Nalrevin (Level 20 Eredar Rogue)
| Ancestry: Eredar | Culture: Mixed Culture (Cosmopolitan / Despotic) | Background: Bounty Hunter | Destiny: -- |
| Creature Type Fiend | Size Medium | Movement 40 ft., 40 ft. climb |
Languages Culture: Eredun, CHOOSE 1 | Rogue: Thieves' Cant, CHOOSE 1
Senses darkvision 150 ft., passive Perception 18, passive Investigation 17, passive Insight 18
Damage Resistances acid, cold, fire, poison
Ancestry Features
Culture Features
Background Feature
Ear to the Ground
You are in frequent contact with people in the segment of society that your chosen quarries move through. These people might be associated with the criminal underworld, the rough-and-tumble folk of the streets, or members of high society. This connection comes in the form of a contact in any city you visit, a person who provides information about the people and places of the local area.
Proficiencies
| Proficiency Sources | |||||
|---|---|---|---|---|---|
| Culture: Convince, Insight | |||||
| Background: Streetwise, Cook Utensils, Interfacing Tools | |||||
| Rogue Class: Dexterity Saving Throws, Intelligence Saving Throws, Wisdom Saving Throws, Athletics, Deception & ★ Deception, Drive, Precision & ★ Precision, ★ Stealth, ★ Streetwise, Thieves' Tools, Forgery Kit (Assassin), Poisoner Kit (Assassin) | |||||
| Intelligence Bonus: Perception | |||||
| Feats: ★ Cook Utensils (Chef), Investigation, Society, Stealth (Skilled), Constitution Saving Throws (Resilient), ★ Drive (Ace Pilot) | |||||
| Downtime/Other: | |||||
| Saving Throws | ||
|---|---|---|
| ◇ | Strength | +1 |
| ◆ | Dexterity | +11 |
| ◇ | Charisma | +3 |
| ◆ | Constitution | +9 |
| ◆ | Intelligence | +7 |
| ◆ | Wisdom | +8 |
| Skills | |||||
|---|---|---|---|---|---|
| ○ | Animal Handling | ● | Insight | ★ | Precision |
| ○ | Arcana | ● | Investigation | ○ | Religion |
| ● | Athletics | ○ | Leadership | ○ | Resilience |
| ● | Convince | ○ | Medicine | ● | Society |
| ★ | Deception | ○ | Nature | ★ | Stealth |
| ★ | Drive | ● | Perception | ★ | Streetwise |
| Tools & Arts | |||||
|---|---|---|---|---|---|
| Artisan: ★ Cook Utensils, Interfacing Tools | |||||
| Frontier: — | |||||
| Roguish: Forgery Kit, Poisoner Kit, Thieves' Tools | |||||
| Gaming: — | |||||
| Performance Arts: — | |||||
| Armor: Light Armor | |||||
| Weapons: Simple weapons, martial weapons with the Finesse or Light property | |||||
Class Features
Rogue (Assassin) 20
Sneak Attack
You know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal an extra 10d6 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. You don't need Advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't Incapacitated, and you don't have Disadvantage on the attack roll.
Cunning Action
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.
Combat Tactic: Executioner (6/LR)
When you hit a creature that is missing any of its hit points, you can deal your Sneak Attack damage to it, even if you don't meet the normal prerequisites for doing so. If you already do, you Flourish instead.
Cunning Action: Steady Aim
As a Bonus Action, you can give yourself Advantage on your next attack roll on the current turn. You can use this Bonus Action only if you haven't moved during this turn, and after you use the Bonus Action, your speed is 0 until the end of the current turn.
Assassin: Bonus Proficiencies
You have proficiency in forgery kits and poisoner kits.
Assassin: Assassinate
You are at your deadliest when you get the drop on your enemies. You gain the following features:
- Initiative. You add your Proficiency Bonus to your Initiative.
- Surprising Strikes. You have Advantage on attack rolls against any creature that hasn't taken a turn in the combat yet. In addition, any hit you score against a creature that is Surprised is a Critical Hit.
Assassin: Infiltration Expertise
You are adept at getting close to your targets. You gain the following benefits:
- Imposter. You can unfailingly create false identities for yourself. You must spend seven days and 25 gp to establish the history, profession, and affiliations for an identity. You can't establish an identity that belongs to someone else. For example, you might acquire appropriate clothing, letters of introduction, and official-looking certification to establish yourself as a member of a trading house from a remote city so you can insinuate yourself into the company of other wealthy merchants. Thereafter, if you adopt the new identity as a disguise, other creatures believe you to be that person until given an obvious reason not to.
- Masterful Mimicry. You can unerringly mimic another person's speech, handwriting, or both if you have spent at least 1 hour studying them.
Roguish Expertise
- Disappear: Stealth. When you lose the Hidden conditon, you can use your Reaction to take the Hide action as if you were heavily obscured, and then move up to your movement speed. If you are still Hidden by the end of the turn, you must be obscured or behind cover or creatures may detect you. Once you've used this feature, you can't use it again until you finish a Short Rest.
- Know a Guy: Streetwise. When you make an ability check in an urban environment, slum, or similar seedy location, if can spend 10 minutes tracking down an ally to help you out, you can make a Charisma (Streetwise) on the check instead. On a success, the ally will typically request compensation, usually in the form of gold equal to the result of the Streetwise check or a favor. The DM may decide certain ability checks fall beyond the scope of this feature. Once you've used this feature, you can't use it again until you finish a Short Rest.
- Quick Frisk: Precision. As an action, make a Precision (Dexterity) check with a DC equal to the passive Perception (Wisdom) score of a target you can touch. On a success, you learn what types of objects they are carrying. If they are carrying coins, you know the approximate number. For the next 24 hours, any Precision checks you make against the target have advantage. If you do not exceed the DC by 5, the creature knows you frisked it. Once you use this ability, you cannot do so again until you finish a Short Rest.
- Walk it Back: Deception. When an ally fails a Deception check to tell a lie, you can use your Reaction to add a supporting detail, using your bonus to Deception checks instead of theirs. After you use this ability, you cannot do so again until you finish a Short Rest.
Self Preservation
- Blindsense. Your carefully-honed sense give you Blindsight with a range equal to 30 feet.
- Evasion. When you make a Dexterity saving throw against an effect that deals half damage on a success, you take no damage on a success and half damage on a failure. You don't benefit from this feature if you are Incapacitated.
- Slippery Mind. You gain proficiency in Wisdom saving throws.
- Uncanny Dodge. When you are hit by an attacker that you can see, you can use your Reaction to halve the damage from the attack and any other attacks that hit you until the beginning of your next turn.
Reliable Talent
You have refined your chosen skills until they approach perfection. Whenever you make an ability check that uses one of your skill or tool proficiencies, you can treat a d20 roll of 9 or lower as a 10.
Assassin: Hitman
Your ability to take down targets grows. You gain the following benefits:
- Lethality. When you roll a 1 on a damage die for your Sneak Attack, you can reroll the die, and you must use the new roll.
- Roving Aim. Your speed isn't reduced to 0 by using Steady Aim
Improved Critical
Your attacks with Finesse and Ranged weapons score a Critical Hit on a roll of 19 or 20.
Assassin: Viper
You are a serpent stalking in the shadows. You gain the following benefits:
- Brutal Venom. Your poisons ignore Resistance to poison and treat Immunity to poison as Resistance.
- Envenom Weapons. Whenever a creature takes poison damage from one of your poisons, it takes an additional die of poison damage. Additionally, if you wield a weapon that is not coated with poison, you can treat it as if it is coated with a basic poison you created.
Assassin: Death Strike
You become a master of instant death. When you attack and hit a creature that hasn't taken a turn in the combat yet, it must make a Constitution saving throw (DC 8 + your Dexterity modifier + your proficiency bonus). On a failed save, double the damage of your attack and any poisons on the attack against the creature. If the attack is a Critical Hit, you deal max damage.
Elusive
You are so evasive that attackers rarely gain the upper hand against you. No attack roll has Advantage against you while you aren't Incapacitated.
Stroke of Luck (1/SR)
You have an uncanny knack for succeeding when you need to. After you roll a d20 Test, you can turn the roll into a 20.
Feats & Ability Score Increases
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Talents
| Skill Tricks (Rogue): 10 | Feats: — |
Rogue
All Fours (Rogue)
When you take falling damage, you can use your reaction to make an Athletics (Dexterity) check and reduce the distance you fell by the result.
Apothecary (Rogue)
If you craft poisons or consumables using your poisoner’s kit or herbalism kit, it takes you a quarter of the normal time, and it costs you half as much of the usual gold.
Can't Keep Me Down (Rogue)
Standing up from prone only uses 5 feet of your movement.
Cat Eyes (Rogue)
You gain darkvision to a range of 120 feet. If you already have darkvision from another source, its range increases by 90 feet.
Cunning Action: Fast Hands (Rogue)
You can use a bonus action to make a Dexterity (Precision) check, use your thieves' tools to disarm a trap or open a lock, or take the Use an Object action.
Keen Eye (Rogue)
Being in a lightly obscured area doesn't impose Disadvantage on your Perception checks relying on sight.
Lie Detector (Rogue)
When a creature is asked a yes or no question in your presence, you know if the creature believes the answer is yes or no, regardless of their response (if any). A creature lying or concealing the truth can make a Charisma (Deception) check with a DC equal to your passive Insight score. If they succeed, they are immune to this ability for 24 hours.
Loot Runner (Rogue)
Your speed increases by 5 feet, and you can carry 2 extra bulky items.
Second Story Work (Rogue)
You gain a climbing speed equal to your movement speed. In addition, you use your Dexterity score when determining your jump distance or when taking the Jump action.
Skulker (Rogue)
You can try to hide when you are lightly obscured from the creature from which you are hiding.

