Profile
𝚉 𝚎 𝚙 𝚑 𝚢 𝚛
Draconic ♦ Dragonborn ♦Rogue
Criminal / Spy ♦ Lawful Neutral ♦ Phantom
4
Level
Gender
Male
Age
37
Birthdate
Dec 2
Orientation
Greyrom / Demisex
Status
Alive
Ethnicity
Silver
Belief
Rejects Religion
Height
7'4
A Dragonborn as white as snow who ran far from his homeland, engulfed in the regrets of his past mistakes. He endulged himself in the ways of the rogue order, wandering in a new name, new goals, and shrouded in a dark cloak as mysterious as his inner intentions.
♦ ♦ ♦
Creator
Vynxbitez
Designer
Vynxbitez
Value
Not to be Sold
Background
Ideals
Tradition is important, though he no longer set foot within the walls of his home-land, he wishes to preserve the ways of his former clan, as he will not let them be forgotten. He is also driven by honor, refusing to steal from those in the trade, and is always willing to help those, who help him--for that's what keeps people alive.
Bonds
Forging new bonds isn't something that comes easy to Zephyr, he can seem very distant and doesn't share much about himself. Zephyr speaks not with his words, but with his actions. He is guilty of betraying his clans ways, carrying a heavy burden left behind by his past decisions. He can not show his face to his kind again, and the calls of his people will haunt him for eternity. He swears to never let that happen again, under his new name.
Flaws
Zephyr is secretive and silent, keeping his distance from many. With all his silence comes a less charismatic side of him, horrible with words, and not terribly social. He is a good liar when he needs to be, but will always leave signs to indicate his deceitfulness
14
STR +2
16
DEX +3
14
CON +2
14
INT +2
12
WIS +1
7
CHA -2
Simple, Finesse, Light, Thrown, Range (20/60)
Two well-kept daggers branded with a strange symbol on the bottom of the handles, sharp and easy to wield he keeps them near at all times, though it's hardly ever his first pick.
Simple, Ammunition, Two-Handed, Range (80/320)
A pretty basic shortbow, nothing really stands out about it. It shows some wear.
Martial, Finesse, Light
A beautifully crafted shortsword, simple but trusty. This weapon is his usual go-to.
A swift and blunt strike.
17
AC
+3
Initiative
30
Speed
13
Passive Perception
Background
Criminal
You are an experienced criminal with a history of breaking the law. You have spent a lot of time among other criminals and still have contacts within the criminal underworld. You're far closer than most people to the world of murder, theft, and violence that pervades the underbelly of civilization, and you have survived up to this point by flouting the rules and regulations of society.
Criminal Contact
You have a reliable and trustworthy contact who acts as your liaison to a network of other criminals.You know how to get messages to and from your contact, even over great distances; specifically, you know the local messengers, corrupt caravan masters, and seedy sailors who can deliver messages for you.
Proficiency
Armor
Light armor
Weapons
Crossbow, Hand, Longsword, Rapier, Shortsword, Simple Weapons
Tools
Forgery Kit, Thieves' Tools, Thee-Dragon Ante Set
Saving Throws
Dexterity, Intelligence
Skills
Acobatics, Deception, Perception, Sleight of Hand, Survival, Stealth (expertise)
Languages
Common, Draconic, Thieves' Cant
Silver Dragonborn
Damage Resistance
You have resistance to the damage type associated with your draconic ancestory. You have a resistance to cold damage.
Breath Weapon
You can use your Action to exhale destructive cold-based energy in a 15 ft. cone. Each creature in the area must make a DC 12 saving throw, taking 2d6 on a failed save, and half damage on a successful one. You may use this action once per short rest.
Rogue + Misc
Expertise
Your proficiency bonus is doubled for any ability check you make for two chosen proficiencies. [lvl 6 +2]
Sneak Attack
You know how to strike subtly and exploit a foe’s distraction. 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.
Radiance of the Dawn
Starting at 2nd level, you can use your Channel Divinity to harness sunlight, banishing darkness and dealing radiant damage to your foes.
As an action, you present your holy symbol, and any magical darkness within 30 feet of you is dispelled. Additionally, each hostile creature within 30 feet of you must make a Constitution saving throw. A creature takes radiant damage equal to 2d10 + your cleric level on a failed saving throw, and half as much damage on a successful one. A creature that has total cover from you is not affected.
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. It takes four times longer to convey such a message than it does to speak the same idea plainly. In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves’ guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run.
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.
Chromatic Infusion
As a bonus action, you can touch a simple or martial weapon and infuse it with one of the following damage types: acid, cold, fire, lightning, or poison. For the next minute, the weapon deals an extra 1d4 damage of the chosen type when it hits. After you use this bonus action, you can’t do so again until you finish a long rest.
Reactive Resistance
When you take acid, cold, fire, lightning, or poison damage, you can use your reaction to give yourself resistance to that instance of damage. You can use this reaction a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Carried Gear
Leather
Arrows
Backpack
Clothes, Common
Crowbar
Thieves' Tools
Bag of Ball Bearings
bell
One bell seems more ornately decorated, it's unclear as to why he has it, but it was definitely stolen.
Hammer
Lantern, Hooded
Oil (flask)
Rations (1 day)
Rope, Hempen (50 feet)
Tinderbox
Waterskin
String
Healing Potion
Poison Resistance Potion
Coins
copper pieces
silver pieces
gold pieces
platinum pieces
Magic Items
Lantern of Darkness
A fancy and ominously decorated lantern. Upon being lit, anyone within its range is blinded by darkness.
Dragon Amulet
A metal amulet representing a dragons skull, lodged between its jaws rests a pretty gem. This gem glows different colors depending on the elemental ancestory of the draconic user, enhancing the elements of the user, and allowing for more control, dealing an extra 1d6 of damage. You can now freely swap between line and cone without consequences and as a bonus action regain your breath weapon by rolling a 6, on a 1d6.
Necromancer's Ring
Upon wearing this ring you feel a surge of power rush through you, you feel as though you've gotten stronger... [ specifics yet to be written ]
Recent Images
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