Urzia Xephyrbahnor
PeqchyQueen
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Urzia Xephyrbahnor
Rogue 1 / Ranger 1
CLASS & LEVEL
Haunted One
BACKGROUND
KllTSU
PLAYER NAME
Dragonborn
RACE
Chaotic Neutral
ALIGNMENT
(Milestone)
EXPERIENCE POINTS
STR
+0
11
DEX
+3
16
CON
-3
4
INT
+1
13
WIS
+0
10
CHA
+3
16
SAVING THROWS
+0 Strength
+5 Dexterity
-3 Constitution
+3 Intelligence
+0 Wisdom
+3 Charisma
SKILLS
+7 Acrobatics (Dex)
+2 Animal Handling (Wis)
+1 Arcana (Int)
+0 Athletics (Str)
+3 Deception (Cha)
+1 History (Int)
+0 Insight (Wis)
+5 Intimidation (Cha)
+1 Investigation (Int)
+0 Medicine (Wis)
+1 Nature (Int)
+0 Perception (Wis)
+3 Performance (Cha)
+5 Persuasion (Cha)
+3 Religion (Int)
+5 Sleight of Hand (Dex)
+3 Stealth (Dex)
+2 Survival (Wis)
OTHER PROFICIENCIES AND LANGUAGES
LANGUAGES: Common, Draconic, Elvish, Infernal, Thieves’ Cant, Undercommon
PROFIENCIES: === ARMOR === Light Armor, Medium Armor, Shields === WEAPONS === Martial Weapons, Simple Weapons === TOOLS === Thieves' Tools
ARMOR CLASS
13
INITIATIVE
+3
SPEED
30 ft. (Walking)
CURRENT HIT POINTS
8
HIT POINTS MAXIMUM
8
TEMPORARY HIT POINTS
--
HIT DICE
0
TOTAL
1d8 + 1d10
DEATH SAVES
SUCCESSES
FAILURES
ATTACKS AND SPELLCASTING
NAME
ATK BONUS
DAMAGE/ TYPE
Unarmed Strike
+2
1 Bludgeoning
Unknown
0
Unknown
Unknown
0
Unknown
CANTRIPS: Unknown, Unknown, Unknown
SPELLS: Unknown, Unknown, Unknown
EQUIPMENT
CP
SP
EP
GP
PP
Shortbow, Shortsword, Arrows x20, Backpack, Ball Bearings (bag of 1,000), Chest, Clothes(Common), Lantern (Hooded), Waterskin, Alms Box, Book, Bedroll, Bell, Mirror (Steel), Oil (flask) x3, Paper (one sheet) x10, Rations (1 day) x5, Tinderbox x2, String x10, Holy Symbol, Candle x5, Crowbar, Hammer, Manacles, Pitons x10
PERSONALITY TRAITS
I am incredibly slow to trust. Those who seem the fairest often have the most to hide. I don’t talk about the thing that torments me. I’d rather not burden others with my curse.
I don’t talk about the thing that torments me. I’d rather not burden others with my curse.
IDEALS
I’ll stop the spirits that haunt me or die trying. (Any)
I try to help those in need, no matter what the personal cost. (Good)
BONDS
Someone I loved died because of a mistake I made. That will never happen again.
A terrible guilt consumes me. I hope that I can find redemption through my actions.
FLAWS
I feel no compassion for the dead. They’re the lucky ones.
I assume the worst in people.
FEATURES AND TRAITS
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=== ROGUE FEATURES === Hit Points PHB, pg. 95 Proficiencies PHB, pg. 95 Acrobatics Intimidation Persuasion Sleight of Hand Expertise PHB, pg. 96 Your proficiency bonus is doubled for any ability check you make for two chosen proficiencies. [6th] Choose two additional proficiencies. Acrobatics Thieves' Tools Sneak Attack1d6PHB, pg. 96 Once per turn, you can deal an extra 1d6 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. Sneak Attack: (No Action) Thieves’ CantPHB, pg. 96 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.
=== RANGER FEATURES === Hit Points PHB, pg. 90 Proficiencies PHB, pg. 90 Animal Handling Favored Enemy PHB, pg. 91 You have advantage on Survival checks to track your favored enemies, as well as on INT checks to recall information about them. You also learn one language of your choice that is spoken by your favored enemies, if they speak one at all. Humanoids Humanoids are the main peoples of the world, both civilized and savage, including humans and a tremendous variety of other species. Humans Kobolds Infernal Natural ExplorerPHB, pg. 91 You have a favored terrain type. Your proficiency bonus is doubled for proficient skills when you make an INT or WIS check related to it. While traveling for an hour or more in your chosen terrain, difficult terrain doesn’t slow your group’s travel, your group can’t become lost except by magical means, you remain alert to danger even when you are engaged in another activity, you can move stealthily at a normal pace (while alone), you find twice as much food while foraging, and while tracking creatures, you learn the exact number, sizes, and how long ago they passed through the area. Desert You are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions.
=== DRAGONBORN RACIAL TRAITS === Draconic AncestryBR, pg. 34 You gain a breath weapon and damage resistance with your chosen dragon type. Silver DragonBR34 Cold Breath Weapon BR, pg. 34 Once per short rest as an action, exhale destructive energy based on your Draconic Ancestry. Each creature in the area must make a DC 7 saving throw (type determined by your ancestry), taking 2d6 ([6th] 3d6, [11th] 4d6, [16th] 5d6) on a failed save, and half damage on a successful one. Silver Dragon BR34 As an action once per short rest, exhale in a 15 ft. cone (CON DC 7, half damage on success) for 2d6 Cold Damage [6th] 3d6, [11th] 4d6, [16th] 5d6 Breath Weapon (Silver): 1 Action / Short Rest Damage Resistance BR, pg. 34 You have resistance to the damage type associated with your draconic ancestry. Silver Dragon BR34 Cold Damage
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