Lianthorn

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2 years, 4 months ago
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Lianthorn

Elf Changeling Rogue Scoundrel

Time Traveler Chaotic Neutral Chronoskimmer

6

Level

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Gender

Male


Age

37


Birthdate

May 17th


Orientation

Bi


Status

Single


Race

Elf Changeling


Belief

???


Linked

???


A rogue who ran a local tavern, both as a cover for his guild and to provide shelter to those who need it. However he's ended up displaced in time, thown forward a few decades by a magical artifact he was sent to retrieve. Now he must adapt to his new surroundings, and either find his way home or accept this as his new place.

♦ ♦ ♦

Designer

Adopt by Coops


Value

Not for Resell


Background

Ideals

-"Society won't do a damn thing for you; you have to find your own community and take what you need from those who don't give a shit".

Bonds

-I fight for those who cannot fight for themselves.

Flaws

-Has to actively try to *not* eavesdrop on conversations. He loves gossip and half of his job is gathering information.

-Takes him a while to truly trust others; he’ll act like he does long before the trust is actually there.

Personality Traits

-I can stare down a hell hound without flinching

-Quick-witted, determined, a lil sassy/snarky

+1

STR

+9
Athletics

+4

DEX

+14
Acrobatics
+14
Reflex
+14
Stealth
+12
Thievery

+2

CON

+10
Fortitude

+1

INT

+6
Arcana
+6
Crafting
+9
Lore: Alcohol/Games/Underground
+9
Occultism
+9
Society

+2

WIS

+7
Medicine
+7
Nature
+12
Perception
+7
Religion
+10
Survival
+12
Will

+3

CHA

+13
Deception
+11
Diplomacy
+13
Intimidation
+8
Performance
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Rapier

Finesse, Disarm, Deadly d8

1d6 piercing + 1

The rapier is a long and thin piercing blade with a basket hilt. It is prized among many as a dueling weapon.

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Dagger

Agile, Finesse, Thrown (10 ft), Versatile S

1d4 piercing + 1

This small, bladed weapon is held in one hand and used to stab a creature in close combat. It can also be thrown.

23

AC

+12

Initiative (Perception)

30

Speed

22

Class DC

Cantrip


Mage Hand


Conjuration
Casting Time: 1 action
Range: 30 feet
Components: V, S
Duration: 1 minute


A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.

You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it. The hand can’t attack, activate magical items, or carry more than 10 pounds.

Blade Ward


Abjuration
Casting Time: 1 action
Range: self
Components: V, S, M
Duration: 1 round


You extend your hand and trace a sigil of warding in the air. Until the end of your next turn, you have resistance against bludgeoning, piercing, and slashing damage dealt by weapon attacks.

True Strike


Abjuration
Casting Time: 1 action
Range: 30 ft
Components: S
Duration: Concentration, up to 1 round


You point a finger at a target in range. Your magic grants you a brief insight into the target's defenses. On your next turn, you gain advantage on your first attack roll against the target, provided that this spell hasn't ended.

Lvl 1 3 slots


Ice Knife


Conjuration
Casting Time: 1 action
Range: 60 ft/5ft radius
Components: S, M
Duration: Instant


You create a shard of ice and fling it at one creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 piercing damage. Hit or miss, the shard then explodes. The target and each creature within 5 feet of it must succeed on a Dexterity saving throw or take 2d6 cold damage.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the cold damage increases by 1d6 for each slot level above 1st.

Color Spray


Illusion
Casting Time: 1 action
Range: Self (15 foot cone)
Components: V, S, M
Duration: 1 round


A dazzling array of flashing, colored light springs from your hand. Roll 6d10, the total is how many hit points of creatures this spell can effect. Creatures in a 15-foot cone originating from you are affected in ascending order of their current hit points (ignoring unconscious creatures and creatures that can’t see).

Starting with the creature that has the lowest current hit points, each creature affected by this spell is blinded until the spell ends. Subtract each creature’s hit points from the total before moving on to the creature with the next lowest hit points. A creature’s hit points must be equal to or less than the remaining total for the creature to be affected.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d10 for each slot level above 1st.

Disguise Self


Illusion
Casting Time: 1 action
Range: Self
Components: V, S
Duration: 1 hour


You make yourself--including your clothing, armor, weapons, and other belongings on your person--look different until the spell ends or until you use your action to dismiss it. You can seem 1 foot shorter or taller and can appear thin, fat, or in between. You can't change your body type, so you must adopt a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you.

The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel your head and hair. If you use this spell to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair.

To discern that you are disguised, a creature can use its action to inspect your appearance and must succeed on an Intelligence (Investigation) check against your spell save DC.

Id Insinuation


Enchantment
Casting Time: 1 action
Range: 60 ft
Components: V, S
Duration: Concentration, Up to 1 minute


You unleash a torrent of conflicting desires in the mind of one creature you can see within range, impairing its ability to make decisions. The target must succeed on a Wisdom saving throw or be incapacitated. At the end of each of its turns, it takes 1d12 psychic damage, and it can then make another Wisdom saving throw. On a success, the spell ends on the target.

Lvl 2 3 slots


SPELL NAME


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Range: ---
Components: ---
Duration: ---


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SPELL NAME


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At Higher Levels. ---

Background


Time Traveler

You come from a different time. Whether by your own doing or a terrible accident, powerful magic has resulted in you coming to this time from the future or from the past, but you are unable to return.

Choose two ability boosts. One must be to Dexterity or Intelligence, and one is a free ability boost. You are trained in three Lore skills of your choice that represent your knowledge from your old time. You gain the Bend Time reaction.

Bend Time [free-action] (occult, transmutation) Frequency once per day; Trigger Your turn begins; Effect You are quickened this turn. You can use your extra action to Stride

Achetype


Chronoskimmer

You became partially unstuck from time and have learned how to manipulate your place in flow of time. When you roll initiative, you can choose one of three options: either do nothing and roll initiative normally, stabilize your timestream, or destabilize your timestream and send it into intense fluctuations. If you choose to stabilize your timestream, you don't roll initiative, and instead your initiative is equal to 10 + your initiative modifier. If you choose to destabilize your timestream, attempt a DC 11 flat check. On a success, your initiative is equal to 19 + your initiative modifier, and on a failure, your initiative is equal to 1 + your initiative modifier. Both stabilizing and destabilizing your timestream are fortune effects.

Additionally, if your initiative roll result is tied with an opponent's initiative roll, you go first. Your manipulation of time grants you access to a number of abilities, some of which require a saving throw. The DC for these abilities is either your class DC or spell DC, whichever is higher, and is called your chronoskimmer DC.

Turn Back the Clock

Frequency: once per day

Trigger You fail a skill check or saving throw.

After failing a test of skill, you hop back in your personal timeline so you can try again. You reroll the triggering check with a +1 circumstance bonus as you apply your experience from your last attempt. You must use the new result, even if it's worse than your first roll.

Guide the Timeline

Frequency: once per day

You know the result you want and subtly nudge the timeline to your intended destination. Choose an ally or a foe. If you choose an ally, the next time within the next round that ally makes an attack roll or skill check, they roll it twice and take the higher result; this is a fortune effect. If you choose a foe, the next time within the next round that foe makes an attack roll or skill check, they must roll twice and take the lower result unless they succeed at a Will save against your chronoskimmer DC; this is a misfortune effect. Regardless of your choice, the target becomes temporarily immune for 24 hours.

Elf Changeling


Darkvision

You can see in darkness and dim light just as well as you can see in bright light, though your vision in darkness is in black and white.

Changeling Heritage

Your mother was a hag. Your eyes' heterochromia is the most obvious signifier of this parentage, but you likely also have a slighter build, paler skin, and darker hair than most members of your other parent’s ancestry. You gain the changeling trait. You also gain low-light vision, or you gain darkvision if your ancestry already has low light vision. You can select from changeling feats and feats from your other parent's ancestry whenever you gain an ancestry feat.

Veil May

Born of a blood hag, a fiery blood drinker hidden behind a false skin, you have one blood-red eye and the ability to slough off your appearance in an instant. You gain the Lie to Me skill feat, and you can shed a disguise quickly by peeling off the outer layer of your skin. Changing from a disguise used to Impersonate back to your true appearance is a 3-action activity for you; if you're an expert in Deception, it's a 2-action activity, and if you're legendary in Deception, it takes only a single action. This doesn't allow you to don or remove armor or other equipment any faster, but your physical appearance otherwise returns to its normal state.

Mist Child

You blend in with unnatural subtlety. When you are concealed or hidden, increase the DC of the flat check to target you to 6 if you're concealed or 12 if you're hidden.

Scoundrel Racket Rogue


You use fast-talking, flattery, and a silver tongue to avoid danger and escape tricky situations. You might be a grifter or con artist, or you might use your skills in certain reputable professions, like a barrister or diplomat.

When you successfully Feint, the target is off guard against your melee attacks until the end of your next turn. On a critical success, the target is off-guard against all melee attacks until the end of your next turn, not just yours. If you Feint while wielding an agile or finesse melee weapon, you can step immediately after the Feint as a free action.

Sneak Attack

When your enemy can’t properly defend itself, you take advantage to deal extra damage. If you Strike a creature that has the off-guard condition with an agile or finesse melee weapon, an agile or finesse unarmed attack, a ranged weapon attack, or a ranged unarmed attack, you deal an extra 1d6 precision damage. For a ranged attack with a thrown melee weapon, that weapon must also be agile or finesse.

As your rogue level increases, so does the number of damage dice for your sneak attack. Increase the number of dice by one at 5th, 11th, and 17th levels.

Surprise Attack

You spring into combat faster than foes can react. On the first round of combat, if you roll Deception or Stealth for initiative, creatures that haven’t acted are off-guard to you.

Deny Advantage

As someone who takes advantage of openings, you are careful not to leave such gaps yourself. You aren’t off-guard to hidden, undetected, or flanking creatures of your level or lower, or creatures of your level or lower using surprise attack. However, they can still help their allies flank.

Weapon Tricks

You gain expert proficiency in simple weapons, martial weapons, and unarmed attacks. When you critically succeed at an attack roll against an off-guard creature while using an agile or finesse weapon or an agile or finesse unarmed attack, you apply the critical specialization effect for that weapon or unarmed attack.

Uncanny Dodge

Starting at 3rd level, when you cast mage hand, you can make the spectral hand invisible, and you can perform the following additional tasks with it:

-You can stow one object the hand is holding in a container worn or carried by another creature.

-You can retrieve an object in a container worn or carried by another creature.

-You can use thieves’ tools to pick locks and disarm traps at range.

You can perform one of these tasks without being noticed by a creature if you succeed on a Dexterity (Sleight of Hand) check contested by the creature’s Wisdom (Perception) check. In addition, you can use the bonus action granted by your Cunning Action to control the hand.

Carried Gear


1

Thieves' Tools


1

Bedroll


20

Arrows


1

Scissor Wing Dagger

+1 mimic dagger. Semi-sentient creature, can return when thrown.


1

Dice Set


1

Rope, Hempen (50 ft)


1

Mess Kit

This tin box contains a cup and simple cutlery. The box clamps together, and one side can be used as a cooking pan and the other as a plate or shallow bowl.


1

Tinderbox


10

Torch


1

Waterskin


Coins


0

copper pieces

0

silver pieces

10

gold pieces

0

platinum pieces

Magic Items


Handshake

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Bag-E

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