Sneak Attack: Once per turn, Babenon can deal an extra 7d6 damage to one creature he hits with an attack with a finesse or ranged weapon if he has advantage on the attack roll. He doesn’t need advantage on the attack roll if another enemy of the target is within 5 ft. of them, that enemy isn’t incapacitated, and he doesn’t have disadvantage on the attack roll.
Evasion: When Babenon is subjected to an effect that allows him to make a DEX saving throw to take only half damage, he instead take no damage if he succeeds on the saving throw, and only half damage if he fails.
Dueling: When Babenon is wielding a melee weapon in one hand and no other weapons, he gains a +2 bonus to damage rolls with that weapon. (Has been calculated in on his damage rolls.)
Action Surge: Babenon can take one additional action on their turn. This can be used once per short rest.
Legendary Resistance (2/day): If The Gentleman fails a saving throw, he can choose to succeed instead.
Water Genasi Traits:
Acid Resistance: Babenon has resistance to acid damage.
Amphibious: Babenon can breathe air and water.
Swim: Babenon has a swimming speed of 30 feet.
Call to the Wave: Babenon know the shape water cantrip. Babenon can also cast create or destroy water (2nd) once per long rest. CON is his spellcasting ability.
Dragon Wing Shortbow (Lightning), +2: Ranged Weapon Attack: +12 to hit, range 80/320 ft., one target. Hit: 1d6 +7 piercing, 1d6 lightning.
Vicious Rapier, +1: Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 1d8 +8 piercing. If critical, an additional 7 points of damage.
Sneak Attack: If Sneak Attack applies, then the target suffers an additional 7d6 damage.
Second Wind: Once per short rest, Babenon can use a bonus action to regain 1d10 + 2 HP.
Master of Tactics: Babenon can use the Help action as a bonus action. When he uses the Help action to aid an ally in attacking a creature, the target of that attack can be within 30 ft. of him if it can see or hear him.
Steady Aim: As a bonus action, Babenon can give himself advantage on his next attack roll on the current turn. He can use this bonus action only if he hasn’t moved during this turn, and after he uses the bonus action, his speed is 0 until the end of the current turn.
Cunning Action: Babenon can take a bonus action on each of their turns to take the Dash, Disengage, or Hide action.
Uncanny Dodge: When an attacker that Babenon can see hits him with an attack, he can use his reaction to halve the attack’s damage against him.
Misdirection: When Babenon is targeted by an attack while a creature within 5 ft. is granting him cover against that attack, he can use his reaction to have the attack target that creature instead of him.
Babenon, or The Gentleman, can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The Gentleman regains spent legendary actions at the start of his turn.
Quickstep: The Gentleman moves up to his speed without provoking any opportunity attacks.
Én Garde!: The Gentleman adds +2 to his AC for the next melee attack, or until its his turn again.
Rogueish Audacity: The Gentleman attacks with his rapier against an enemy within 5 feet of him.
Description
The Gentleman has light teal skin, a dark goatee, and shoulder length jet-black hair, that forms a widow's peak. He wore a deep-blue coat, and leather gloves. His skin seems to be perpetually moist with an ever-present layer of condensation on it.
Lair and Lair Actions
The Evening Nip: The Evening Nip is the name for two connected bars in Zadash. The external bar, a very small, dark-wood, rough and tumble dive, served as a front for The Gentleman's base of operations. The real Evening Nip, where the Gentleman stayed and decent alcohol was served, was located underneath the other Evening Nip.
Rush Hour: The clientele of The Evening Nip is in a rush to exit, and therefor cramps the otherwise fighting grounds. The Player Characters move, until the next Lair Action, as if they're in Rough Terrain.
Closing Time: The Barkeep magically douses all light sources from the tavern, turning everything dark. If everything is dark, the Barkeep can also turn on the lights again.
Pull the Rug: A hiding band of patrons pulls the rug from under the Player Characters. Every Player Character must make a DC 10 Dexterity Saving Throw, or get knocked prone.
Leftovers Galore: Tavern cooks dump rotten food onto the Player Characters. Every Player Character must make a DC 12 Constitution saving throw. On a fail, they take 1d4 poison damage and is poisoned until the end of their next turn. On a save, they take no damage and doesn't get poisoned.
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Posted Aug 4, 2025Love it. Was about to do this myself, but this is pretty much what i had in mind. Thank you!