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Nyx (DND Character)

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0% found this document useful (0 votes)
45 views7 pages

Nyx (DND Character)

Uploaded by

yourfemdora2122
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Level 1 Plasmoid Rogue 0

CHARACTER LEVEL, RACE, & CLASS EXPERIENCE


Nyx
Criminal Chaotic Good Vox
CHARACTER NAME BACKGROUND ALIGNMENT DEITY PLAYER NAME

STEALTH DISADVANTAGE

ARMOR Darkvision. You can see in dim light within 60 feet


STRENGTH Leather 15 of you as if it were bright light, and in darkness as if
it were dim light.
PROFICIENCY BONUS +2
10
SHIELD
AC
Tool Expertise (Thieves’ Tools). Your proficiency
N
CIE C
bonus is doubled for any Thieves’ Tools check you
+0 Strength make.
Y
PROFI

+0
✘ +6 Dexterity
Sneak Attack. Once per turn, you can deal an extra
+1 Constitution ARMOR CLASS 1d6 damage to one creature you hit with an attack
DEXTERITY
✘ +4 Intelligence
if you have advantage on the attack roll. The attack
MAXIMUM HIT DICE TEMPORARY must use a finesse or a ranged weapon.You don’t
18 +0 Wisdom

+0 Charisma
9 1d8 need advantage on the attack roll if another enemy
of the target is within 5 feet of it, that enemy isn’t
CONDITIONAL
incapacitated, and you don’t have disadvantage on
the attack roll.
+4
Thieves’ Cant. A secret mix of dialect, jargon, and
CURRENT HIT POINTS code that allows you to hide messages in seemingly
CONSTITUTION DEATH SAVING THROWS
normal conversation. Only another creature that
SAVING THROWS
knows thieves’ cant understands such messages. It
13 N
CIE C

+6 Acrobatics (Dex)
SPEED
30ft.
FLY
0ft.
CLIMB
0ft.
SWIM
0ft.
takes four times longer to convey such a message
than it does to speak the same idea plainly.In
Y
PROFI


RT

EXPE

VISION INSPIRATION EXHAUSTION addition, you understand a set of secret signs and
+0 Animal Handling (Wis)
symbols used to convey short, simple messages,
+1 +2 Arcana (Int) Darkvision such as whether an area is dangerous or the
Resistances. Acid, Poison territory of a thieves’ guild, whether loot is nearby,
✘ +2 Athletics (Str)
or whether the people in an area are easy marks or
INTELLIGENCE ✘ +2 Deception (Cha) will provide a safe house for thieves on the run.

14 +2 History (Int)
+0 Insight (Wis)
+0 Intimidation (Cha) SPEED, SENSES, & CONDITIONS
+2 ✘ +4 Investigation (Int)
+0 Medicine (Wis)
Creature Type. Ooze.
WISDOM +2 Nature (Int) Amorphous. You can squeeze through a space as narrow as 1
inch wide, provided you are wearing and carrying nothing.

10 +0 Perception (Wis) You also have advantage on ability checks you make to
initiate or escape a grapple.
+0 Performance (Cha)
Hold Breath. You can hold your breath for 1 hour
+0 Persuasion (Cha)
+0 +2 Religion (Int)
Natural Resilience. You have advantage on saving throws
against being poisoned.
✘ +6 Sleight of Hand (Dex)
Shape Self. As an action, you can reshape your body to give
CHARISMA ✘✘ +8 Stealth (Dex) yourself a head, one or two arms, one or two legs, and
makeshift hands and feet, or you can revert to a limbless

10 +0 Survival (Wis)
SKILLS
blob. While you have a humanlike shape, you can wear
clothing and armor made for a Humanoid of your size.
As a bonus action, you can extrude a pseudopod that is up
to 6 inches wide and 10 feet long or reabsorb it into your
body. As part of the same bonus action, you can use this
+0 10 PASSIVE PERCEPTION
pseudopod to manipulate an object, open or close a door or
container, or pick up or set down a Tiny object. The
pseudopod contains no sensory organs and can’t attack,
ADVANTAGE
activate magic items, or lift more than 10 pounds.

INITIATIVE +4 1 Attack / Attack Action RACIAL TRAITS

NAME RANGE ATTACK DAMAGE / TYPE


Shortsword 5 ft +6 vs AC 1d6+4 piercing
Finesse, Light
FEATURES & TRAITS
Shortbow 80/320 +6 vs AC 1d6+4 piercing
Ammunition, Two-Handed
Armor Proficiencies. Light Armor

Weapon Proficiencies. Simple Weapons, Crossbow,


Hand, Longsword, Rapier, Shortsword

Tool Proficiencies. Thieves’ tools, Playing card set

Languages. Common, Undercommon, Thieves’ Cant

ATTACKS & SPELLCASTING PROFICIENCIES & LANGUAGES

This character sheet was generated by the Aurora Builder.


Female 23 5'9" 140 lb
GENDER AGE HEIGHT WEIGHT
Nyx None Black Black
CHARACTER NAME EYES SKIN HAIR

NAME

SYMBOL
CHARACTER PORTRAIT ALLIES & ORGANIZATIONS

Nyx, a young Plasmoid rogue, spent her early years in isolation, watching the world from the shadows. Unlike others of
her kind, she craved more than survival—she wanted to shape her own path. In her travels, she discovered tales of a
legendary thief known as "Shadowfang", a figure who operated outside the law, claiming to have found true freedom
The first thing I do in a new place is note the through his mastery of stealth and cunning.
locations of everything valuable—or where such
things could be hidden. Inspired by his exploits, Nyx began to mimic his methods, studying his legendary heists and adopting his belief that true
I don’t pay attention to the risks in a situation. Never
tell me the odds. freedom comes from living without constraints. She never joined a thieves' guild, choosing instead to pursue her own
adventure, believing that by understanding his concept of freedom, she could achieve the same autonomy over her
shifting form.
PERSONALITY TRAITS

Her journey truly began when she stumbled upon an ancient map, rumored to lead to a powerful artifact—one that
People. I’m loyal to my friends, not to any ideals, and could help her not only master her form but also follow in Shadowfang’s footsteps. She set out alone, determined to
everyone else can take a trip down the Styx for all I learn what freedom truly means and to become the greatest thief in the land.
care.A craving for freedom from the limitations of her
form.The desire to define herself beyond her ooze
origins.
IDEAL

I will become the greatest thief that ever lived.

BOND

When I see something valuable, I can’t think about anything but how to
steal it.Her tendency to push herself into dangerous situations for the thrill
of it.Her distrust of others makes it difficult for her to form long-term
alliances.She can become obsessed with items of great value, especially if
they promise power or control over form and magic.

FLAW BACKGROUND STORY

Shifting Face Colors: Nyx’s face constantly shifts in colors based on her emotions. Bright, fiery hues when she’s angry, calm
Criminal Contact blues when relaxed, and dark purples or reds when she feels threatened or contemplative.
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.

BACKGROUND FEATURE

A knife that belonged to a relative

TRINKET
ADDITIONAL FEATURES

This character sheet was generated by Aurora, a character builder for Dungeons & Dragons 5th edition.
ADVENTURING GEAR # lb MAGIC ITEMS # lb
Thieves’ Tools 1 1
Backpack 1 5
Ball Bearings (bag of 1,000) 1 2
String (10 feet) 1 —
Bell 1 —
Candle 5 —
Crowbar 2 10
Hammer 1 3
Piton 10 2.5
Lantern, Hooded 1 2
Oil (flask) 2 2
Rations (1 day) 5 10
Tinderbox 1 1
Waterskin 1 5
Rope, Hempen (50 feet) 1 10
[Leather] 1 10
[Shortsword] 1 2
Shortbow 1 2
Arrow 20 1
Clothes, Common 1 3

ATTUNED MAGIC ITEMS 0 / 3


VALUABLES — GEMS, ART OBJECTS, TRADE GOODS # lb

COPPER SILVER ELECTRUM GOLD PLATINUM

22 18 10 8 0

ENCUMBRANCE — LIFTING AND CARRYING

WEIGHT CARRIED CARRY CAPACITY PUSH, DRAG, LIFT

72.7 lb / 150 lb 300 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.
Thieves’ Tools Backpack Ball Bearings (bag of 1,000)
Tools Adventuring Gear Adventuring Gear

Perhaps the most common tools used by adventurers, thieves’ A backpack is a leather pack carried on the back, typically As an action, you can spill these tiny metal balls from their
tools are designed for picking locks and foiling traps. with straps to secure it. A backpack can hold 1 cubic foot/ pouch to cover a level, square area that is 10 feet on a side.
Proficiency with the tools also grants you a general knowledge 30 pounds of gear. A creature moving across the covered area must succeed
of traps and locks. You can also strap items, such as a bedroll or a coil of on a DC 10 Dexterity saving throw or fall prone. A creature
Components. Thieves’ tools include a small file, a set Of lock rope, to the outside of a backpack. moving through the area at half speed doesn’t need to
picks, a small mirror mounted on a metal handle, a set of make the save.
narrow—bladed scissors, and a pair of pliers.
History. Your knowledge of traps grants you insight when
answering questions about locations that are renowned for
their traps.
Investigation and Perception. You gain additional insight
when looking for traps, because you have learned a variety of
common signs that betray their presence.
Set a Trap. Just as you can disable traps, you can also set
them. As part of a short rest, you can create a trap using items
you have on hand. The total of your check becomes the DC for
someone else’s attempt to discover or disable the trap. The
trap deals damage appropriate to the materials used in
crafting it (such as poison or a weapon) or damage equal to
half the total of your check, whichever the DM deems
appropriate.
THIEVES’ TOOLS
Activity DC
Pick a lock Varies
Disable a trap Varies

1 lbs. Player’s Handbook 5 lb. Player’s Handbook 2 lb. Player’s Handbook

String (10 feet) Bell Candle


Adventuring Gear Adventuring Gear Adventuring Gear

For 1 hour, a candle sheds bright light in a 5-foot radius and


dim light for an additional 5 feet.

0 lb. Player’s Handbook — Player’s Handbook — Player’s Handbook

Crowbar Hammer Piton


Adventuring Gear Adventuring Gear Adventuring Gear

Using a crowbar grants advantage to Strength checks


where the crowbar’s leverage can be applied.

5 lb. Player’s Handbook 3 lb. Player’s Handbook 1/4 lb. Player’s Handbook
Lantern, Hooded Oil (flask) Rations (1 day)
Adventuring Gear Adventuring Gear Adventuring Gear

A hooded lantern casts bright light in a 30-foot radius and Oil usually comes in a clay flask that holds 1 pint. As an Rations consist of dry foods suitable for extended travel,
dim light for an additional 30 feet. Once lit, it burns for 6 action, you can splash the oil in this flask onto a creature including jerky, dried fruit, hardtack, and nuts.
hours on a flask (1 pint) of oil. As an action, you can lower within 5 feet of you or throw it up to 20 feet, shattering it
the hood, reducing the light to dim light in a 5-foot radius. on impact. Make a ranged attack against a target creature
or object, treating the oil as an improvised weapon. On a
hit, the target is covered in oil. If the target takes any fire
damage before the oil dries (after 1 minute), the target
takes an additional 5 fire damage from the burning oil. You
can also pour a flask of oil on the ground to cover a 5-foot-
square area, provided that the surface is level. If lit, the oil
burns for 2 rounds and deals 5 fire damage to any creature
that enters the area or ends its turn in the area. A creature
can take this damage only once per turn.

2 lb. Player’s Handbook 1 lb. Player’s Handbook 2 lb. Player’s Handbook

Tinderbox Waterskin Rope, Hempen (50 feet)


Adventuring Gear Adventuring Gear Adventuring Gear

This small container holds flint, fire steel, and tinder Rope, whether made of hemp or silk, has 2 hit points and
(usually dry cloth soaked in light oil) used to kindle a fire. can be burst with a DC 17 Strength check.
Using it to light a torch—or anything else with abundant,
exposed fuel—takes an action. Lighting any other fire takes
1 minute.

1 lb. Player’s Handbook 5 lb. (full) Player’s Handbook 10 lb. Player’s Handbook

Leather Shortsword Shortbow


Armor Weapons Weapons

The breastplate and shoulder protectors of this armor are


made of leather that has been stiffened by being boiled in
oil. The rest of the armor is made of softer and more
flexible materials.

10 lb. Player’s Handbook 2 lb. Player’s Handbook 2 lb. Player’s Handbook


Arrow Clothes, Common Ooze
Ammunition Adventuring Gear Racial Trait

Arrows are used with a bow to make a ranged attack. Your creature type is Ooze.

1/20 lb. Player’s Handbook 3 lb. Player’s Handbook Plasmoid Internal

Darkvision Amorphous Hold Breath


Vision Racial Trait Racial Trait

Many creatures in the worlds of D&D, especially those that You can squeeze through a space as narrow as 1 inch wide, You can hold your breath for 1 hour
dwell underground, have darkvision. Within a specified provided you are wearing and carrying nothing. You also
range, a creature with darkvision can see in darkness as if have advantage on ability checks you make to initiate or
the darkness were dim light, so areas of darkness are only escape a grapple.
lightly obscured as far as that creature is concerned.
However, the creature can’t discern color in darkness, only
shades of gray.

Plasmoid Player’s Handbook Plasmoid Astral Adventurer's Guide Plasmoid Astral Adventurer's Guide

Natural Resilience Shape Self Tool Expertise (Thieves’ Tools)


Racial Trait Racial Trait Class Feature

You have resistance to acid and poison damage, and you As an action, you can reshape your body to give yourself a Your proficiency bonus is doubled for any Thieves’ Tools
have advantage on saving throws against being poisoned. head, one or two arms, one or two legs, and makeshift check you make.
hands and feet, or you can revert to a limbless blob. While
you have a humanlike shape, you can wear clothing and
armor made for a Humanoid of your size.
As a bonus action, you can extrude a pseudopod that is
up to 6 inches wide and 10 feet long or reabsorb it into
your body. As part of the same bonus action, you can use
this pseudopod to manipulate an object, open or close a
door or container, or pick up or set down a Tiny object. The
pseudopod contains no sensory organs and can’t attack,
activate magic items, or lift more than 10 pounds.

Plasmoid Astral Adventurer's Guide Plasmoid Astral Adventurer's Guide Expertise Player’s Handbook
Sneak Attack Thieves’ Cant
Class Feature Class Feature

Beginning at 1st level, you know how to strike subtly and During your rogue training you learned thieves’ cant, a
exploit a foe’s distraction. Once per turn, you can deal an secret mix of dialect, jargon, and code that allows you to
extra 1d6 damage to one creature you hit with an attack if hide messages in seemingly normal conversation. Only
you have advantage on the attack roll. The attack must use another creature that knows thieves’ cant understands
a finesse or a ranged weapon. such messages. It takes four times longer to convey such a
You don’t need advantage on the attack roll if another message than it does to speak the same idea plainly.
enemy of the target is within 5 feet of it, that enemy isn’t In addition, you understand a set of secret signs and
incapacitated, and you don’t have disadvantage on the symbols used to convey short, simple messages, such as
attack roll. whether an area is dangerous or the territory of a thieves’
The amount of the extra damage increases as you gain guild, whether loot is nearby, or whether the people in an
levels in this class, as shown in the Sneak Attack column of area are easy marks or will provide a safe house for thieves
the Rogue table. on the run.

Rogue Player’s Handbook Rogue Player’s Handbook

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