Level | 4 (0/6500 XP for level-up) |
Background | Ruined |
Size | Medium |
Species | Abyssal Tiefling, Quasit’s Get |
Subclass | Shadow Magic |
Level | 2 |
Hit dice | 2/2 |
1d6+2 |
Subclass | Phantom |
Level | 2 |
Hit dice | 2/2 |
1d8+2 |
W | Pr | Weapon / Attack | AB | Abi | Dmg | Dmg Type |
---|---|---|---|---|---|---|
Sickle | +5 | DEX | 1d4+3 | Slashing | ||
Finesse, light | ||||||
Sickle (Off-hand) | +5 | DEX | 1d4-3+3 | Slashing | ||
Finesse, light | ||||||
Light Crossbow | +5 | DEX | 1d8+3 | Piercing | ||
Dagger | +5 | DEX | 1d4+3 | Slashing |
W | T | Armor | AC | D | Properties |
---|---|---|---|---|---|
Leather Armor | 14 |
P/E | Bonus | Skill | Abi |
---|---|---|---|
+3 | Acrobatics | DEX | |
+0 | Animal Handling | WIS | |
+4 | Arcana | INT | |
+0 | Athletics | STR | |
+4 | Deception | CHA | |
+2 | History | INT | |
+4 | Insight | WIS | |
+6 | Intimidation | CHA | |
+2 | Investigation | INT | |
+0 | Medicine | WIS | |
+2 | Nature | INT | |
+2 | Perception | WIS | |
+4 | Performance | CHA | |
+6 | Persuasion | CHA | |
+2 | Religion | INT | |
+7 | Sleight of Hand | DEX | |
+5 | Stealth | DEX | |
+2 | Survival | WIS |
+4
Expertise Bonus |
+2
Proficiency Bonus |
Items:
Healing Potion (Common)
Magical:
Headband of Intellect
Black Daggerford, Horse
Languages: Common, Infernal, Abyssal, Undercommon.
Skills: Intimidation, Arcana, Stealth, Survival.
Tools: Thieves’ tools
Weapons: Simple, Martial, Shields.
Armor: Light.
RACIAL TRAITS
Eyes of the Dark - {lvl 1} Darkvision of 120ft
Hellish Resistance - Resistance to fire damage.
Chaotic Resistance - Resistance to psychic damage. Advantage on Saving Throws to resist madness.
Infernal Legacy - You know the Thaumaturgy cantrip.
SORCERER CLASS FEATURES
Shadow Sorcerer Quirks - You are always icy cold to the touch. When you are asleep, you don't appear to breathe. Your heart beats 1bpm. Even sometimes surprising you. You blinked. Once. Last week.
Strength of the Grave - When reduced to 0 HP, make a CHA-Saving Throw (DC=5 + damage taken). On a success, you drop to 1HP. Unavailable if dropped to 0HP by radiant damage or by a critical hit. Resets on Long Rest..
ROGUE CLASS FEATURES
Expertise - Gain expertise in 2 skill proficiencies. {lvl 6} Choose 2 more to gain this benefit.
Sneak Attack - Once/turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have Advantage. The attack must use a finesse or a ranged weapon. You don't need Adv. 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 extra damage increases as you gain levels, 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. It takes four times longer to convey such msgs. In addition, you understand a set of secret signs and symbols used to convey short, simple messages.
CHOSEN FEATS
Alert - Gain +5 bonus to Initiative. Can’t be surprised. Enemies don’t gain Advantage while hidden.
SORCERER LEVEL-UP TABLE
Cantrips: 4
Prepared Spells: 4
Adventuring Party of Ether Souls. Former
Netharia: "Familiar" 18%
Arador: "Whispered" 8%
Personality Traits: I know my enemies are set against me. I’m always prepared for the worst.
Ideals: Determination. I’ll stop the spirits that haunt me or die trying.
Bonds: A terrible guilt consumes me. I hope that I can find redemption through my actions.
Flaws: I harbor dark, bloodthirsty thoughts from the harsh routine of my past in Avernus.
Snitches: +25%
Francesco: +25%
Bogarr: +25%
Kin: Abyssal Tiefling members of the Zealots of Zariel.
Romances:
Allies:
Rivals:
Enemies: Zariel. Zealots of Zariel.