Logun Dainelan
Logun Dainelan
Sheet
AC 15 · HP 107 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingWIS
- ArcanaINT
- AthleticsSTR
- DeceptionCHA
- HistoryINT
- InsightWIS
- IntimidationSTR
- InvestigationINT
- MedicineWIS
- NatureINT
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- ReligionINT
- Sleight of HandDEX
- StealthDEX
- SurvivalCHA
Armor
Weapons
Tools
Languages
Features
23 featuresBonus action
- Cunning ActionLevel 2
When Bonus action
As a bonus action, Logun can Dash, Disengage, or Hide.
Reaction
- Uncanny Dodge
When A visible attacker hits Logun
When an attacker Logun can see hits him, he can use his reaction to halve the attack's damage.
Always on
- Sneak AttackLevel 1
When A qualifying finesse or ranged weapon attack hits
Once per turn, Logun deals an extra 8d6 damage when he hits with a finesse or ranged weapon attack and has advantage, or when an eligible enemy is adjacent to one of the target's enemies.
- Stroke of LuckLevel 20
When A missed attack or failed ability check
Logun can turn a missed attack roll into a hit or treat a failed ability check as a 20, once per short or long rest.
- AssassinateLevel 3
When The target has not taken a turn, or is surprised
A creature surprised by Logun takes a critical hit from his successful attack, and he has advantage against creatures that have not yet acted.
- Roguish Archetype: AssassinLevel 3
Logun chooses the Assassin archetype. His training focuses on infiltration, disguise, reconnaissance, and killing targets before they can respond.
- Thieves' Cant and Roguish ExpertiseLevel 3
Logun can use thieves' tools to disarm traps and open locks, and his proficiency bonus is doubled for checks using thieves' tools. He also has proficiency with the disguise kit and forgery kit from his Assassin training.
- Infiltration ExpertiseLevel 9
Logun gains proficiency with disguise kits and forgery kits. He can create false identities, including appropriate documentation, established acquaintances, and disguises.
- ImpostorLevel 13
Logun can attempt to pass himself off as another person for extended periods, provided he has time to establish the identity's details and mannerisms.
- Death StrikeLevel 17
Logun can make a special attack against a creature that is surprised. On a hit, the target must make a Constitution saving throw against DC 20. On a failed save, the target takes double the normal damage from the attack and is paralyzed for 1 minute, subject to the feature's normal limitations.
- EvasionLevel 7
When Logun succeeds on a Dexterity saving throw to take half damage from an effect, he instead takes no damage. He takes half damage on a failed save.
- Reliable TalentLevel 11
Whenever Logun makes an ability check that includes proficiency, a d20 roll of 9 or lower counts as a 10.
- BlindsenseLevel 14
Logun has blindsight out to 10 feet.
- Slippery MindLevel 15
Logun gains proficiency in Wisdom saving throws.
- ElusiveLevel 18
Attack rolls against Logun cannot have advantage unless the attacker is incapacitated.
- AlertLevel 10
Logun gains a +5 bonus to initiative, cannot be surprised while conscious, and unseen attackers do not gain advantage against him merely because he is unseen.
- Resilient: ConstitutionLevel 12
Logun gains proficiency in Constitution saving throws and increases his Constitution score by 1.
- Ability Score ImprovementsLevel 4
Logun gains Ability Score Improvements at rogue levels 4, 8, 10, and 12. He increased Dexterity by 2, Charisma by 2, took the Alert feat, and took Resilient: Constitution.
- Ability Score IncreaseHuman+1 to all ability scores, included in the listed scores.
- SizeHumanMedium.
- SpeedHuman30 feet.
- LanguagesHumanCommon and one additional language.
- Shelter of the FaithfulAcolyte
Logun retains the respect and assistance of the Inderfrey Coalition's religious and intelligence contacts. He can usually secure basic food, shelter, and aid from sympathetic members of his former faith or from allied temples, provided he does not openly endanger them.
Gear
11 itemsWeapons
- RapierA finely balanced one-handed blade suited to both combat and quiet assassinations.
- Shortbow and arrowsA shortbow with a quiver containing 20 arrows.
- 2×DaggersBalanced backup blades concealed in belt sheaths.
Armor
- Leather armorLight protective armor worn beneath Logun's cloak.
Gear
- Burglar's packA leather pack containing bedroll, mess kit, tinderbox, ten torches, ten days of rations, waterskin, and 50 feet of hempen rope.
- Holy symbolA silver emblem of the Jaw, kept wrapped in cloth and shown only when necessary.
- Prayer bookA compact book containing fragments of Jaw liturgy, Coalition cipher notes, and Logun's own corrections.
- 5×IncenseScented sticks burned during formal rites or used to mask the smell of blood and smoke.
- VestmentsCeremonial vestments from his former faith, altered so their original symbols can be hidden.
- Common clothesPlain clothing for travel and infiltration.
Purse
- 15×Gold piecesMoney retained from his acolyte service and Coalition field assignments.
Appearance
Logun is a broad-shouldered human man with weathered bronze skin, pale gray eyes, and long ash-blond hair usually tied behind his neck with a strip of red cloth. He wears dark leather armor beneath a slate-blue travel cloak, with silver prayer beads wrapped twice around his left wrist. Within a minute of meeting him, people notice his posture. He stands with his weight on the balls of his feet, never fully settling, and leaves just enough space around himself to turn, draw, or disappear. He smiles easily, but his eyes continually measure doors, hands, windows, and the distance between people.
Mannerisms
When waiting, Logun rocks subtly from heel to toe and keeps one shoulder angled toward the nearest exit. He answers direct questions with a brief pause, as if selecting the safest version of the truth. He touches his prayer beads whenever someone mentions the Jaw, then changes the subject with a smile.
Personality
Logun is affable, observant, and unsettlingly patient. He enjoys campfire stories, bad gambling, and making people underestimate him. He rarely raises his voice. Instead, he lets silence stretch until others fill it with information. He is genuinely protective of frightened people, though he disguises compassion as practicality and would rather call someone useful than admit he cares.
Ideals
Freedom. No god, commander, prophecy, or cause has the right to own a person's will. If obedience is required, the price should be high enough that everyone understands it is a choice.
Bonds
The Inderfrey Coalition gave me a second life, and I will not allow its people to be betrayed by the secrets I carry. I also keep a hidden list of every Jaw initiate who helped me escape, because one day I intend to bring them out or avenge them.
Flaws
I assume every kindness has a hidden price, and I sometimes ruin genuine alliances by testing them. I can justify almost any betrayal if I decide it prevents a worse one. When cornered, I am more likely to lie beautifully than tell a difficult truth.
Quirks
Background
Logun Dainelan was raised among the Jaw, a harsh northern cult that taught its initiates to treat secrets as sacred offerings. The cult trained him to memorize faces, map settlements, identify weakness, and speak whatever words would open a guarded door. He became an acolyte because he was good at listening, and a trusted operative because he rarely mistook obedience for loyalty. Over time, he discovered that the Jaw's prophecies were being manufactured by its inner circle to justify raids, disappearances, and political murders. The revelation did not make him virtuous. It made him unwilling to kneel for free. He fled during a winter pilgrimage and was nearly killed crossing the borderlands, but the Inderfrey Coalition found him first. Rather than execute or imprison him, the Coalition offered him a chance to turn his knowledge against the cult. Logun accepted, joining as a scout, infiltrator, and collector of intelligence. He now travels under borrowed names, attends sermons in hostile temples, buys drinks for smugglers, and sends coded reports through Coalition couriers. He claims he serves the cause because it is useful. In truth, he is still trying to determine whether the Jaw made him into a monster, or merely gave a name to what he already was.
“The cult trained him to memorize faces, map settlements, identify weakness, and speak whatever words would open a guarded door.”
- Background
- Acolyte
Connections
Species
Human
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