====== Sheena Marason ====== {{:rpg:arydea:characters:sheena.png?nolink&200}} Luck's Child, Shadow Knight of the Black Rose Aasimar, Shadowdancer Rogue lvl 8, Warlock lvl 2 HP: 53 - AC: 15 - Prof bonus: +4 | Stats | STR +0 (10) | DEX +3 (16) | CON +0 (10) | INT +1 (13) | WIS +1 (12) | CHA +3 (16) | | Saves | STR +0 | DEX +7 | CON +0 | INT +5 | WIS +1 | CHA +3 | === Proficiencies === * Background Skills- **Arcana, *History** * Class Skills (Rogue)- **Acrobatics, *Perception, *Investigation*, *Stealth** * Class Skills (Beguiling Influnce)- ** *Deception, Persuasion** * Armor: Light * Weapons: simple weapons, hand crossbows, longswords, rapiers, shortswords * Saving Throws: Dexterity & Intelligence **Aasimiar Features** * Age: 19 * Alignment: Chaotic Good * Size: Medium * Speed: 30 ft * ASI: Your charisma increases by 2. Your strength increases by 1 (Fallen). * Supernatural **Darkvision 120ft** (Herb's Blessing): You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet. * Celestial Resistance: You have **resistance to necrotic damage and radiant damage.** * Healing Hands: **(10)** 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 15)** 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 **(10)**. Once you use this trait, you can't use it again until you finish a long rest. * Languages: Common, Celestial, Dwarvish, Draconic, Thieves Cant **Shadowdancer Rogue (8) Features** * Expertise: **Deception, History, Perception, Stealth** * Sneak Attack: Once per turn, you can deal an extra **(4d6)** 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: Bonus action to hide, dash, or disengage * Shadow Puppeteer: 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. You can duplicate the effects of certain spells without providing material components. * 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 **30 ft** to an unoccupied space you can see that is also in dim light or darkness. **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.) **Fiendish Warlock (2) Features** * Dark One's Blessing: Starting at 1st level, when you reduce a hostile creature to 0 hit points, you gain **(5) temporary hit points** equal to your Charisma modifier + your warlock level (minimum of 1). * Invocation, Mask of Many Faces: Cast Disguise self at will * Invocation, Beguiling Influence: You gain proficiency in the Deception and Persuasion skills. * Pact Magic: 2 cantrips, 3 first level spells **Background: Sage** * Researcher: When you attempt to learn or recall a piece of lore, if you do not know that information, you often know where and from whom you can obtain it. Usually, this information comes from a library, scriptorium, university, or a sage or other learned person or creature. Your DM might rule that the knowledge you seek is secreted away in an almost inaccessible place, or that it simply cannot be found. Unearthing the deepest secrets of the multiverse can require an adventure or even a whole campaign. **Feat: Luck** * You have **4** luck points. Whenever you make an attack roll, ability check, or saving throw, you may spend 1 luck point to roll an additional d20. You can use this ability after the original roll, but before the outcome is revealed. You choose which of the d20s is used for the attack roll, ability check, or saving throw. You can also spend one luck point when an attack roll is made against you. Roll a d20, and choose whether the attacker's roll uses their d20 roll or yours. * If multiple creatures use a luck point on the same roll, they cancel out, resulting in no additional dice. * You regain expended luck points when you finish a long rest. * **Londir's Blessing:** You gain one additional luck point. Once per long rest, you may use one of your luck points to influence another roll by a creature that you can see. ==== Spells: ==== | Charisma | Spell Save DC: 15 | Spell attack modifier: +7 | Cantrips: * //Light (aasimar)// * Mage Hand * Friends * //Minor Illusion (Shadowdancer)// * //Chill Touch (Herb's Blessing)// First Levels: 2/2 Slots left * Hellish Rebuke * Charm Person * Hex * //Disguse Self (Mask of Many Faces, At will)// * //Silent Image (Shadowdancer, 3 per short rest)// Second Levels: * //Darkness (Herb's blessing, Once per day)// ==== Equipment: ==== 737 GP * Studded Leather * 4x daggers * Hand crossbow * 20 bolts * Thieves tools * Disguise kit * Scholar's pack-Backpack, book of lore, bottle of ink, ink pen, 10 sheets of parchment, bag of sand, small knife * 50ft rope * Soulphone * Arcane focus(Orb) * Blanket * Mess kit * Waterskin * Tinderbox * 5 rations ==== Magic Items ==== Bracer of Flying Daggers (Rare) This armband appears to have thin daggers strapped to it. As an action, you can pull up to two magic daggers from the bracer and immediately hurl them, making a ranged attack with each dagger. A dagger vanishes if you don't hurl it right away, and the daggers disappear right after they hit or miss. The bracer never runs out of daggers. Slippers of Spider Climbing (Uncommon) While you wear these light shoes, you can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free. You have a climbing speed equal to your walking speed. However, the slippers don't allow you to move this way on a slippery surface, such as one covered by ice or oil. Immovable Rod (Uncommon) This flat iron rod has a button on one end. You can use an action to press the button, which causes the rod to become magically fixed in place. Until you or another creature uses an action to push the button again, the rod doesn't move, even if it is defying gravity. The rod can hold up to 8,000 pounds of weight. More weight causes the rod to deactivate and fall. A creature can use an action to make a DC 30 Strength check, moving the fixed rod up to 10 feet on a success. Feather Token (Common) This small metal disk is inscribed with the image of a feather. When you fall at least 20 feet while the token is on your person, you descend 60 feet per round and take no damage from falling. The token's magic is expended after you land, whereupon the disk becomes nonmagical. Cleansing Stone (Common) A cleansing stone is a sphere 1 foot in diameter, engraved with mystic sigils. When touching the stone, you can use an action to activate it and remove dirt and grime from your garments and your person. Mystery Key (Common) A question mark is worked into the head of this key. The key has a 5 percent chance of unlocking any lock into which it's inserted. Once it unlocks something, the key disappears.