Medium Humanoid (Gnome), Typically Chaotic Evil
Armor Class 14 Light
Hit Points 167 (20d12)
Speed 25 ft., Climb 20 ft.
STR
15 (+2)
DEX
30 (+10)
CON
24 (+7)
INT
20 (+5)
WIS
15 (+2)
CHA
22 (+6)
Saving Throws DEX +16, INT +11, WIS +8
Damage Resistances Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks while in Dim Light or Darkness, Damage Dealt By Traps
Condition Immunities Blinded, Charmed, Incapacitated, Prone, Unconscious
Senses Darkvision 120 ft., Passive Perception 21
Languages Common, Dwarvish, Elvish, Gnomish, Thieves' Cant Knows basic curses of all languages
Challenge 20 (25,000 XP)
Proficiency Bonus +6
Traits
Gnome Cunning

You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic.

Superior Darkvision

Your darkvision has a radius of 120 feet.

Stone Camouflage

You have advantage on Dexterity (Stealth) checks to hide in rocky terrain.

Boon of the Night Spirit

Merge with Shadows. While within Dim Light or Darkness, you can give yourself the Invisible condition as a Bonus Action. The condition ends on you immediately after you take an action, a Bonus Action, or a Reaction.

Shadowy Form. While within Dim Light or Darkness, you have Resistance to all damage except Psychic and Radiant.

Merge with Shadows: 1 Bonus Action
 
Skilled
 
Intimidation
Athletics
Disguise Kit
 
Magic Initiate (Druid)
Gust(Cantrip)
Mold Earth(Cantrip)
Absorb Elements(1st)
 
Alert

Initiative Proficiency. When you roll Initiative, add +6 to the roll.

Initiative Swap. Immediately after you roll Initiative, you can swap your Initiative with the Initiative of one willing ally in the same combat. You can’t make this swap if you or the ally has the Incapacitated condition.

Sneak Attack 8d6

Once per turn, you can deal an extra 8d6 damage to one creature you hit with an attack with a finesse or ranged weapon if you have advantage on the attack roll. You don’t need advantage on the attack roll if another enemy of the target is within 5 ft. of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll.

Sneak Attack: (No Action)
 
Thieves’ Cant

You have learned thieves’ cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. It takes four times longer to convey such a message than it does to speak the same idea plainly.

Cunning Action

You can take a bonus action on each of your turns to take the Dash, Disengage, or Hide action.

Cunning Action: 1 Bonus Action
 
Fast Hands

You can use the bonus action granted by your Cunning Action to make a Sleight of Hand check, use your thieves’ tools to disarm a trap or open a lock, or take the Use an Object action.

Fast Hands: 1 Bonus Action
 
Second-Story Work

Climbing no longer costs you extra movement, and when you make a running jump, the distance you cover increases by +4 feet.

 
Uncanny Dodge

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.

Uncanny Dodge: 1 Reaction
 
Evasion

When you are subjected to an effect that allows you to make a DEX 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.

Supreme Sneak

You have advantage on a Stealth check if you move no more than half your speed on the same turn.

Reliable Talent

Whenever you make an ability check that lets you add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10.

Reliable Talent: (No Action)
 
Use Magic Device

You ignore all class, race, and level requirements on the use of magic items.

Blindsense

If you are able to hear, you are aware of the location of any hidden or invisible creature within 10 ft. of you.

Slippery Mind

You gain proficiency in Wisdom saving throws.

 
 
Spellcasting

You can cast known sorcerer spells using CHA as your spellcasting modifier (Spell DC 17, Spell Attack +9). You can use an arcane focus as a spellcasting focus.

 
Font of Magic

You have 4 sorcery points that you regain when you finish a long rest. You can use your sorcery points to gain additional spell slots or sacrifice spell slots to gain additional sorcery points as a bonus action.

Sorcery Points: 1 Action
 
Convert Sorcery Points: 1 Bonus Action
 
Metamagic

You gain the ability to twist spells to suit your needs.

Subtle Spell

When you cast a spell, you can spend 1 sorcery point to cast it without any S or V components.

Quickened Spell

When you cast a spell that has a casting time of 1 action, you can spend 2 sorcery points to change the casting time to 1 bonus action for this casting.

Spellcasting.  Cardz is a 2nd-level spellcaster. Its spellcasting ability is 26. Cardz has the following sorcerer spells prepared:
Cantrips (at will): Frostbite, Gust, Mage Hand, Minor Illusion, Mold Earth, Prestidigitation, True Strike
1st level (6 slots): Absorb Elements, Color Spray, Earth Tremor, False Life, Grease, Shield
2nd level (3 slots): Color Spray, Earth Tremor, False Life

 

 
Actions
Draw

Roll a d4 and d12 3x for cards

Pick and Draw
Pick any non-Trump Card
Roll a d4 and d12 1x
 
Trump
Choose any Trump Card to play
 
Cards
Hearts
(1-9): Heal for # x d6
Jack (10): Heal for # x d8 or 10% Total Hit Points
Queen (11): Heal for # x d10 or 25% Total Hit Points
King (12): Heal for # x d12 or 50% Total Hit Points
Ace (Trump): Heal for d20 x d12 or 100% Total Hit Points (temporarily raises max Hit Points Healed with extra Points until removed) 
Diamonds
(1-9): Gain AC for # x d6
Jack (10): Gain AC for # x d8 or 10% Total Hit Points
Queen (11): Gain AC for # x d10 or 25% Total Hit Points
King (12): Gain AC for # x d12 or 50% Total Hit Points
Ace (Trump): Gain AC for d20 x d12 or 100% Total Hit Points
Clubs
(1-9): Deal Physical Damage equal to # x d6
Jack (10): Deal Physical Damage equal to # x d8 or 25% Total Hit Points
Queen (11): Deal Physical Damage equal to # x d10 or 50% Total Hit Points
King (12): Deal Physical Damage equal to # x d12 or 75% Total Hit Points
Ace (Trump): Deal Physical Damage equal to d20 x d12 or 100% Total Hit Points
Spades
(1-9): Deal Arcane Damage equal to # x d6
Jack (10): Deal Arcane Damage equal to # x d8 or 25% Total Hit Points
Queen (11): Deal Arcane Damage equal to # x d10 or 50% Total Hit Points
King (12): Deal Arcane Damage equal to # x d12 or 75% Total Hit Points
Ace (Trump):  Deal Arcane Damage equal to d20 x d12 or 100% Total Hit Points
 
Bonus Actions
Actions in Combat
Two-Weapon Fighting
Convert Sorcery Points

You can use your sorcery points to gain additional spell slots or sacrifice spell slots to gain additional sorcery points as a bonus action.

Cunning Action

You can take a bonus action on each of your turns to take the Dash, Disengage, or Hide action.

Fast Hands

You can use the bonus action granted by your Cunning Action to make a Sleight of Hand check, use your thieves’ tools to disarm a trap or open a lock, or take the Use an Object action.

Merge with Shadows

While within Dim Light or Darkness, you can give yourself the Invisible condition as a Bonus Action. The condition ends on you immediately after you take an action, a Bonus Action, or a Reaction.

Reactions
Actions in Combat
Opportunity Attack
Spells
Absorb Elements(1st), Shield(1st)
Uncanny Dodge

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.

Description

A member of TTO (Table-Top Organization), often called the weakest of the 5. A natural thief who learned the arcane to advance their skills. Recruited due to their personality and calling for causing chaos and mayhem across the realm.  

Previous Versions

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Habitat: ForestUrban

ALKHEMIST

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