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Sceptor

Shadowling Monk 3 2 Class & Level
Urchin Background
Demons Race
Chaotic Evil Alignment

Strength 14
+2
Dexterity 18
+4
constitution 15
+2
intelligence 15
+2
wisdom 13
+1
charisma 13
+1
Total Hit Dice 5
Hit Die 1d8+2
3 proficiency bonus
11 Passive perception
2 Strength
6 Dexterity
2 Constitution
5 Intelligence
1 Wisdom
1 Charisma
saving throws
7 Acrobatics
1 Animal Handling
2 Arcana
2 Athletics
1 Deception
2 History
1 Insight
1 Intimidation
2 Investigation
1 Medicine
2 Nature
1 Perception
1 Performance
1 Persuasion
2 Religion
10 Sleight of Hands
10 Stealth
4 Survival
skills
15
AC
42
Hit Points
4
Initiative
40 feet
Speed
Armor: Light armor
Weapons: Simple weapons, hand crossbows, longswords, rapiers, shortswords, daggers
Tools: Thieves' tools


Wush , Aktrino
Proficiencies
NameBonusDamageType
Dagger 1d20+6 1d4 Piercing
Short Sword 1d20+6 1d6 Piercing
Sneak Attack | Advantage | extra 2d6 damage
Bonded Dagger | Hit | extra 1d6 psychic damage Attacks

Spellcasting
2 Short-swords, 2 daggers, thief's tools, the book Mammon left you, paint, a black hooded cloak, 6 candles, Includes a backpack, a crowbar, a hammer, 10 torches, 2 days of rations, and a waterskin, A small wooden box which is slightly bigger on the inside (stolen)
Equipment

Personality Traits

Ideals
I deeply love my adopted father Mammon
Bonds
You are dyslexic
Flaws

Traits


Rogue - Proficiency in Dex and Int saving throws
Traveled - Start off with Wush as a language
Greed Demon - Natively speak Aktrino, +1 Con, +1 Cha

Features


Stolen Abilities


Still Mind: You gain a +2 bonus on saving throws against spells and effects from the school of enchantment.
Dyslexia
Darkvision 10ft.

Expertise


At 6th level, you can choose two more of your proficiencies (in skills or with thieves' tools) to gain this benefit.

Sneak Attack


Once per turn, you can deal an extra 2d6 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.

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. In addition, you understand a set of secret signs and symbols used to convey short, simple messages.

Cunning Action


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.

Shadow Master


You can use your bonus action to teleport to an unoccupied space, that you can see, within 60 feet. Both your current location and the destination must be in dim light, darkness, or are at least lightly obscured. You then have advantage on the first melee attack you make before the end of the turn.You may also bond a weapon to yourself, through a 1 hour long ritual. As a bonus action, you can summon the weapon from the shadows or dismiss it into them. A weapon bonded to yourself in this manner also deals 1d6 psychic damage to a target on a hit and this damage increases by to 1d8 at 6th level, 1d10 at 9th level and finally 1d12 at 13th level
Features & Traits

Created by

Engineeric.

Statblock Type

Character Sheet (2018)

Link/Embed