Table of Contents
Satine
Satine is a Variant Feral Tiefling Assassin Rogue. She has dark blue skin, black hair styled in an undercut with a topknot, black eyes, fangs, and wings. Her dear antler-like horns are pierced in multiple places, with various trinkets and jewelry decorating the piercings. The topmost tips of her horns both sport brass caps, with the topmost left horn cap bearing a jingle bell dangling from it, while the topmost right bears a string of pearls. On a few of the pierced parts, there are crystals, gifted to her by a friend.
Satine
- Chaotic Good
- Variant Feral Tiefling
- Size: Medium
- Rogue 10
- Assassin Archetype
- Inheritor Background
- HP: 54
- AC: 13
- Proficiency Bonus: +4
Proficiencies & Languages
- Armor: Light armor
- Weapons: Simple weapons, hand crossbows, longswords, rapiers, shortswords
- Tools: Dice Set,disguise kit, poisoner's kit, thieves' tools
- Languages: Common, Infernal, Elvish
- Senses: Darkvision (60 feet)
- Flight: 30 feet
- Movement: 30 feet
Stats | STR 12 (+1) | DEX 15 (+2) | CON 13 (+1) | INT 16 (+3) | WIS 12 (+1) | CHA 14 (+2) |
Saves | STR +1 | DEX +6 | CON +2 | INT +7 | WIS +1 | CHA +2 |
Equipment:
- Rapier [Attack Bonus +6] 1d8+2/S
- Shortbow [Attack Bonus +6] 1d6+2/P
- Dagger [Attack Bonus +6] 1d4+2/P
- leather armor
- explorer’s pack
- thieves’ tools
- quiver (20 arrows)
- dice set
- set of traveler’s clothes
- pouch
Attacks & Spellcasting
- Sneak Attack (5d6)
- Shortbow range (80/320)
Coins and Treasure:
- A piece of jewelry
- Boots of False Tracks
- Cleansing Stone
- Tankard of Sobriety
- Bag of Holding
- Amulet of Proof against Detection and Location
- Necklace of Fireballs (8 beads)
- 8pp 14gp
Feats:
- Skulker
Prerequisite: Dexterity 13 or higher.
You are expert at slinking through shadows. You gain the following benefits:
- You can try to hide when you are lightly obscured from the creature from which you are hiding.
- When you are hidden from a creature and miss it with a ranged weapon attack, making the attack doesn't reveal your position.
- Dim light doesn't impose disadvantage on your Wisdom (Perception) checks relying on sight.
Variant Feral Tiefling Traits
Since not all tieflings are of the blood of Asmodeus, some have traits that differ from those in the Player’s Handbook. The Dungeon Master may permit the following variants for your tiefling character, although Devil’s Tongue, Hellfire, and Winged are mutually exclusive.
Languages You can speak, read, and write Common and Infernal.
Feral Your Intelligence score increases by 1, and your Dexterity score increases by 2. This trait replaces the Ability Score Increase trait.
Age Tieflings mature at the same rate as humans but live a few years longer.
Alignment Tieflings might not have an innate tendency toward evil, but many of them end up there. Evil or not, an independent nature inclines many tieflings toward a chaotic alignment.
Size Tieflings are about the same size and build as humans. Your size is Medium.
Speed Your base walking speed is 30 feet.
Darkvision Thanks to your infernal heritage, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
Hellish Resistance You have resistance to fire damage.
Winged. You have bat-like wings sprouting from your shoulder blades.You have a flying speed of 30 feet while you aren’t wearing heavy armor. This trait replaces the Infernal Legacy trait.
Rogue Traits
Hit Points
- Hit Dice: 1d8 per rogue level
- Hit Points at 1st Level: 8 + your Constitution modifier
- Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per rogue level after 1st
Proficiencies
- Armor: Light armor
- Weapons: Simple weapons, hand crossbows, longswords, rapiers, shortswords
- Tools: Thieves’ tools
- Saving Throws: Dexterity, Intelligence
- Skills: Choose four from Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Performance, Persuasion, Sleight of Hand, and Stealth
Equipment You start with the following equipment, in addition to the equipment granted by your background:
- (a) a rapier or (b) a shortsword
- (a) a shortbow and quiver of 20 arrows or (b) a shortsword
- (a) a burglar’s pack, (b) a dungeoneer’s pack, or © an explorer’s pack
- Leather armor, two daggers, and thieves’ tools
Expertise At 1st level, choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves’ tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.
At 6th level, you can choose two more of your proficiencies (in skills or with thieves’ tools) to gain this benefit.
Sneak Attack Beginning at 1st level, you know how to strike subtly and exploit a foe’s distraction. Once per turn, you can deal an extra 1d6 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.
The amount of the extra damage increases as you gain levels in this class, as shown in the Sneak Attack column of the Rogue table.
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 Starting at 2nd level, 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.
Roguish Archetype At 3rd level, you choose an archetype that you emulate in the exercise of your rogue abilities: Thief, detailed at the end of the class description, or one from another source. Your archetype choice grants you features at 3rd level and then again at 9th, 13th, and 17th level.
Ability Score Improvement When you reach 4th level, and again at 8th, 10th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.
Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.
Uncanny Dodge Starting at 5th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you.
Expertise At 6th level, choose two more of your skill proficiencies, or one more of your skill proficiencies and your proficiency with thieves’ tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.
Evasion Beginning at 7th level, you can nimbly dodge out of the way of certain area effects, such as an ancient red dragon’s fiery breath or an ice storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
Reliable Talent By 11th level, you have refined your chosen skills until they approach perfection. Whenever you make an ability check that lets you add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10.
Blindsense Starting at 14th level, if you are able to hear, you are aware of the location of any hidden or invisible creature within 10 feet of you.
Slippery Mind By 15th level, you have acquired greater mental strength. You gain proficiency in Wisdom saving throws.
Elusive Beginning at 18th level, you are so evasive that attackers rarely gain the upper hand against you. No attack roll has advantage against you while you aren’t incapacitated.
Stroke of Luck At 20th level, you have an uncanny knack for succeeding when you need to. If your attack misses a target within range, you can turn the miss into a hit. Alternatively, if you fail an ability check, you can treat the d20 roll as a 20.
Once you use this feature, you can’t use it again until you finish a short or long rest.
Roguish Archetypes Rogues have many features in common, including their emphasis on perfecting their skills, their precise and deadly approach to combat, and their increasingly quick reflexes. But different rogues steer those talents in varying directions, embodied by the rogue archetypes. Your choice of archetype is a reflection of your focus—not necessarily an indication of your chosen profession, but a description of your preferred techniques.
Assassin You focus your training on the grim art of death. Those who adhere to this archetype are diverse: hired killers, spies, bounty hunters, and even specially anointed priests trained to exterminate the enemies of their deity. Stealth, poison, and disguise help you eliminate your foes with deadly efficiency.
Bonus Proficiencies When you choose this archetype at 3rd level, you gain proficiency with the disguise kit and the poisoner’s kit.
Assassinate Starting at 3rd level, you are at your deadliest when you get the drop on your enemies. You have advantage on attack rolls against any creature that hasn’t taken a turn in the combat yet. In addition, any hit you score against a creature that is surprised is a critical hit.
Infiltration Expertise Starting at 9th level, you can unfailingly create false identities for yourself. You must spend seven days and 25 gp to establish the history, profession, and affiliations for an identity. You can’t establish an identity that belongs to someone else. For example, you might acquire appropriate clothing, letters of introduction, and official-looking certification to establish yourself as a member of a trading house from a remote city so you can insinuate yourself into the company of other wealthy merchants.
Thereafter, if you adopt the new identity as a disguise, other creatures believe you to be that person until given an obvious reason not to.
Impostor At 13th level, you gain the ability to unerringly mimic another person’s speech, writing, and behavior. You must spend at least three hours studying these three components of the person’s behavior, listening to speech, examining handwriting, and observing mannerisms.
Your ruse is indiscernible to the casual observer. If a wary creature suspects something is amiss, you have advantage on any Charisma (Deception) check you make to avoid detection.
Death Strike Starting at 17th level, you become a master of instant death. When you attack and hit a creature that is surprised, it must make a Constitution saving throw (DC 8 + your Dexterity modifier + your proficiency bonus). On a failed save, double the damage of your attack against the creature.
Inheritor Features
Inheritor
You are the heir to something of great value — not mere coin or wealth, but an object that has been entrusted to you and you alone. Your inheritance might have come directly to you from a member of your family, by right of birth, or it could have been left to you by a friend, a mentor, a teacher, or someone else important in your life. The revelation of your inheritance changed your life, and might have set you on the path to adventure, but it could also come with many dangers, including those who covet your gift and want to take it from you — by force, if need be.
- Skill Proficiencies: Survival, plus one from among Arcana, History, and Religion
- Tool Proficiencies: Your choice of a gaming set or a musical instrument
- Languages: One of your choice
- Equipment: Your inheritance, a set of traveler’s clothes, the tool you choose for this background’s tool proficiency, and a pouch containing 15 gp.
Inheritance A piece of jewelry
Feature: Inheritance Choose or randomly determine your inheritance from among the possibilities in the table below. Work with your Dungeon Master to come up with details: Why is your inheritance so important, and what is its full story? You might prefer for the DM to invent these details as part of the game, allowing you to learn more about your inheritance as your character does.
The Dungeon Master is free to use your inheritance as a story hook, sending you on quests to learn more about its history or true nature, or confronting you with foes who want to claim it for themselves or prevent you from learning what you seek. The DM also determines the properties of your inheritance and how they figure into the item’s history and importance. For instance, the object might be a minor magic item, or one that begins with a modest ability and increases in potency with the passage of time. Or, the true nature of your inheritance might not be apparent at first and is revealed only when certain conditions are met.
When you begin your adventuring career, you can decide whether to tell your companions about your inheritance right away. Rather than attracting attention to yourself, you might want to keep your inheritance a secret until you learn more about what it means to you and what it can do for you.
Suggested Characteristics
Use the tables for the folk hero background below as the basis for your traits and motivations, modifying the entries when appropriate to suit your identity as an inheritor.
Your bond might be directly related to your inheritance, or to the person from whom you received it. Your ideal might be influenced by what you know about your inheritance, or by what you intend to do with your gift once you realize what it is capable of.
Personality Trait
- I judge people by their actions, not their words.
- When I set my mind to something, I follow through no matter what gets in my way.
Ideal
- Respect. People deserve to be treated with dignity and respect.
- Freedom. Tyrants must not be allowed to oppress the people.
Bond
- My tools are symbols of my past life, and I carry them so that I will never forget my roots.
Flaw
- The tyrant who rules my land will stop at nothing to see me killed.