Race: Human (Darkborn)
Class: Rogue, Arcana Trickster (30)
Alignment: Chaotic neutral
Languages: Common, Abyssal, Chultan, Dwarfish, Draconic, Orcish, Gnomish, Elvish, Sylvan
Proficiencies
Backstory
She is 21 years old and the Princess of Suzail, she went off to do a mission which resulted in her capture. She has a good heart, but tend to do things off book. Has alot of trauma due to being tortured for who knows how long and seeing her city be 9/11, Hiroshima, Holocaust, etc... She won't even hesitate in letting Bojo die due to his orphan jokes, she'll just beat him up for a good 40% of the day. Also she is Lesbian
Features
5'5'' ft
116 lbs
Darkvision/Blindsight 60ft
Legendary Features
Human Determination: When you make an ability check, attack roll or saving throw, you may choose to do so with advantage. Once you do so, you cannot do so again until you complete a long rest
STATS
HP: 440
AC: 20
Movement: 30ft
Initiative: +6
PB: +9
Spell Attack: +14
Spell Save: 22
Passive WIS: 20
STATS
STR: 13 (+1)
DEX: 22 (+6)
CON: 20 (+5)
INT: 20 (+5)
WIS: 14 (+2)
CHA: 18 (+4)
Saving Throws
STR: +1
DEX: +15
CON: +5
INT: +14
WIS: +11
CHA: +4
Skills
Sleight of Hand: +15
Stealth: +15
History: +14
Perception: +11
Performance: +12
Persuasion: +12
Arcobatics: +15
Attacks: 2 attacks
Gleam: +18 to hit; 15ft; Magical 4d10+STR/DEX+Proficiency+3 piercing + 4d8 radiant
Rapier of the Bloomed Black Rose: +17 to hit; 5ft; 3d8+11 piercing/necrotic damage
Shadowglass Dagger: +7/+11 to hit; 5ft, 40/80ft; 1d4+7 piercing damage + 1d4 necrotic damage
Baumbles: +11 to hit; 20/60ft; 2d6 fire damage
Spell slots
Cantrips
1st level: 4
2nd level: 3
3rd level: 3
4th level: 1
Immune: Necrotic, Reduce movement, Paralyzed, Restrained, DISADV w/ weapons
Resistance: Thunder, Radiant
Vulnerabilities:
Feats
Shadow Touched
Your exposure to the Shadowfell's magic has changed you, granting you the following benefits:
Increase your Intelligence, Wisdom, or Charisma by 1, to a maximum of 20.
You learn the invisibility spell and one 1st-level spell of your choice. The 1st-level spell must be from the illusion or necromancy school of magic. You can cast each of these spells without expending a spell slot. Once you cast either of these spells in this way, you can't cast that spell in this way again until you finish a long rest. You can also cast these spells using spell slots you have of the appropriate level. The spells' spellcasting ability is the ability increased by this feat
Fey Touched
Your exposure to the Feywild's magic has changed you, granting you the following benefits:
Increase your Intelligence, Wisdom, or Charisma by 1, to a maximum of 20. You learn the misty step spell and one 1st-level spell of your choice. The 1st-level spell must be from the divination or enchantment school of magic. You can cast each of these spells without expending a spell slot. Once you cast either of these spells in this way, you can't cast that spell in this way again until you finish a long rest. You can also cast these spells using spell slots you have of the appropriate level. The spells' spellcasting ability is the ability increased by this feat
Holy Blood
Your blood runs holy, granting you the following benefits:
You are immune to diseases
You have advantage on saving throws made to resist curses
You gain resistance to radiant damage, if you already have resistance to radiant damage, you instead gain immunity to it
Swift Strikes
The amount of attacks you can make when you take the attack action is increased by one
Unhanded Secrets
Dual Wielder
When you engage in two weapon fighting, you may make your offhand attack as apart of your attack action rather than as a bonus action. If you do so, you are unable to use your bonus action to make any sort of attack. Additionally, you may add your ability modifier to your offhand attack if you were not already
Actions
Desire of the Black Rose: Can cast locate object/creature once per long rest
Shadow Touched: Can use the invisibility spell without spending a spell slot or a spell that is a level 1 illusion or necromancy spell
Fey Touched: Can use the Misty step spell without spending a spell slot or a spell that is a level 1 divination or enchantment spell
Bonus Actions
3xCunning Action: Can Hide, Disengage or Dash
Steady Aim: Gain advantage on the next attack roll
Versatile Trickster: distract targets with your Mage Hand. As a bonus action on your turn, you can designate a creature within 5 feet of the spectral hand created by the spell. Doing so gives you advantage on attack rolls against that creature until the end of the turn
Reactions
Uncanny dodge: Take half damage if you see the attack
Spell Thief: Immediately after a creature casts a spell that targets you or includes you in its area of effect, you can use your reaction to force the creature to make a saving throw with its spellcasting ability modifier. The DC equals your spell save DC. On a failed save, you negate the spell's effect against you, and you steal the knowledge of the spell if it is at least 1st level and of a level you can cast (it doesn't need to be a wizard spell). For the next 8 hours, you know the spell and can cast it using your spell slots. The creature can't cast that spell until the 8 hours have passed. Once per long rest
Free Action
Sneak Attack: extra 9d6 against a creature you have advantage on
Evasion: Take half damage if failed DEX saving throw or no damage if successful
Magical Ambush: When you casted a spell on a creature, you are hidden and the creature has disadvantage against your spell saves
Elusive: No attack roll has advantage against you while you aren't incapacitated
Unchainable: Use 5ft of movement to automatically get out of non-magical chains
Kinetic Charge. The armor can store the kinetic energy of your opponents' strikes. Whenever you take damage from a melee attack, the armor builds up a charge equal to the amount of damage you took. The charge persists for 1 minute, and increases whenever you take further damage, to a maximum of 200.
Kinetic Burst. Once your armor has a charge, you can release the built-up energy in a destructive burst. When a hostile creature hits you with a weapon attack, you can use your reaction to force each creature within a 15-foot radius sphere centered on you to make a Constitution saving throw. On a failed save, a creature takes force damage equal to the value of the charge, is pushed up to 20 feet away from you, and falls prone. On a successful save, a creature takes half as much damage, is pushed half as far, and doesn’t fall prone.
Once you use this property, the value of the armor's kinetic charge resets to 0.
Sonic Disruption. Intense sound can disrupt the structure of your armor. Whenever you take thunder damage, roll a d20 and add half the damage taken to the roll. On a roll of 15 or higher, the armor vanishes, depriving you of its protection and other properties until the end of your next turn.
Unerring Focus: You cannot have disadvantage on attack rolls made with weapons with which you are proficient in
Resilient Body
Your HP maximum increases by an amount equal to three times your level in this class. Every time you gain a Rogue level, your maximum HP increases by an additional 3 HP. You may select this trait multiple times.
Ultimate Scoundrel
Finally at 30th level, you are a beacon of abilities for all Rogues to look up to. You gain the following features: When you would fail a saving throw, you can instead choose to succeed. Once you use this feature, you cannot do so again until 1 minute has passed. When you would roll a trickery die and the result would be less than 4, you can instead treat the die as if it had rolled a 4. Once per round after you expend any number of trickery dice, you can immediately use a Cunning Action to regain up to half the trickery dice expended (Rounded down, minimum of 0)
Fairy tale: A Class; Shadow Devil Slayer Magic
Able to manipulate the element of Shadow, being able to manipulate and even become a shadow himself, however, this particular form of Demon Slayer Magic has an unusually faster etherious take-over, yet at the same time very different. Instead of taking over its host completely, the host forms a counterpart (in Shad's case- Shade) , which is pure evil and can take over at will- frequently when pushed in fighting, this often causes the user to fall into a depression and not socialize with any other being, leaving him to warn his enemies, and refuse to fight until pushed to far
Spells
Umbra Blast: Like Eldritch blast, but is able to make the target blind for 1 minute if failed the saving throw, Equal to Proficiency bonus
Nightshade Mixer: A wave of necrotic damage that is equal to the spell Thunder wave at 2nd level, Equal to Half Proficiency bonus
Shade Beam: Cast darkness within 120ft, 10ft radius, and those that leave the darkness need to make a saving throw or become blind for 1 minute without a spell slot, Once
Shadow Lancer: Cast shadow blade without a spell slot, Equal to Half Proficiency bonus
Black Hand: Like mage hand but able to use shadows as teleportation, Equal to Half Proficiency bonus
Shadow Sync: Able to gain control of ones shadow and control them for a bit if they failed a STR saving throw
Dark Compulsion: Influence a person to do what you want after they make a CHA saving throw
Shadow Demon Slayer Secret Art: Darkness Leer; A 20ft radius from yourself is encased in shadows, with them telling others to come into the circle. They will need to make a WIS saving throw or be forced to go into the area. When in there the user can't be seen at all in and outside the circle, and have advantage against any creatures inside the circle. Creatures in it will suffer slowness and have disadvantage on all attack and ability rolls
ONE PIECE: HAKI C-Supreme
Can knock anyone out for one round if the fail a DC CHA+8+Proficiency within 30ft of you, creatures with CR Proficiency+CHA automatically falls
You can cast enthrall and command each once, without spending spell slots. You regain the ability to do so after completing a long rest. You can cast it more times if you have spell slots available to do so.
Equal to your proficiency bonus until a long rest
HAKI A-Supreme
Imbue your fist or 1 weapon with Armament Haki to deal extra damage as a free action
Proficiency bonus, Proficiencyd12s, damage can't be reduced unless the target also has Armament Haki
Bisu Bisu no Mi
Create Biscuit Armor
As an action, you can create a suit of biscuit armor that grants you temporary hit points equal to your level + your proficiency bonus. This armor lasts until it is destroyed or you dismiss it as a bonus action. While wearing the biscuit armor, you have a +2 bonus to AC. You can use this ability a number of times equal to your proficiency bonus, and you regain all uses after a long rest.
Biscuit Weapons
As a bonus action, you can create a melee weapon made of hardened biscuit. The weapon has the properties of any simple or martial weapon you are proficient with, but it deals an additional 1d6 bludgeoning damage. The weapon lasts for 1 hour or until you dismiss it as a bonus action.
Biscuit Soldiers
As an action, you can create a biscuit soldier. The biscuit soldier uses the stats of a CR 4 Guard. You can command the biscuit soldier as a bonus action on your turn. The biscuit soldier lasts for 1 hour or until it is destroyed. You can create a number of biscuit soldiers equal to your proficiency bonus, and you regain all uses after a long rest.
Biscuit Manipulation
You can manipulate biscuits you create as follows:
Shaping Biscuits
You can use your action to shape any biscuit within 30 feet into any form you desire. You can create simple structures, objects, or even creatures with a total volume no larger than a 10-foot cube. The objects created have the properties of hardened biscuit and remain in their shape for 1 hour or until you dismiss them.
Harden Biscuits
As an action, you can harden any biscuit you create, making it as tough as steel. Any creature using a biscuit weapon or wearing biscuit armor gains a +1 bonus to attack and damage rolls or AC respectively. This hardening lasts for 1 hour.