5th Edition Character Sheet
Skills
| [+] | Name | Bonus | Damage / Type | Range |
|---|---|---|---|---|
| wire thread fetters | 5 | physical | min 5 max 20 | |
| shadow step | 5 | weak point attack | unlimated | |
| poison shuriken | 5 | poison | 2 | |
| nightmare poison | 5 | physic/ poison | 11/combined with shadowstep |
Racial
void wire can use wire generated through Black magic to attack and bind enemies wire is near invisible to the naked eye indestructible and can cut nearly anything. roll 4d6 for damage. deals bleed dot damage per turn.
invisibility: once per turn become invisible to enemy's and ally's and become immune to traps and damage.
trap setting master: once per turn roll for initiative must save (d5) set traps all over battlefield that explode with hellfire if a enemy steps on them. Insta-kill
dark arts perception: can perceive traps and danger in a 40 square area around himself no roll needed once per turn.
silken shroudwhen an enemy attacks and hits automatically trap enemy in wire immobilizing them and deal 4d6 damage over time as poison immediately ending enemy's turn damage and immobilization end on there next turn.
[spells]
[wire thread fetters] ranged spell and used for attack 4d6 damage deals physical damage. hits twice first hit immobilizes. second hit deals bleed damage equal to 4d6 roll until your next turn.
[shadow step] step through any shadowappearing behind an enemy monster in their shadow deal weak point damage with shuriken or nightmare poison.
[poison shuriken] deals 2d6 poison damage and 2d6 weak point damage stacked.
[nightmare poison] deal 4d6 confusion damage to enemy and 1d6 confusion damage per turn to enemy's ally's until death.
[b]void wire[/b] can use wire generated through Black magic to attack and bind enemies wire is near invisible to the naked eye indestructible and can cut nearly anything. roll 4d6 for damage. deals bleed dot damage per turn.
[b]invisibility:[/b] once per turn become invisible to enemy's and ally's and become immune to traps and damage.
[b]trap setting master:[/b] once per turn roll for initiative must save (d5) set traps all over battlefield that explode with hellfire if a enemy steps on them. Insta-kill
[b]dark arts perception:[/b] can perceive traps and danger in a 40 square area around himself no roll needed once per turn.
[b]silken shroud[/b]when an enemy attacks and hits automatically trap enemy in wire immobilizing them and deal 4d6 damage over time as poison immediately ending enemy's turn damage and immobilization end on there next turn.
[spells]
[wire thread fetters] ranged spell and used for attack 4d6 damage deals physical damage. hits twice first hit immobilizes. second hit deals bleed damage equal to 4d6 roll until your next turn.
[shadow step] step through any shadow
appearing behind an enemy monster in their shadow deal weak point damage with shuriken or nightmare poison.
[poison shuriken] deals 2d6 poison damage and 2d6 weak point damage stacked.
[nightmare poison] deal 4d6 confusion damage to enemy and 1d6 confusion damage per turn to enemy's ally's until death.
Leather Armor
shuriken
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Their contribution stands as a beacon of hope for all adventurers!

