Salavaar Algorium (Salavaar Algorium)

NymphInk

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Created
8 months, 26 days ago
Creator
NymphInk
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Profile





 Salavaar
Rogue & 14 | Tabaxi | Chaotic Neutral| Criminal

STRENGTH
(+1)
12

DEXTERITY
(+5)
20

CONSTITUTION
(+3)
17

INTELLIGENCE
(+2)
15

WISDOM
(+2)
14

CHARISMA
(+3)
16

SAVING THROWS

+1         Strength
+10         Dexterity
+3         Constitution
+7         Intelligence
+2         Wisdom
+3         Charisma


SKILLS

+5          Acrobatics (Dex)
+2          Animal Handling (Wis)
+2          Arcana (Int)
+1          Athletics (Str)
+8          Deception (Cha)
+2          History (Int)
+12          Insight (Wis)
+8          Intimidation (Cha)
+2          Investigation (Int)
+2          Medicine (Wis)
+2          Nature (Int)
+7          Perception (Wis)
+3          Performance (Cha)
+8          Persuasion (Cha)
+7          Religion (Int)
+15          Sleight of Hand (Dex)
+15          Stealth (Dex)
+2          Survival (Wis)

AC
16

INITIATIVE
+5

SPEED
30


MAX HIT POINTS

115


PROFICIENCIES & LANGUAGES

Languages:
Common, Goblin, Thieves Cant

Weapons:
CrossBow, Hand, LongSword, Rapier, Short Sword, Simple Weapons

Armor:
Light Armor


FEATURES & TRAITS

Dark Vision - You can see in Darkness (Shades of Grey)

Feline Agility - When you move on your turn in combat, you can double your speed until the end of the turn. Once you use this trait, you can't use it again until you move 0 feet on one of your turns.

Cat's Claws - You have a climbing speed of 20ft. and your claws are natural weapons that deal 1D4 + 1 Slashing Damage, instead of the normal bludgeoning damage for an unarmed strike.

Cat's Talent - You have proficiency in the perception and stealth skills

Expertise - Your proficiency bonus is doubled for any ability check you make that uses any of the chosen proficiencies.

Sneak Attack - Once per turn, you can deal an extra 7D6 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 5ft. of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll.

Thieve's cant - You have 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 a message than it does to speak the same idea plainly.

Cunning Action - You can take a bonus action on each of your turns to take the Dash, Disengage, or Hide action.

Psychic Blades - Whenever you take the Attack action, you can manifest a psychic blade from your free hand and make the attack with that blade (a simple melee weapon with finesse, thrown, and range 60 ft.). On a hit, it deals 1d6+5 psychic damage. After you attack with the blade, you can make a melee or ranged weapon attack with a second psychic blade as a bonus action on the same turn, provided your other hand is free to create it. The damage die of this bonus attack is 1d4, instead of 1d6.

Uncanny Dodge - 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.

Evasion - When you are subjected to an effect that allows you to make a DEX 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.

Soul Blades - Your Psychic Blades are now an expression of your psi-suffused soul, giving you these powers that use your Psionic Energy dice: Soul Blades: Homing Strikes: (No Action) Soul Blades: Psychic Teleportation: 1 Bonus Action

Reliable Talent - 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.

Psychic VeilAs an action, you can magically become invisible, along with anything you are wearing or carrying, for 1 hour or until you dismiss this effect (no action required). This invisibility ends early immediately after you deal damage to a creature or you force a creature to make a saving throw. Once you use this feature, you can’t do so again until you finish a long rest, unless you expend a Psionic Energy die to use this feature again. Psychic Veil: 1 Action

Blind Sense - If you are able to hear, you are aware of the location of any hidden or invisible creature within 10 feet of you.

PERSONALITY TRAITS

-  I always have a plan for when things go wrong.
 -  The first thing I do in a new place is note the locations of everything valuable - or where such things could be hidden. 


IDEALS

-  Freedom. Chains are made to be brocken - as are those who forge them.


BONDS

-  I Will become the greatest thief that ever lived


FLAWS

-  When faced with a choice between money and my friends, I usually choose money


BACKSTORY


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