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Layla Hunt

10 Level (0/85000 XP for level-up) Corporate-- Jaws Background Human Race / Species / Heritage Alignment
Rogue
Level 10
Hit Dice: 10/10
1d8+3 Class 1

STR
7
-2
DEX
20
+5
CON
16
+3
INT
16
+3
WIS
14
+2
CHA
14
+2
110
Hit Points
+5
Initiative (DEX)
17
Armor Class (AC)
+4
Prof. Bonus
30
Speed (walk/run/fly)
16
Passive Perception
+8 Expertise Bonus
+4 Proficiency Bonus
-2 Strength
+9 Dexterity
+3 Constitution
+7 Intelligence
+2 Wisdom
+2 Charisma
saving throws
+13 Acrobatics DEX
+2 Animal Handling WIS
+3 Arcana INT
-2 Athletics STR
+2 Deception CHA
+3 History INT
+6 Insight WIS
+2 Intimidation CHA
+3 Investigation INT
skills
+2 Medicine WIS
+3 Nature INT
+10 Perception WIS
+2 Performance CHA
+2 Persuasion CHA
+3 Religion INT
+9 Sleight of Hand DEX
+13 Stealth DEX
+2 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Attacks
Shadowfallen Race (Shadow Genasi)

Like all Genasi, another plane had affected you while in the womb or as a child. This race plane would be the shadow-fell where the dark energy had made your body less physical and more like a living shadow. The benefit is that shadows are now your home which allows you to traverse through them but the downfall is that you are bound to the King of Shadows.

Size: Medium

Speed: 30ft walk

Darkvision: You can see in dim light within 120 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. At level 5, you can see through magical darkness

Age: Reach maturity at 18 and live up to 500 to 600 years old

Shadow Step: When within dim light or darkness you can teleport 10ft as a bonus action.

Shadow Body: You have prof in the stealth skill

Darkening Presence: You can cast the Darkness spell once with this trait, requiring no material components, and you regain the ability to cast it this way when you finish a long rest.

Necrotic Resistance: You have resistance to necrotic damage.

Language: Common and Shadowspeak
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+1 ASI
Starting Item;
300 data
Corporate Datalocker (keycard)
---
Jaws (Military Corp)
+1 STR
You gain prof in all armour and weapons, if you already have prof then you gain a +1 to AC and attack rolls.
Once per long rest, you can take over a creatures cybernetics causing them to take orders. They usergo the effects of the command spell but the self harm effect is negated.
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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.
At 6th level, you can choose two more of your proficiencies (in skills or with thieves' tools) to gain this benefit.

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 1d6 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.
The amount of the extra damage increases as you gain levels in this class, as shown in the Sneak Attack column of the Rogue table.

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.
In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves' guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run.
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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.
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Roguish Archetype: At 3rd level, you choose an archetype that you emulate in the exercise of your rogue abilities from the list of available archetypes. Your archetype choice grants you features at 3rd level and then again at 9th, 13th, and 17th level.
PHANTOM: Many rogues walk a fine line between life and death, risking their own lives and taking the lives of others. While adventuring on that line, some rogues discover a mystical connection to death itself. These rogues take knowledge from the dead and become immersed in negative energy, eventually becoming like ghosts. Thieves' guilds value them as highly effective information gatherers and spies.

Many shadar-kai of the Shadowfell are masters of these macabre techniques, and some are willing to teach this path. In places like Thay in the Forgotten Realms and Karrnath in Eberron, where many necromancers practice their craft, a Phantom can become a wizard's confidant and right hand. In temples of gods of death, the Phantom might work as an agent to track down those who try to cheat death and to recover knowledge that might otherwise be lost to the grave.

How did you discover this grim power? Did you sleep in a graveyard and awaken to your new abilities? Or did you cultivate them in a temple or thieves' guild dedicated to a deity of death?

Whispers of the Dead: (3rd-level Phantom feature) Echoes of those who have died cling to you. Whenever you finish a short or long rest, you can choose one skill or tool proficiency that you lack and gain it, as a ghostly presence shares its knowledge with you. You lose this proficiency when you use this feature to choose a different proficiency that you lack.

Wails from the Grave: (3rd-level Phantom feature) As you nudge someone closer to the grave, you can channel the power of death to harm someone else as well. Immediately after you deal your Sneak Attack damage to a creature on your turn, you can target a second creature that you can see within 30 feet of the first creature. Roll half the number of Sneak Attack dice for your level (round up), and the second creature takes necrotic damage equal to the roll's total, as wails of the dead sound around them for a moment.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Steady Aim: As a bonus action, you 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.
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Ability Score Improvement: When you reach 4th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
If your DM allows the use of feats, you may instead take a feat.
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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.
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Expertise: At 6th level, you can choose two more of your proficiencies (in skills or with thieves' tools) to gain the benefit of Expertise.
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Evasion: Beginning at 7th level, you can nimbly dodge out of the way of certain area effects, such as a red dragon's fiery breath or an ice storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
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Ability Score Improvement: When you reach 8th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
If your DM allows the use of feats, you may instead take a feat.
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Roguish Archetype feature: At 9th level, you gain a feature granted by your Roguish Archetype.
At 9th level, you gain a feature granted by your Roguish Archetype.
Tokens of the Departed: (9th-level Phantom feature) When a life ends in your presence, you're able to snatch a token from the departing soul, a sliver of its life essence that takes physical form: as a reaction when a creature you can see dies within 30 feet of you, you can open your free hand and cause a Tiny trinket to appear there, a soul trinket. The DM determines the trinket's form or has you roll on the Trinkets table in the Player's Handbook to generate it. You can have a maximum number of soul trinkets equal to your proficiency bonus, and you can't create one while at your maximum.
You can use soul trinkets in the following ways:
  • While a soul trinket is on your person, you have advantage on death saving throws and Constitution saving throws, for your vitality is enhanced by the life essence within the object.
  • When you deal Sneak Attack damage on your turn, you can destroy one of your soul trinkets that's on your person and then immediately use Wails from the Grave, without expending a use of that feature.
  • As an action, you can destroy one of your soul trinkets, no matter where it's located. When you do so, you can ask the spirit associated with the trinket one question. The spirit appears to you and answers in a language it knew in life. It's under no obligation to be truthful, and it answers as concisely as possible, eager to be free. The spirit knows only what it knew in life, as determined by the DM.
  • ---
    Ability Score Improvement: When you reach 10th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
    If your DM allows the use of feats, you may instead take a feat.
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    Alert: Always on the lookout for danger, you gain the following benefits:
    You gain a +5 bonus to initiative.
    You can't be surprised while you are conscious.
    Other creatures don't gain advantage on attack rolls against you as a result of being unseen by you.
    ---------------------------------
    Linguist: You have studied languages and codes, gaining the following benefits:
  • Increase your Intelligence score by 1, to a maximum of 20.
  • You learn three languages of your choice.
  • You can ably create written ciphers. Others can't decipher a code you create unless you teach them, they succeed on an Intelligence check (DC equal to your Intelligence score + your proficiency bonus), or they use magic to decipher it.
  • ---------------------------------

    Features & Traits
    300 data
    --------------------------
    NeuroFi (Free) - This handy implant gives an array of benefits and in addtion it doesn't count towards your total amount of allowed implants due to the low harm the device produces. You gain the following benefits;
    The implant allows you to wirelessly connect to local Wi-Fi networks. This can provide you with access to information, maps, and data in real-time. You gain proficiency in Investigation checks when searching for digital information.

    Deeper Web Connection: Once a day, the implant grants you access to the Deeper Web, a hidden realm of the internet that is inaccessible to most individuals. You can use this connection to gather secret information, find black market goods, and potentially interact with powerful entities lurking within the Deeper Web.

    Holographic Display: Through the implant, you can project a holographic heads-up display (HUD) visible only to you. This HUD can provide you with vital information such as health, status effects, and inventory. It can also display augmented reality overlays, aiding you in perception-based checks.

    Language Translator: The implant includes a language translator module, allowing you to understand and speak any language you encounter. This grants you the ability to communicate with a wide range of creatures and overcome language barriers.
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    WEAPON==Shortsword (Martial, melee)
    10 gp, 2 lb. 1d6 piercing - finesse, light
    Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.
    Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.
    ---------------------------------
    WEAPON==Shortbow (Simple, Ranged)
    25 gp, 2 lb. 1d6 piercing - ammunition (80/320 ft.), two-handed
    Range. A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range.
    Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack. Loading a one-handed weapon requires a free hand. At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield.
    If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon. A sling must be loaded to deal any damage when used in this way.
    Two-Handed. This weapon requires two hands to use. This property is relevant only when you attack with the weapon, not when you simply hold it.
    ---------------------------------
    WEAPON== Dagger [2] (Simple, Melee)
    2 gp, 1 lb. 1d4 piercing - finesse, light, thrown (20/60 ft.)
    Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.
    Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.
    Thrown. If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property.
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    Adventuring gear
    16 gp, 44½ lb.
    Includes:
    a backpack
    a bag of 1,000 ball bearings
    10 feet of string
    a bell
    5 candles
    a crowbar
    a hammer
    10 pitons
    a hooded lantern
    2 flasks of oil
    5 days rations
    a tinderbox
    a waterskin
    50 feet of hempen rope
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    Studded Leather Armor--Light armor
    45 gp, 13 lb. AC 12 + Dex
    Made from tough but flexible leather, studded leather is reinforced with close-set rivets or spikes.
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    TOOLS== Thieves' Tools [Proficiency]
    25 gp, 1 lb.
    This set of tools includes a small file, a set of lock picks, a small mirror mounted on a metal handle, a set of narrow-bladed scissors, and a pair of pliers. Proficiency with these tools lets you add your proficiency bonus to any ability checks you make to disarm traps or open locks.
    Perhaps the most common tools used by adventurers, thieves' tools are designed for picking locks and foiling traps. Proficiency with the tools also grants you a general knowledge of traps and locks.
    Components. Thieves' tools include a small file, a set of lock picks, a small mirror mounted on a metal handle, a set of 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

    Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0 Money
    Thieves' Cant
    Common
    Shadowspeak

    Languages & Proficiencies


    ™ & © Wizards of the Coast - D & D 5e Character Sheet v2.08, made by Tillerz - Updated: 2025-06-11
    To print this sheet: Expand the spell book (if you have any entries there), then click "Print Sheet" at the top, select "Print to PDF" and format A3. Then print the resulting PDF to whichever format you need with "fit to page" selected.

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