleight of Hands
+10 Stealth
+2 Survival
skills Deception Stealth Perception Investigation proficiencies

 
15
Armor Class
54
Hit Points
+4
Initiative
25
Speed
WeaponAttackDamageRange
Crossbow 1d20+7 1d6+4 (30/120)
Shortsword 1d20+7 1d6+4 5ft
Bolts from the Grave 1d20+4 4d6+4 30ft
Attacks
ARMOR
Light Armor
WEAPONS
Crossbow, Hand, Longsword, Rapier, Shortsword, Simple Weapons
TOOLS
Dice Set, Forgery Kit, Thieves' Tools
LANGUAGES
Common, Halfling, Thieves’ Cant
Proficiences
Charm of the Storm
You become charged with the power of the storm, to the extent that tiny sparks crackle in your eyes. You can cast lighting bolt spell (8d6, action, dex save, 100ft, 3rd-level version) as an action, once a day. Once used three times, the charm vanishes from you.

Bolts from the Grave (Special)
Immediately after you use your Cunning Action, you can make a ranged spell attack against a creature within 30 feet of you, provided you haven’t used your Sneak Attack this turn. You are proficient with it, and you add your Dexterity modifier to its attack and damage rolls. A creature hit by this attack takes 3d6 necrotic damage. This uses your Sneak Attack for the turn.

Sneak Attack (Special)
Once per turn, you can deal an extra 4d6 damage to one creature you hit with an attack with a finesse or ranged weapon if you have advantage on the attack roll. You don’t need advantage on the attack roll if another enemy of the target is within 5 ft. of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll.


Spellcasting
2,827 gold
145 silver
220 copper

Wand of Secrets
Wand

3/3 Charges, Detection
--
Azurite
Gear
15
150
--
Backpack
GearAdventuring Gear
5lb.
1
2
--
Container
--
Ball Bearings (bag of 1,000)
GearAdventuring Gear
2lb.
1000
1

--
Bell
1
1
--
Communication, Utility
--
Candle
1
0.01
--
Clockwork Amulet
1
Wondrous Item, Common
This copper amulet contains tiny interlocking gears and is powered by magic from Mechanus, a plane of clockwork predictability. A creature that puts an ear to the amulet can hear faint ticking and whirring noises coming from within.

When you make an attack roll while wearing the amulet, you can forgo rolling the d20 to get a 10 on the die. Once used, this property can’t be used again until the next dawn.
--
Clothes, Common
GearAdventuring Gear
3lb.
1
0.5
Social, Outerwear
--
Martial, Ammunition, Range, Light, Loading, Range (30/120)
Crossbow, Hand
Crossbow, Hand
3lb.
75
Martial, Ammunition, Range, Light, Loading, Range (30/120)
--
Crowbar
GearAdventuring Gear
10lb.
2
4
--
Utility, Exploration
Dagger
Dagger
1lb.
--
Simple, Finesse, Light, Thrown, Range (20/60)
Dagger
Dagger
1lb.
2
Simple, Finesse, Light, Thrown, Range (20/60)
--
Dread Helm
Wondrous item
Social
--
Forgery Kit
Gear
5lb.
1
15
--
Hammer
GearAdventuring Gear
3lb.
1
1
--
Lantern, Hooded
GearAdventuring Gear
2lb.
1
5
--
Leather
Light ArmorLeather
10lb.
10
AC 11
--
Magick of Gnomengarde
1
Contains wizard spells "burning hands, detect magic, identify, mage armour, magic missile, shield, and sleep."
--
In Common and Gnomish
--
Mystery Key
--
1
--
--
Magic Item
--
Oil (flask)
GearAdventuring Gear
1lb.
1
0.1
Damage, Utility, Combat
--
Pearl
Gear
6
600
--
Piton
GearAdventuring Gear
2.5lb.
10
0.5
Utility
--
Pole of Collapsing
While holding this 10-foot pole, you can use an action to speak a command word and cause it to collapse into a 1-foot-long rod, for ease of storage. The pole's weight doesn't change. You can use an action to speak a different command word and cause the rod to revert to a pole; however, the rod will elongate only as far as the surrounding space allows.
1
--
Potion of Healing
A character who drinks the magical red fluid in this vial regains 2d4 + 2 hit points. Drinking or administering a potion takes an action.
3 potions
--
Rapier
Rapier
2lb.
25
Martial, Finesse
--
Rations (1 day)
GearAdventuring Gear
10lb.
5
2.5
--
Rope, Hempen (50 feet)
GearAdventuring Gear
10lb.
1
1
--
Sending Stone
1
--
Shortsword
Shortsword
2lb.
10
Martial, Finesse, Light
--
String
GearAdventuring Gear
10
Utility
--
Thieves' Tools
Gear
2lb.
2
50
--
Tinderbox
GearAdventuring Gear
1lb.
1
0.5
--
Wand of Pyrotechnics
1
Wand, Common
--
Waterskin

Dust of Disappearance
Found in a small packet, this powder resembles very fine sand. There is enough of it for one use. When you use an action to throw the dust into the air, you and each creature and object within 10 feet of you become invisible for 2d4 minutes. The duration is the same for all subjects, and the dust is consumed when its magic takes effect. If a creature affected by the dust attacks or casts a spell, the invisibility ends for that creature.

Boots of Elvenkind
While you wear these boots, your steps make no sound, regardless of the surface you are moving across. You also have advantage on Dexterity (Stealth) checks that rely on moving silently.

1 Dragon Wing
1 Dragon Claw
1 Dragon Fang
18 Dragon Scales
47 kg Dragon Meat
3 Dragon Bones
Equipment
15 PASSIVE WIS (PERCEPTION)
17 PASSIVE INT (INVESTIGATION)
12 PASSIVE WIS (INSIGHT)
Features & Traits

Heroes Enabled

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

The statblocks of your class features

Statblocks for your familiars, mounts etc.

Statblocks for race/species of the character.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

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


Created by

artorias123.

Statblock Type

Character Sheet (Legacy)

Link/Embed