===== Sheena Marason ===== Luck's Child, Shadow Knight of the Black Rose Eon's younger sister, rescued by Eon and friends from a captivity under a warlock of the mother of chain devils. She is also an aasimar, ethereal pale, with long straight white hair, and is fond of yellow sundresses, or at least using disguise self to make it look like she's wearing yellow sundresses a lot. Already trained in assassination and espionage from her previous service, she's turned her talents to the Shadow Knights, gained a blessing from Herb, and is working to make allies and destroy the Church from the shadows. She also frequents the library, absorbing all the knowledge and history of Arcydea that she can, and is constantly re-writing her own history book of her world. Mia is her very best friend, and they have sleepovers all the time. The pair of them are often seen with Elysia as well. ==== Character Sheet ==== Aasimar, shadowdancer Rogue lvl 9 HP 75 Speed 30 feet ~ Initiative +4 Dex ~ Armor Class 15 (11 leather armor + 4 Dex) Proficiency +4 Str 8 (-1) Dex 18 (+4) Con 13 (+1) Int 15 (+2) Wis 17 (+3) Cha 20 (+5) Saves: Str -1 Dex +4 Con +1 Int +2 **Wis +7 Cha +9** Acrobatics +8, Animal Handling +2, Arcana +2, Athletics -1, Deception +9, History +5, Insight +6, Intimidation +5, Investigation +10(Exp), Medicine +2, Nature +2, Perception +6, Performance +5, Persuasion +5, Religion +2, Sleight of Hand +4, Stealth +12(Exp), Survival +2 Supernatural Darkvision: You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet. Languages: Common, Celestial, Elvish, Deep speech, Dwarvish, Draconic, Thieves Cant **Aasimiar Abilities:** * Celestial Resistance. You have resistance to necrotic damage and radiant damage. * Healing Hands. As an action, you can touch a creature and cause it to regain a number of hit points equal to your level. Once you use this trait, you can't use it again until you finish a long rest. * Light Bearer. You know the Light cantrip. Charisma is your spellcasting ability for it. * Necrotic Shroud. Starting at 3rd level, you can use your action to unleash the divine energy within yourself, causing your eyes to turn into pools of darkness and two skeletal, ghostly, flightless wings to sprout from your back. The instant you transform, other creatures within 10 feet of you that can see you must each succeed on a Charisma saving throw (DC 8 + your proficiency bonus + your Charisma modifier) or become frightened of you until the end of your next turn. Your transformation lasts for 1 minute or until you end it as a bonus action. During it, once on each of your turns, you can deal extra necrotic damage to one target when you deal damage to it with an attack or a spell. The extra necrotic damage equals your level. Once you use this trait, you can't use it again until you finish a long rest. **Rogue Abilities:** * Expertise: Investigation, stealth * Sneak Attack: Once per turn, you can deal an extra 5d6 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. * Cunning Action * Shadow Puppeteer: When you choose this archetype at 3rd level, you gain a limited ability to manipulate the surrounding darkness. You can duplicate the effects of certain spells without providing material components. You can extinguish small sources of nonmagical light as if using the prestidigitation cantrip. Your range for this cantrip is equal to your proficiency bonus multiplied by 10 ft. You also gain the minor illusion cantrip if you don't already know it. Additionally, you can cast silent image a number of times equal to your Charisma modifier (a minimum of once) per short rest. Your spellcasting ability for these spells is Charisma. Your spell save DC is equal to 8 + your proficiency bonus + your Charisma modifier. * Shadowdancing: You have learned how to step effortlessly from one shadow to the next. When you are in an area of dim light or darkness, as a bonus action you can teleport up to 60 feet to an unoccupied space you can see that is also in dim light or darkness. Teleporting in this way grants you advantage on the first attack roll you make before the end of your turn. Shadow's Blessing: * You now know the Chill Touch cantrip, and at 3rd level can cast Disguise Self, and at 5th level, Darkness. These use Charisma as their spellcasting ability, and can be used once per long rest above and beyond any other class skills you may have. * You now have a resistance to any damage that could reasonably be described as 'shadow' damage. * You can now attempt to hide even when lightly obscured in the faintest of shadows, and have advantage on Dexterity/Stealth checks in darkness, magical or otherwise. * Regardless of your racial origin, you now have Darkvision out to 120 feet if not already further (dim light becomes bright light, darkness becomes dim light.) **Feats** Luck- Londir's Blessing: One additional luck point a day, and the ability to give your luck to others. Skilled- Choose three additional skills to be proficient in **Cool items:** Nature's Cowl- A gift from Orchid, made of orange and yellow leaves, that grants advantage to stealth checks when among plants. Cream and gold ballet costume- mundane, from Mia, good for being sneaky in, and dance training! Starlight cloak- A black cloak rimmed in gold, with a pattern of flowers and constellations embroidered on the inner liner. Mundane, but pretty, and a gift from Lilibeth Bracelet of Lighting- 7 charges of a level 3 spell, a birthday gift from Q