Fredrick Athael

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=  Fredrick Athael  = The Calm Collected Former member of the Athael Noble Knights and the only Male Heir since the death of his only brother he was framed and exiled from the family. But it was not his fault it was the doing of a being he couldn't begin to describe

Weapons of Choice:

 * Aetherium Dagger: a Dagger infused with Aetherium old Tech from the Crystal Elves long Since Passed
 * Dractaur Longbow: a Large Longbow Wielded by Draconic Centaurs that shoots Arrows infused with the Boom of Thunder
 * The Void: a Mysterious Black Bow that was in the possession of the Cult of the Heralds wonder what it could mean it uses the energy of the Void and draws forth from it and drains your enemies life essense

Feats and Boons:
Skulker (Level 4): ''You are an expert at slinking through shadows. You gain the following benefits:''

You can try to hide when you are lightly obscured from the creature from which you are hiding.

When you are hidden from a creature and miss it with a ranged weapon attack, making the attack doesn't reveal your position.

Dim light doesn't impose disadvantage on your Wisdom (Perception) checks relying on sight.

Poisoner (Level 8): You can prepare and deliver deadly poisons, granting you the following benefits:

When you make a damage roll that deals poison damage, it ignores resistance to poison damage.

You can apply poison to a weapon or piece of ammunition as a bonus action, instead of an action.

''You gain proficiency with the poisoner's kit if you don't already have it. With one hour of work using a poisoner's kit and expending 50 gp worth of materials, you can create a number of doses of potent poison equal to your proficiency bonus. Once applied to a weapon or piece of ammunition, the poison retains its potency for 1 minute or until you hit with the weapon or ammunition. When a creature takes damage from the coated weapon or ammunition, that creature must succeed on a DC 14 Constitution saving throw or take 2d8 poison damage and become poisoned until the end of your next turn.''

Sharpshooter (Level 10): ''You have mastered ranged weapons and can make shots that others find impossible. You gain the following benefits:''

Attacking at long range doesn't impose disadvantage on your ranged weapon attack rolls.

Your ranged weapon attacks ignore half cover and three-quarters cover.

''Before you make an attack with a ranged weapon that you are proficient with, you can choose to take a -5 penalty to the attack roll. If the attack hits, you add +10 to the attack’s damage.''

Boon of Speed: Your walking speed increases by 30 feet.

''In addition, you can use a Bonus Action to take the Dash or Disengage action. Once you do so, you can’t do so again until you finish a Short Rest.''

Rogue Class Features:
Level 1:


 * 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.

Level 2:


 * 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.

Level 3:


 * 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.

Level 5:


 * 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.

Level 6:


 * Expertise: At 6th level, you can choose two more of your proficiencies (in skills or with thieves' tools) to gain the benefit of Expertise.

Level 7:


 * 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.

Rogue Subclass Features:
Level 3:


 * Fast Hands: Starting at 3rd level, you can use the bonus action granted by your Cunning Action to make a Dexterity (Sleight of Hand) check, use your thieves' tools to disarm a trap or open a lock, or take the Use an Object action.
 * Second-Story Work: When you choose this archetype at 3rd level, you gain the ability to climb faster than normal; climbing no longer costs you extra movement. In addition, when you make a running jump, the distance you cover increases by a number of feet equal to your Dexterity modifier.

Level 9:


 * Supreme Sneak: Starting at 9th level, you have advantage on a Dexterity (Stealth) check if you move no more than half your speed on the same turn.