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Drow Assassin - AI-generated fantasy Character

Drow Assassin

Elf · Rogue (Assassin) · Level 20 · Criminal

Drow Assassin

Controlled, observant, and disarmingly polite, he treats every room like a battlefield and every conversation like an interrogation.
AC13
HP122/122
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 13 · HP 122 · 30 ft.
AlignmentNeutral EvilGenderMaleAge113 years
STR
DEX
CON
INT
WIS
CHA

Saving throws

DEXCONINTWISCHASTR

Skills

  • AcrobaticsDEX
  • ArcanaINT
  • AthleticsSTR
  • DeceptionCHA
  • HistoryINT
  • InsightWIS
  • IntimidationCHA
  • InvestigationINT
  • MedicineWIS
  • NatureINT
  • PerceptionWIS
  • PerformanceCHA
  • Sleight of HandDEX
  • StealthDEX
  • SurvivalWIS

Armor

Light armor

Weapons

Simple weapons,
Hand crossbows,
Longswords,
Rapiers,
Shortswords

Tools

Thieves' Tools,
Disguise Kit,
Poisoner's Kit,
One type of gaming set

Languages

Common,
Elvish,
Undercommon

Features

24 features

Bonus action

  • Cunning ActionLevel 2

    When Bonus action on your turn

    Use a bonus action to Dash, Disengage, or Hide.

Reaction

  • Uncanny DodgeLevel 5

    When When hit by an attack you can see

    If a creature you can see hits you with an attack, use your reaction to halve the damage.

Always on

  • Sneak AttackLevel 1

    When Once per turn on a qualifying hit

    When you hit a target with a finesse or ranged weapon attack and meet the Sneak Attack conditions, you deal an extra 10d6 damage once per turn.

  • AssassinateLevel 3

    When Against creatures that haven't acted yet or are surprised

    Attack with advantage against creatures that have not yet taken a turn, and any hit against a surprised creature is a critical hit.

  • Stroke of LuckLevel 20

    When When you miss with an attack roll

    Turn one missed attack roll into a hit, then regain this use after a short or long rest.

  • ExpertiseLevel 1

    You can make yourself better at a few important tasks, choosing 4 skill proficiencies from the rogue list. You also gain expertise in 2 skills, doubling your proficiency bonus for those skills.

  • Thieves' CantLevel 1

    You can read the secret signs and hidden speech used by thieves, smugglers, and other criminals to communicate without drawing attention.

  • Bonus ProficienciesLevel 3

    At 3rd level, you gain proficiency with the disguise kit and the poisoner's kit.

  • Infiltration ExpertiseLevel 9

    You can perfectly mimic the speech, handwriting, and mannerisms of a person you have studied, which helps you move through social situations under a false identity.

  • ImpostorLevel 13

    You have mastered assuming the identity of another person, making your impersonation close enough to pass casual scrutiny and careful suspicion alike.

  • EvasionLevel 7

    Your instinctive agility lets you shrug off area effects. When you are subjected to an effect that allows a Dexterity saving throw for half damage, you take no damage on a success and only half damage on a failure.

  • ExpertiseLevel 6

    Choose 2 more skills to gain expertise in. Your proficiency bonus is doubled for those skills as well.

  • Reliable TalentLevel 11

    Your practice has made you adept at uncanny observation and control. Your proficiency bonus is doubled for any ability check you make that uses one of your proficient skills, and a d20 roll of 9 or lower on any ability check with a proficient skill counts as a 10.

  • BlindsenseLevel 14

    You can no longer be surprised while you are conscious, and other creatures do not gain advantage on attack rolls against you as a result of being hidden from you.

  • Slippery MindLevel 15

    You have advantage on saving throws against being charmed or frightened.

  • ElusiveLevel 18

    No attack roll against you can have advantage while you aren't incapacitated.

  • TraitElfDarkvision, 120 ft.
  • TraitElfFey Ancestry
  • TraitElfKeen Senses
  • TraitElfTrance
  • TraitElfSunlight Sensitivity
  • TraitElfDrow Magic
  • TraitElfDrow Weapon Training
  • Criminal ContactCriminal

    You have a reliable contact in the criminal underworld who acts as an informant, messenger, or source of illicit assistance. This contact can provide leads, arrange introductions, or help you reach the hidden currents of a city.

Spells

4 spells

Spellcasting. Drow Assassin casts with Charisma (spell save DC 21, to hit with spell attacks).

Cantrips (at will): ,

1st level (4 slots): no spells

2nd level (3 slots): ,

3rd level (3 slots): no spells

4th level (3 slots): no spells

Gear

10 items

Weapons

  • Rapier
    A finesse weapon favored for precise kills and silent duels.
  • Shortbow
    A ranged weapon useful for ambushes and distant executions.
  • 2×
    Daggers
    Light blades kept for emergencies and close work.

Armor

  • Leather Armor
    Light armor that offers protection without limiting stealth.

Tools

  • Thieves' Tools
    Tools used to open locks, disable traps, and improvise access.

Gear

  • 20×
    Arrows
    A quiver of ammunition for the shortbow.
  • Burglar's Pack
    A practical adventuring kit with dark-tinted gear for infiltration and burglary.
  • Crowbar
    A stout bar for prying doors, windows, and caskets.
  • Dark Common Clothes
    Plain dark clothing with a hood, ideal for blending into alleys and shadows.

Purse

  • Pouch of Coins
    A small sum of coin kept from a criminal's past.

Appearance

A lean drow elf with obsidian skin, long white hair worn back for silence, and pale violet eyes that never stop measuring exits. He favors matte black leathers cut for movement, a narrow assassin's cloak, and hidden sheaths at the forearm, boot, and collar. His hands are clean but scarred, with the careful precision of someone who has killed for a living and still hates mess.

Mannerisms

He speaks softly and rarely wastes a full sentence when a glance will do. When planning a kill, he taps two fingers against his wrist in a slow rhythm, as if counting pulses. He always stands where he can see a door, and he unconsciously lowers his voice whenever he mentions names he once feared.

Personality

Controlled, observant, and disarmingly polite, he treats every room like a battlefield and every conversation like an interrogation. He values competence above sentiment, but he is not heartless, he simply believes mercy should be deliberate rather than sentimental. He enjoys the clean logic of a perfect plan and takes pride in leaving no witness who can accurately describe him.

Ideals

Freedom. No House, priesthood, or ruler has the right to own another living soul. Power is only respectable when it is used to break chains, even if the hand that wields it is stained black.

Bonds

He keeps a black iron token from the only ally who helped him escape the Underdark, and he will burn entire factions to protect that person's memory. He also guards a hidden list of names, former House officials, slavers, and handlers, and he intends to make each one answer for their part in his exile.

Flaws

He assumes every kindness has a hidden price, so he often tests allies with lies, silence, or needlessly sharp honesty. He can become obsessive when hunting a target, even if finishing the job risks a better opportunity or a safer exit. He also underestimates how much his own loneliness drives him, and he sometimes confuses control with freedom.

Quirks

He never sits with his back to a room's center, always the wall.
He counts exits, candles, and visible blades when he enters a place.
He polishes his daggers with meticulous care, even when no one is watching.
He speaks to servants and street thieves with the same formal courtesy he uses for nobles.

Background

Born beneath the Underdark in a House that measured worth in obedience and blood, the drow called Drow Assassin learned early that survival meant becoming useful to cruel people before they decided you were disposable. He was trained first as a messenger, then as a lookout, then as an invisible hand that solved problems his betters could not afford to have seen. By the time he understood the shape of the world, he had already learned how to cross a room without sound and how to turn a smile into a promise of murder. His escape came during a betrayal inside his own House, when a rival priestess ordered the elimination of every servant who had overheard too much. He survived by doing what no one expected, he fled upward, into the light that wounded him and then taught him patience. On the surface he built a new life as a criminal specialist, a thief, infiltrator, and assassin who sells silence to the highest bidder. He keeps faith with no crown, no god, and no cause, yet he remembers every slight, every mercy, and every name that was spoken before a knife went in.

“He was trained first as a messenger, then as a lookout, then as an invisible hand that solved problems his betters could not afford to have seen.”
From their backstory
Background
Criminal

Connections

Species

Elf

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