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Mist

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Level 5 Nocturne Weaveshaper, Shadowsilk Couturier 6500

CHARACTER LEVEL, RACE, & CLASS EXPERIENCE


Mist
Monster Hunter Chaotic Good The Shadow JustRatsu
CHARACTER NAME BACKGROUND ALIGNMENT DEITY PLAYER NAME

STEALTH DISADVANTAGE

ARMOR Darkvision. You can see in dim light within 60 feet of you as if it
STRENGTH Chain Mail 18 were bright light, and in darkness as if it were dim light.

PROFICIENCY BONUS +3 Threadblade. Create a threadblade (+7 vs AC) by instantly spinning

8
SHIELD
AC it into existence when you roll initiative or at the start of your
turn.You can’t wield another weapon or equip a shield while
wielding your threadblade.
N
CIE C Scissorblade. A singular melee weapon that deals 1d10+4
-1 Strength
Y
PROFI

slashing damage. After making an attack with this weapon


-1 targeting a creature, you move to any space of your choosing
✘ +7 Dexterity within 5 feet of the target without provoking opportunity attacks.
+0 Constitution ARMOR CLASS Infusion. While you are not using a shield, you can choose to have
DEXTERITY your 18 AC. Also, you can use your action to change the color, fit
✘ +7 Intelligence and style of your clothing or armor while wearing it. It reverts to its
MAXIMUM HIT DICE TEMPORARY

18
ordinary appearance if you stop wearing it.
+0 Wisdom
23 5d8
+0 Charisma
Clothier’s Cut (Bonus Action). When you do not take the Attack
action or cast a spell that deals damage during your turn, you can
CONDITIONAL
make a single attack with your threadblade or an accessory
+4 weapon. This attack doesn’t add your ability modifier to the
damage roll.
CURRENT HIT POINTS Weave Finishers (Bonus Action). Each time you make an attack
CONSTITUTION DEATH SAVING THROWS with your threadblade or an accessory weapon, you spin an arcane
SAVING THROWS string. Your collected arcane strings disappear after 1 minute and
when you roll initiative.You can perform a Weave Finisher by

10 N
CIE C

+7 Acrobatics (Dex)
SPEED
20ft.
FLY
0ft.
CLIMB
0ft.
SWIM
0ft.
spending arcane strings when you take the Attack action during
your turn. Your Weave Tier is 2.
Y
PROFI

✘ Restitch (1 string). You gain 7 temporary hp, which last until you
RT

EXPE

+0 Animal Handling (Wis) VISION INSPIRATION EXHAUSTION roll initiative.


+0 +4 Arcana (Int) Darkvision
Vindicator Slash (2 strings). Choose a creature you can see
within 30 feet of you. The target must make a DC 15 Dexterity
save. If it fails, it takes 2d10 slashing damage and is knocked
-1 Athletics (Str) Resistances. Psychic prone.
Flicker Strike (2 strings). You teleport up to 30 feet to an
INTELLIGENCE +0 Deception (Cha) unoccupied location you can see and make a melee spell attack
targeting a creature within your reach. If you hit, your target takes

18 +4 History (Int) 2d8 radiant damage and must make a DC 15 Wisdom save. If it
fails, it is blinded until the start of your next turn.
✘ +3 Insight (Wis) Ribbon Lash (2 strings). Make a melee attack with your
threadblade or an accessory weapon targeting a creature with a
✘ +3 Intimidation (Cha) SPEED, SENSES, & CONDITIONS reach of 30 feet. If you hit, your target takes an extra 3d4 slashing
+4 +4 Investigation (Int)
damage and must make a DC 15 Strength save. If it fails, it is
thrown 15 feet horizontally in a direction of your choosing.
+0 Medicine (Wis) Night Terrors. You gain resistance to psychic damage
Ribbon Cutter. During your first turn in combat after you roll
and proficiency in the Perception skill. initiative, if you take the Attack action and attack with your
WISDOM ✘ +7 Nature (Int) threadblade or an accessory weapon and hit, your target takes 4
Perpetual Insomnia. Whenever you take a long rest, you slashing damage and must make a Dexterity save. If it fails, its

10 ✘ +3 Perception (Wis)

+0 Performance (Cha)
can choose to remain awake or try to sleep. If you
remain awake, you gain advantage on Charisma saving
throws. If you sleep, your movement speed and jumping
movement speed is halved until the end of its next turn.

Renaissance Regular (Action). You can call and shape your arcane
+0 Persuasion (Cha) height each increase by 5 feet, but you suffer thread into useful objects, tools, and other ordinary devices that
+0 +4 Religion (Int)
disadvantage on saving throws against being frightened. weigh less than 10 lbs. and cost less than 10 gp. Some things may
be beyond your talents, depending on their complexity, and all
These benefits last until you begin a new long rest. If you items created with this feature are visibly magical.You can also
+4 Sleight of Hand (Dex)
gain the ability to go without sleep, you gain all the weave arcane thread in the form of a 100-foot silk rope with
benefits and no penalties. grappling hook, a 10-foot ladder, a spyglass, or a table with chairs.
CHARISMA ✘ +7 Stealth (Dex) These items fade if you summon one again or after one minute if
Restless. You do not suffer exhaustion when you go you stop touching them.

10 ✘ +3 Survival (Wis)
SKILLS
without sleep for extended periods of time, but you
must still rest as normal. Shear Cut. You can use your Clothier’s Cut feature when you take
the Attack action. If you didn’t take the Attack action, you can
attack twice with your Clothier’s Cut, instead of once.
Nine Lives. Whenever you are hidden from all other
+0 13 PASSIVE PERCEPTION creatures, you gain advantage on death saving throws Couturier Arts (Long Rest). You can cast your each of these spells
and on saving throws to reduce damage. once.

Cloak of Blades. A weapon to make melee spell attacks at a reach


ADVANTAGE of 15 feet that deal 1d8+4 slashing damage. If you hit a creature
with this attack, you can choose to force it to make a Strength
INITIATIVE +4 1 Attack / Attack Action RACIAL TRAITS
save. If it fails, it is pulled to the nearest open space within 5 feet
of you.

NAME RANGE ATTACK DAMAGE / TYPE


Poke 5 feet +7 1d10+4
Cuts throught his enemies.
FEATURES & TRAITS

Armor Proficiencies. –

Weapon Proficiencies. Simple Weapons, Martial


Weapons

Tool Proficiencies. Viol, Herbalism kit, Cook’s


utensils, Leatherworker’s tools, Cartographer’s
tools, Weaver’s tools

Languages. Common, Draconic, Primordial

ATTACKS & SPELLCASTING PROFICIENCIES & LANGUAGES

This character sheet was generated by the Aurora Builder.


Male 32 1,70m 55kg
GENDER AGE HEIGHT WEIGHT
Mist Black Pale Black
CHARACTER NAME EYES SKIN HAIR

NAME

SYMBOL
CHARACTER PORTRAIT ALLIES & ORGANIZATIONS

You are an experienced hunter of monsters in the Border Kingdoms, both to eliminate and to capture for clients. You
have become familiar with their favored lairs, feeding and watering areas, habits, and territories, and so have a good
idea of where to find them. Many Borderers know and repeat tavern- tales about the maraudings and cunning of
I am privileged to be able to share the beauty of the monsters; you have learned what is truth and what is exaggeration in most of these tellings, and the precautions to take
Border Kingdoms with my clients. if success—and your survival of a hunt—is to be likely.
I love the thrill of the hunt.

PERSONALITY TRAITS

Pragmatism. When it comes to a hunt, by any means


necessary is the only rule. (Chaotic)

IDEAL

The beauty of the natural world informs everything


that I do, and I want to share this understanding with
as many folk as possible.

BOND

Once started, I cannot stop a hunt.

FLAW BACKGROUND STORY

Deep Delver
You have a knack for making your way in the deep
places of the world. You can recall the twists and
turns of passageways and tunnels such that you can
always retrace your steps underground. You’re also
well acquainted with foraging and survival in the
Underdark, and can determine when sources of food
and water are safe to consume. You can always find
sufficient food and water for yourself and up to five
other people in the Underdark, as long as
sustenance is available in the area.

BACKGROUND FEATURE

A needle that never bends

TRINKET
ADDITIONAL FEATURES

This character sheet was generated by Aurora, a character builder for Dungeons & Dragons 5th edition.
ADVENTURING GEAR # lb MAGIC ITEMS # lb Demon Skin Chain Mail. This magic armor appears as a
Scholar’s Pack 1 10 pot of bubbling black ichor. When you attune to it, the
Weaver’s Tools 1 5 ichor adheres to and contours to your skin, and the pot
[Demon Skin Chain Mail] 1 55 disappears. The armor can be worn under normal
clothes, and it doesn't impede bodily functions. Once
you put it on, it can't be removed unless you choose to
do so or you die, at which point the pot reappears and
the ichor flows back into it.

While wearing the armor, you have resistance to poison


damage. The armor also doesn't impose disadvantage on
Dexterity (Stealth) checks.

Made of interlocking metal rings, chain mail includes a


layer of quilted fabric worn underneath the mail to
prevent chafing and to cushion the impact of blows. The
suit includes gauntlets.

If the wearer has a Strength score lower than 13, their


speed is reduced by 10 feet.

Source: DitLCoT, page 14


ATTUNED MAGIC ITEMS 0 / 3
VALUABLES — GEMS, ART OBJECTS, TRADE GOODS # lb

COPPER SILVER ELECTRUM GOLD PLATINUM

0 0 0 0 0

ENCUMBRANCE — LIFTING AND CARRYING

WEIGHT CARRIED CARRY CAPACITY PUSH, DRAG, LIFT

70 lb / 120 lb 240 lb

INVENTORY — ADVENTURING GEAR, ARMS, ARMOR, AND OTHER EQUIPMENT

ADDITIONAL TREASURE INVENTORY — ITEM DESCRIPTIONS & NOTES

#1 #2
STORED ITEM # lb. STORED ITEM # lb.

STORED ITEMS QUEST ITEMS & TRINKETS

This character sheet was generated by Aurora, a character builder for Dungeons & Dragons 5th edition.
Intelligence +7 15 N/A

SPELLCASTING ABILITY SPELL ATTACK BONUS SAVING THROW DC SPELLS TO PREPARE


Weaveshaper, Shadowsilk Couturier

CANTRIPS Mending

1ST LEVEL Charm Person

2ND LEVEL Invisibility

3RD LEVEL Major Image

4TH LEVEL Evard’s Black Tentacles

5TH LEVEL Seeming


Mending Charm Person Invisibility
Transmutation Cantrip 1st-level enchantment 2nd-level illusion

CASTING TIME 1 minute CASTING TIME 1 action CASTING TIME 1 action


RANGE Touch RANGE 30 feet RANGE Touch
DURATION Instantaneous DURATION 1 hour DURATION Concentration, up to 1 hour
COMPONENTS V, S, M (two lodestones) COMPONENTS V, S COMPONENTS V, S, M (an eyelash encased in gum arabic)

This spell repairs a single break or tear in an object you touch, such as You attempt to charm a humanoid you can see within range. It must A creature you touch becomes invisible until the spell ends. Anything
broken chain link, two halves of a broken key, a torn cloak, or a make a Wisdom saving throw, and does so with advantage if you or the target is wearing or carrying is invisible as long as it is on the
leaking wineskin. As long as the break or tear is no larger than 1 foot your companions are fighting it. If it fails the saving throw, it is target’s person. The spell ends for a target that attacks or casts a
in any dimension, you mend it, leaving no trace of the former charmed by you until the spell ends or until you or your companions spell.
damage. This spell can physically repair a magic item or construct, do anything harmful to it. The charmed creature regards you as a At Higher Levels. When you cast this spell using a spell slot of 3rd
but the spell can’t restore magic to such an object. friendly acquaintance. When the spell ends, the creature knows it level or higher, you can target one additional creature for each slot
was charmed by you. level above 2nd.
At Higher Levels. When you cast this spell using a spell slot of 2nd
level or higher, you can target one additional creature for each slot
level above 1st. The creatures must be within 30 feet of each other
when you target them.

Renaissance Regular (Weaveshaper) Player’s Handbook Couturier Arts (Weaveshaper) Player’s Handbook Couturier Arts (Weaveshaper) Player’s Handbook

Major Image Evard’s Black Tentacles Seeming


3rd-level illusion 4th-level conjuration 5th-level illusion

CASTING TIME 1 action CASTING TIME 1 action CASTING TIME 1 action


RANGE 120 feet RANGE 90 feet RANGE 30 feet
DURATION Concentration, up to 10 minutes DURATION Concentration, up to 1 minute DURATION 8 hours
COMPONENTS V, S, M (a bit of fleece) COMPONENTS V, S, M (a piece of tentacle from a giant octopus or a giant squid) COMPONENTS V, S
You create the image of an object, a creature, or some other visible Squirming, ebony tentacles fill a 20-foot square on ground that you This spell allows you to change the appearance of any number of
phenomenon that is no larger than a 20-foot cube. The image appears can see within range. For the duration, these tentacles turn the creatures that you can see within range. You give each target you
at a spot that you can see within range and lasts for the duration. It ground in the area into difficult terrain. When a creature enters the choose a new, illusory appearance. An unwilling target can make a
seems completely real, including sounds, smells, and temperature affected area for the first time on a turn or starts its turn there, the Charisma saving throw, and if it succeeds, it is unaffected by this
appropriate to the thing depicted. You can’t create sufficient heat or creature must succeed on a Dexterity saving throw or take 3d6 spell. The spell disguises physical appearances as well as clothing,
cold to cause damage, a sound loud enough to deal thunder damage or bludgeoning damage and be restrained by the tentacles until the armor, weapons, and equipment. You can make each creature seem
deafen a creature, or a smell that might sicken a creature (like a spell ends. A creature that starts its turn in the area and is already 1 foot shorter or taller and appear thin, fat, or in between. You can’t
troglodyte’s stench). As long as you are within range of the illusion, you restrained by the tentacles takes 3d6 bludgeoning damage. A change a target’s body type, so you must choose a form that has the
can use your action to cause the image to move to any other spot creature restrained by the tentacles can use its action to make a same basic arrangement of limbs. Otherwise, the extent of the
within range. As the image changes location, you can alter its Strength or Dexterity check (its choice) against your spell save DC. On illusion is up to you. The spell lasts for the duration, unless you use
appearance so that its movements appear natural for the image. For a success, it frees itself. your action to dismiss it sooner. The changes wrought by this spell
example, if you create an image of a creature and move it, you can alter fail to hold up to physical inspections. For example, if you use this
the image so that it appears to be walking. Similarly, you can cause the spell to add a hat to a creature’s outfit objects pass through the hat,
illusion to make different sounds at different times, even making it and anyone who touches it would feel nothing or would feel the
carry on a conversation, for example. Physical interaction with the creature’s head and hair. If you use this spell to appear thinner then
image reveals it to be an illusion, because things can pass through it. A
creature that uses its action to examine the image can determine that it you are, the hand of someone who reaches out to touch you would
is an illusion with a successful Intelligence (Investigation) check against bump into you while it was seemingly still in midair. A creature can
your spell save DC. If a creature discerns the illusion for what it is, the use its action to inspect a target and make an Intelligence
creature can see through the image, and its other sensory qualities (Investigation) check against your spell save DC. If it succeeds, it
become faint to the creature. becomes aware that the target is disguised.
At Higher Levels. When you cast this spell using a spell slot of 6th
level or higher, the spell lasts until dispelled, without requiring your
concentration.

Couturier Arts (Weaveshaper) Player’s Handbook Couturier Arts (Weaveshaper) Player’s Handbook Couturier Arts (Weaveshaper) Player’s Handbook
Scholar’s Pack Weaver’s Tools Demon Skin Chain Mail
Equipment Packs Tools Armor

Includes a backpack, a book of lore, a bottle of ink, an ink Weaver‘s tools allow you to create cloth and tailor it into Made of interlocking metal rings, chain mail includes a
pen, 10 sheets of parchment, a little bag of sand, and a articles of clothing. layer of quilted fabric worn underneath the mail to prevent
small knife. Components. Weaver’s tools include thread, needles, chafing and to cushion the impact of blows. The suit
and scraps of cloth. You know how to work a loom, but includes gauntlets.
such equipment is too large to transport.
Arcana, History. Your expertise lends you additional
insight when examining cloth objects, including cloaks and
robes.
Investigation. Using your knowledge of the process of
creating cloth objects, you can spot clues and make
deductions that others would overlook when you examine
tapestries, upholstery, clothing, and other woven items.
Repair. As part of a short rest, you can repair a single
damaged cloth object.
Craft Clothing. Assuming you have access to sufficient
cloth and thread, you can create an outfit for a creature as
part of a long rest.
WEAVER’S TOOLS
Activity DC
Repurpose cloth 10
Mend a hole in a piece of cloth 10
Tailor an outfit 15

10 lbs. Player’s Handbook 5 lbs. Player’s Handbook 55 lb. Player’s Handbook

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