Spelljammer: Light of Xaryxis | DND 5E

Started by PhantomPistoleer, December 18, 2022, 05:02:13 PM

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rayguncourtesan

Yay! I have a few questions, is it best to pop them here or DM you to avoid spamming the thread?

PhantomPistoleer

Quote from: rayguncourtesan on December 27, 2022, 07:45:22 AM
Yay! I have a few questions, is it best to pop them here or DM you to avoid spamming the thread?

You may do either.  :)
Always seeking 5E games.
O/O


rayguncourtesan

#78
Elissa
Name:  Elissa Tazixor
Race:  Human
Classes:  Paladin

Brief History:  When asked about her past, Elissa proudly announces that she is from a long line of matriarchal chieftains who rule an island devoid of men somewhere in the Sea of Fallen Stars and that she has travelled to the Sword Coast to prove herself worthy of succeeding to her mother's throne. Having boarded the wrong ship in Baldur's Gate (she had intended to sail to Waterdeep, the famed City of Splendors she had heard so much about while travelling the Heartlands) she found herself short of coin in Neverwinter and signed on with the caravan of Gundren Rockseeker intending to make a little money and then continue further south to correct her error. As events unfolded in Phandalin she stayed with the party to see the matter through. A good natured woman, but all too willing to charge head-long into the jaws of danger. It was at her insistence that the party travelled to Thundertree to confront the dragon rumored to be lairing there, calling the beast out to do battle she drove her spear into its heart and has been bragging about defeating it (almost) single-handed ever since.

My pitch, I hope it satisfies!

AribethAmkiir

looking to join.

Is there anything the group is lacking?

rayguncourtesan

Think we're shy an arcane magic user? I hadn't realised we were doubling up on paladins or I'd have made a sorceress!

Arcanist

Goody goody two shoes……. :)

Showing my age …..
Choice is but an Illusion. Consequences are however real.

Opale


Arcanist

Choice is but an Illusion. Consequences are however real.

AribethAmkiir

#84
CHARITY
Name:  Charity
Race:  Tiefling (Glasya Bloodline), Criminal background
Classes:  Sorcerer (Aberrant Mind)

Brief History:  Abandoned and discarded as an infant, Charity spent her younger years in an orphanage with the other undesirables.  There she was an outcast even among the outcasts and bullied due to her demonic appearance.  At the age of thirteen, when her sorcerous abilities began to awaken, she was kicked out of the orphanage and forced to live upon the streets.   It wasn't long before she was taken in by the local criminal element, who were intent on exploiting her newfound abilities.  For the next several years she used her abilities to survive and earn them a profit.  However, eventually that wasn't enough.  They told her she could be more powerful.  Convinced her she could live like a queen without fear of being beaten or persecuted due to her appearance. All she had to do was allow a "Master Warlock" to perform a special ritual that would "unlock" her true potential. 

Loyal to those who had taken her in and helped her survive, Charity submitted to the ritual.  To this day she doesn't know if it worked as intended or if it went horribly wrong.  In truth, her memory of the event is piece meal.  What she does know is that it bleached her hair, paled her skin, and unlocked psychic abilities.  The warlock who performed it disappeared along with most of those who had been in attendance.  That, and ever since, her dreams have been haunted by horrors beyond her imagining.

Trouble seems to follow her.  She's fairly certain she's cursed.  She's spent most of her adult life running from one problem or another. When she isn't running she's doing her best to learn something about what had happened to her those many years ago. That was why she was in Phandalin when the bandits attacked.  Despite her own misgivings and a certainty that any help she provided would only come back to bite her, she had helped those adventurers.   People whom she dares call friends, now.  Like most of her life, one thing lead to another seemingly with little control of her own.  It's been months now since she first joined them.  They've earned her trust and loyalty.  She hopes she'd done the same.  Her past, however, makes her wonder if she's being foolish and naive. Better to be foolish and naive, than to be forever alone.

Isengrad

Will
Name:  Will Wyvrenjack
Race:  Custom Lineage(Appears half-Elf)
Classes:  Warlock hexblade(Hexgunner)

Brief History:  Growing up in and around Saltmarsh was never a pretty thing, a hard but simple life. Will spent his youth fishing and repairing what he could around the village, being handy with tools. Pirates were always a concern, most we're content to stay away from such a small town but they still had to put up with a few raids here and there. It was during one such raid that Will found himself forced to make a choice, to let a family die to the whim of a tyrant, or to grasp the strange pistol that lay before him. The events, and the choice he made that night changed the course of his life. Asked to flee, to save himself he took what meager belongings he had and fled north along the sword cost. Later becoming embroiled in the events surrounding the mines of Phandelver and Gundren Rockseeker. The Adventures that followed formed him and those he fought alongside into fast friends.









Concept
I've been wanting to do a Spellslinger/Hexgunner build for a good while. Just need a few ruling to get it to work. well actually, that improved pact weapon can work with pistols, rifles and other smokepowder weapons. This is all so I can essentially play a Warlock that does not take eldritch blast(at least until much later)

Of course this is all assuming that this game is still accepting players.

original artwork by karabiner

PhantomPistoleer

Quote from: AribethAmkiir on January 01, 2023, 04:23:58 PM
CHARITY
Name:  Charity
Race:  Tiefling (Glasya Bloodline), Criminal background
Classes:  Sorcerer (Aberrant Mind)

Brief History:  Abandoned and discarded as an infant, Charity spent her younger years in an orphanage with the other undesirables.  There she was an outcast even among the outcasts and bullied due to her demonic appearance.  At the age of thirteen, when her sorcerous abilities began to awaken, she was kicked out of the orphanage and forced to live upon the streets.   It wasn't long before she was taken in by the local criminal element, who were intent on exploiting her newfound abilities.  For the next several years she used her abilities to survive and earn them a profit.  However, eventually that wasn't enough.  They told her she could be more powerful.  Convinced her she could live like a queen without fear of being beaten or persecuted due to her appearance. All she had to do was allow a "Master Warlock" to perform a special ritual that would "unlock" her true potential. 

Loyal to those who had taken her in and helped her survive, Charity submitted to the ritual.  To this day she doesn't know if it worked as intended or if it went horribly wrong.  In truth, her memory of the event is piece meal.  What she does know is that it bleached her hair, paled her skin, and unlocked psychic abilities.  The warlock who performed it disappeared along with most of those who had been in attendance.  That, and ever since, her dreams have been haunted by horrors beyond her imagining.

Trouble seems to follow her.  She's fairly certain she's cursed.  She's spent most of her adult life running from one problem or another. When she isn't running she's doing her best to learn something about what had happened to her those many years ago. That was why she was in Phandalin when the bandits attacked.  Despite her own misgivings and a certainty that any help she provided would only come back to bite her, she had helped those adventurers.   People whom she dares call friends, now.  Like most of her life, one thing lead to another seemingly with little control of her own.  It's been months now since she first joined them.  They've earned her trust and loyalty.  She hopes she'd done the same.  Her past, however, makes her wonder if she's being foolish and naive. Better to be foolish and naive, than to be forever alone.

Quote from: Isengrad on January 01, 2023, 08:46:27 PM
Will
Name:  Will Wyvrenjack
Race:  Custom Lineage(Appears half-Elf)
Classes:  Warlock hexblade(Hexgunner)

Brief History:  Growing up in and around Saltmarsh was never a pretty thing, a hard but simple life. Will spent his youth fishing and repairing what he could around the village, being handy with tools. Pirates were always a concern, most we're content to stay away from such a small town but they still had to put up with a few raids here and there. It was during one such raid that Will found himself forced to make a choice, to let a family die to the whim of a tyrant, or to grasp the strange pistol that lay before him. The events, and the choice he made that night changed the course of his life. Asked to flee, to save himself he took what meager belongings he had and fled north along the sword cost. Later becoming embroiled in the events surrounding the mines of Phandelver and Gundren Rockseeker. The Adventures that followed formed him and those he fought alongside into fast friends.









Concept
I've been wanting to do a Spellslinger/Hexgunner build for a good while. Just need a few ruling to get it to work. well actually, that improved pact weapon can work with pistols, rifles and other smokepowder weapons. This is all so I can essentially play a Warlock that does not take eldritch blast(at least until much later)

Of course this is all assuming that this game is still accepting players.

This all looks so cool.  I approve of the concepts.
Always seeking 5E games.
O/O

Isengrad

#87
Will Wyvrenjack
Medium Custom origin Warlock(hexblade) 5th (Folk hero), CG


Armor Class: 16
Hit Points: 33/33
Speed: 30



STR:(8/-1) | DEX:(14/+2)  | CON:(12/+1)
INT:(12/+1) | WIS:(14/+2) | CHA:(18/+4)




Armor: Light armor, Medium armor, Shields
Weapons: Simple weapons, Martial weapons, Firearms
Skills: Animal Handling(+5), Survival(+5), Perception(+5), Nature(+4), Intimidation(+7)
Tool Proficiencies: Tinkers tools, Vehicles(land)
Senses: no special senses
Saves: Wisdom(+5/+6), Charisma(+7/+8)
Languages: Common, Elvish




Traits:
Feat|Gunner
You have a quick hand and keen eye when employing firearms, granting you the following benefits:
Increase your Dexterity score by 1, to a maximum of 20.
You gain proficiency with firearms (see "Firearms" in the Dungeon Master's Guide).
You ignore the loading property of firearms.
Being within 5 feet of a hostile creature doesn't impose disadvantage on your ranged attack rolls.

Variable trait: Perception proficiency
Background trait|Rustic Hospitality
Since you come from the ranks of the common folk, you fit in among them with ease. You can find a place to hide, rest, or recuperate among other commoners, unless you have shown yourself to be a danger to them. They will shield you from the law or anyone else searching for you, though they will not risk their lives for you.




Features:
Pact Magic
Your arcane research and the magic bestowed on you by your patron have given you facility with spells.

Cantrips
You know two cantrips of your choice from the warlock spell list. You learn additional warlock cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Warlock table.

Spell Slots
The Warlock table shows how many spell slots you have to cast your warlock spells of 1st through 5th level. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your warlock spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest.

For example, when you are 5th level, you have two 3rd-level spell slots. To cast the 1st-level spell witch bolt, you must spend one of those slots, and you cast it as a 3rd-level spell.

Spells Known of 1st Level and Higher
At 1st level, you know two 1st-level spells of your choice from the warlock spell list.

The Spells Known column of the Warlock table shows when you learn more warlock spells of your choice of 1st level or higher. A spell you choose must be of a level no higher than what's shown in the table's Slot Level column for your level. When you reach 6th level, for example, you learn a new warlock spell, which can be 1st, 2nd, or 3rd level.

Additionally, when you gain a level in this class, you can choose one of the warlock spells you know and replace it with another spell from the warlock spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability
Charisma is your spellcasting ability for your warlock spells, so you use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a warlock spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Charisma modifier

Spell attack modifier = your proficiency bonus + your Charisma modifier

Spellcasting Focus
You can use an arcane focus as a spellcasting focus for your warlock spells.

Otherwordly Patron|Hexbalde

Hexblade's Curse
Starting at 1st level, you gain the ability to place a baleful curse on someone. As a bonus action, choose one creature you can see within 30 feet of you. The target is cursed for 1 minute. The curse ends early if the target dies, you die, or you are incapacitated. Until the curse ends, you gain the following benefits:

You gain a bonus to damage rolls against the cursed target. The bonus equals your proficiency bonus.
Any attack roll you make against the cursed target is a critical hit on a roll of 19 or 20 on the d20.
If the cursed target dies, you regain hit points equal to your warlock level + your Charisma modifier (minimum of 1 hit point).
You can’t use this feature again until you finish a short or long rest.

Hex Warrior
At 1st level, you acquire the training necessary to effectively arm yourself for battle. You gain proficiency with medium armor, shields, and martial weapons.

The influence of your patron also allows you to mystically channel your will through a particular weapon. Whenever you finish a long rest, you can touch one weapon that you are proficient with and that lacks the two-handed property. When you attack with that weapon, you can use your Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls. This benefit lasts until you finish a long rest. If you later gain the Pact of the Blade feature, this benefit extends to every pact weapon you conjure with that feature, no matter the weapon's type.

Eldritch Invocations
In your study of occult lore, you have unearthed Eldritch Invocations, fragments of forbidden knowledge that imbue you with an abiding magical ability.

At 2nd level, you gain two eldritch invocations of your choice. When you gain certain warlock levels, you gain additional invocations of your choice, as shown in the Invocations Known column of the Warlock table. A level prerequisite refers to your level in this class.

Additionally, when you gain a level in this class, you can choose one of the invocations you know and replace it with another invocation that you could learn at that level.

Known Invocations
Improved pact weapon: Prerequisite: Pact of the Blade feature

You can use any weapon you summon with your Pact of the Blade feature as a spellcasting focus for your warlock spells.

In addition, the weapon gains a +1 bonus to its attack and damage rolls, unless it is a magic weapon that already has a bonus to those rolls.

Finally, the weapon you conjure can be a shortbow, longbow, light crossbow, or heavy crossbow.(Includes smokepowder weapons as well per DM's aproval)

Thirsting Blade:Prerequisite: 5th level, Pact of the Blade feature

You can attack with your pact weapon twice, instead of once, whenever you take the Attack action on your turn.

Eldritch Smite:Prerequisite: 5th level, Pact of the Blade feature

Once per turn when you hit a creature with your pact weapon, you can expend a warlock spell slot to deal an extra 1d8 force damage to the target, plus another 1d8 per level of the spell slot, and you can knock the target prone if it is Huge or smaller.

Pact Boon|Pact of the Blade
At 3rd level, your otherworldly patron bestows a gift upon you for your loyal service. You gain one of the following features of your choice.

Pact of the Blade
-You can use your action to create a pact weapon in your empty hand. You can choose the form that this melee weapon takes each time you create it. You are proficient with it while you wield it. This weapon counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

-Your pact weapon disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon (no action required), or if you die.

-You can transform one magic weapon into your pact weapon by performing a special ritual while you hold the weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest.

-You can then dismiss the weapon, shunting it into an extradimensional space, and it appears whenever you create your pact weapon thereafter. You can't affect an artifact or a sentient weapon in this way. The weapon ceases being your pact weapon if you die, if you perform the 1-hour ritual on a different weapon, or if you use a 1-hour ritual to break your bond to it. The weapon appears at your feet if it is in the extradimensional space when the bond breaks.





Spellcasting:
Spell attack: +7 Spell save DC: 15  Spell slots: 2 slots| 3rd level
Spells known
cantrip
-Green flame blade
-Prestidigitation
-Minor illusion
1st lvl
-Shield
-hex
2nd lvl
-Branding smite
-Misty step
3rd lvl
-Elemental weapon
-Counterspell




Actions:
Made with Bowie knife
Green-flame blade: +7 to hit| 1d6+4 S+1d8 Fire| 1d8+4 fire to adjacent enemy
Bowie Knife attack: +7 to hit| 1d6+4 S

Made with the Pistol
Pistol attack: +8 to hit(range 30/90)| 1d10+5 P| two attacks



Equipment:
Weapons: *TPistol of warning, TBowie knife(reskinned scimitar)
Clothes & Armor: Travelers Clothes, Chain shirt, Longcoat of Protection(reskinned cloak)
Receptacles: Backpack, Pouch
Equipment: Bedroll, mess kit,10 torches, 10 days worth of rations, waterskin(full), 50 ft hempen rope, 60 bullets, Tinkers tools
Magic: 3 potions of healing
Money: 22gp 5sp

Legend  *=Pact weapon T= Hex warrior weapon



Personality: Will is about as straight forward as you can get, while he certainly possesses a silver tongue he finds that lies don't taste good on his tongue, so more often than not he will tell it to you straight(A fact that has gotten him in trouble more than once). Confident in his own abilities he tries to lift those around him up with a kind word of encouragement, a show of trust or a swift kick in the backside. He tends to judge people based on their actions rather than any honied words that might spill from their lips. Having experienced it first hand to some extent, he does not suffer tyrants or bullies and is more than willing to square up with them. Still as far as he has gotten in life, he tries not to forget where he came from, just a simple handyman in a small fishing village. Still the man has his vices, and a fondness for alcohol usually sees him face down in the bar or waking up somewhere without his pants.

original artwork by karabiner

PhantomPistoleer

No qualms, Isengrad.

Please join the IC ASAP!
Always seeking 5E games.
O/O

AribethAmkiir

#89
MERCY, THE TELEPATH
Medium Tiefling (Glasya Bloodline), Sorcerer (Aberrant Mind) 5, Chaotic Neutral


Armor Class: 12
Hit Points: 32
Speed: 30
Proficiency bonus +3



STR: 8   | DEX: 14  | CON: 14     
INT:  10 | WIS:  12 | CHA: 18




Armor: none
Weapons: Daggers, darts, slings, quarterstaffs, light crossbows
Skills: Deception, Stealth, Persuasion, Insight
Tool Proficiencies: Dice set, thieves' tools
Senses: Darkvision
Saves: Constitution and Charisma
Languages: Common, Infernal.




Traits:
<Feats:> Telekinetic:
You learn to move things with your mind, granting you the following benefits:

*  Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.
*  You learn the mage hand cantrip. You can cast it without verbal or somatic components, and you can make the spectral hand invisible. If you already know this spell, its range increases by 30 feet when you cast it. Its spellcasting ability is the ability increased by this feat.
*  As a bonus action, you can try to telekinetically shove one creature you can see within 30 feet of you. When you do so, the target must succeed on a Strength saving throw (DC 8 + your proficiency bonus + the ability modifier of the score increased by this feat) or be moved 5 feet toward or away from you. A creature can willingly fail this save.

<Darkvision:> 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:> Fire Resistance
<Infernal Legacy - Legacy of Malbolge:> You know the Minor Illusion cantrip. When you reach 3rd level, you can cast the Disguise Self spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the Invisibility spell once with this trait and regain the ability to so do when you finish a long rest. Charisma is your spellcasting ability for these spells.

Background:

<Criminal Contact:> You have a reliable and trustworthy contact who acts as your liaison to a network of other criminals. You know how to get messages to and from your contact, even over great distances; specifically, you know the local messengers, corrupt caravan masters, and seedy sailors who can deliver messages for you.




Features:

<Sorcerous Origin - Aberrant Mind:>
Psionic Spells:
Starting at 1st level, you learn additional spells when you reach certain levels in this class, as shown on the Psionic Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn't count against the number of sorcerer spells you know.

Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be a divination or an enchantment spell from the sorcerer, warlock, or wizard spell list.

Telepathic Speech:
Starting at 1st level, you can form a telepathic connection between your mind and the mind of another. As a bonus action, choose one creature you can see within 30 feet of you. You and the chosen creature can speak telepathically with each other while the two of you are within a number of miles of each other equal to your Charisma modifier (minimum of 1 mile). To understand each other, you each must speak mentally in a language the other knows.

The telepathic connection lasts for a number of minutes equal to your sorcerer level. It ends early if you are incapacitated or die or if you use this ability to form a connection with a different creature.

<Sorcerer>
Font of Magic:
At 2nd level, you tap into a deep wellspring of magic within yourself. This wellspring is represented by sorcery points, which allow you to create a variety of magical effects.

* Sorcery Points. You have 2 sorcery points, and you gain more as you reach higher levels, as shown in the Sorcery Points column of the Sorcerer table. You can never have more sorcery points than shown on the table for your level. You regain all spent sorcery points when you finish a long rest.

* Flexible Casting. You can use your sorcery points to gain additional spell slots, or sacrifice spell slots to gain additional sorcery points. You learn other ways to use your sorcery points as you reach higher levels.
Creating Spell Slots. You can transform unexpended sorcery points into one spell slot as a bonus action on your turn. The Creating Spell Slots table shows the cost of creating a spell slot of a given level. You can create spell slots no higher in level than 5th. Any spell slot you create with this feature vanishes when you finish a long rest.
Converting a Spell Slot to Sorcery Points. As a bonus action on your turn, you can expend one spell slot and gain a number of sorcery points equal to the slot's level.

Metamagic:
At 3rd level, you gain the ability to twist your spells to suit your needs. You gain two Metamagic options of your choice. You gain another one at 10th and 17th level.
* Quickened Spell. When you cast a spell that has a casting time of 1 action, you can spend 2 sorcery points to change the casting time to 1 bonus action for this casting. 
* Empowered Spell. When you roll damage for a spell, you can spend 1 sorcery point to reroll a number of the damage dice up to your Charisma modifier (minimum of one). You must use the new rolls.
     -You can use Empowered Spell even if you have already used a different Metamagic option during the casting of the spell.


Spellcasting:
Known Spells: 6
Modifier:  +4  | Spell Attack +8 | Save DC: 16
<Cantrips Known:> Mind Sliver (sublcass), Minor Illusion (racial), Prestidigitation. Mage Hand, Shape Water, Light, Chill Touch
<1st level spells:> 4 spell slots Dissonant Whispers (sublcass), Silvery Barbs (subclass, traded), Disguise Self (racial, sla), Magic Missile, Mage Armor,
<2nd level spells:> 3 spell slots Invisibility (racial, sla), Tasha's Mind Whip (subclass, trade), Suggestion (subclass, trade), Phantasmal Force, Maximillian's Earthen Grasp, Misty Step
<3rd level spells:> 2 spell slots Hunger of Hadar (subclass), Sending (subclass), Fireball




Actions:





Equipment:
<Weapons:> Two daggers, a light crossbow and 20 bolts
<Clothes:> Dark common clothes with hood
<receptacles:> coin purse, backpack
<equipment:> crowbar, bedroll, mess kit, tinderbox, 10 torches, 10 days of rations, waterskin, 50' of hempen rope
<magic:> Bloodwell vial +1, Broom of Flying
<money:> 25 gp



Personality:
<Traits:> "I would rather make a new friend than a new enemy."  "I typically have a plan for what to do when things go wrong, and they almost always go wrong."
<Ideals:> "I'm loyal to my friends, not to any ideals, and everyone else can take a trip down the Styx for all I care."  "There's a spark of good in everyone."  "The world is a cruel and unforgiving place, I try to make it a little better."
<Bonds:> "Something important was taken from me, and I aim to take it back." 
<Flaws:> "I'm not nearly as confident as I pretend to be."


Opale

ooops ! sorry I didn't notice the game had started ! posting :)


Opale

JALIA WETKISS
Medium human rogue (thief) 5 (criminal), chaotic neutral


Armor Class:
Hit Points:
Speed:



STR 9 | DEX 18 | CON 14
INT 14 | WIS 12 | CHA 14




Armor: Light armor
Weapons: Simple weapons, hand crossbows, longswords, rapiers, shortswords
Skills: Acrobatics, Deception, Performance, Persuasion, Sleight of Hand*, Stealth*
Tool Proficiencies:  Thieves' tools, Playing Cards, Extra Tool
Senses: Perception 11
Saves: Dexterity, Intelligence
Languages: Common, Elven, Thieves Cant




Traits:




Features:
<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.

<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 3d6 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.

<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.

<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.

<Fast Hands>
Starting at 3rd level, you can use the bonus action granted by your Cunning Action to make a Dexterity (Sleight of Hand) check, use your thieves' tools to disarm a trap or open a lock, or take the Use an Object action.

<Second-Story Work>
When you choose this archetype at 3rd level, you gain the ability to climb faster than normal; climbing no longer costs you extra movement.  In addition, when you make a running jump, the distance you cover increases by a number of feet equal to your Dexterity modifier.

<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




Spellcasting:




Actions:



Equipment:
<weapons> rapier, shortbow (20 arrows), two daggers
<armor> studded leather armor
<clothes> a set of dark common clothes including a hood;
<kits> burglar's pack
<tools> a crowbar, thieves' tools
<containers> pouch
<magical> boots of elvenkind, cloak of elvenkind, gloves of thievery
<money> 5gp





Personality:
Jalia is a pirate lady with a big heart, but that she hides under some cynical humour, pranks and cruelty sometimes. She's also an incredibly gorgeous blonde babe, turning heads, and getting too much attention for her own good. Also, she's a ropebunny, loving to be restrained and abused sexually like a whore, but she'll never admit it.
Personality: The best way to get me to do something is to tell me I can't do it.
Ideal: People. I'm loyal to my friends, not to any ideals, and everyone else can take a trip down the Styx for all I care. (Neutral)
Bond: I'm trying to survive and solve the curse that is upon me.
Flaw: I'm cursed with a insanely high libido, which causes me to become permanently dumber and sluttier if I don't swallow male seed on a regular basis.