Silvio Silvrbreez

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=  Silvio Silvrbreez  = Unlike his Sister he is more to himself and emotionless but he is a fighter. His connection to his Sister is his strength he protects her and even takes on her physical pain through their Fey Twin Origin

Weapons of Choice:

 * Aetheruim Longsword: a Aetherium infused Elven blade crafted by the Crystal Elves


 * Dracotaur Longbow:Lightning: this bow infuses it's arrows with bolts of lightning into their arrows
 * Fragment of the Dream: a Dagger infused with the the Dream Realms wood and metals causing a bit of the dream to leak out and effect your enemies

Feats and Boons:
Dual Wielder (level 4): You Master Fighting with two Weapons, gaining the following benefits:


 * You gain a +1 bonus to AC while you are wielding a separate melee weapon in each hand.
 * You can use Two-Weapon Fighting even when the one-handed Melee Weapons you are wielding aren’t light.
 * You can draw or stow two one-handed Weapons when you would normally be able to draw or stow only one.

Fey Touched (LEvel 8): Your exposure to the Feywild's magic has changed you, granting you the following benefits:

Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.

''You learn the misty step spell and one 1st-level spell of your choice. The 1st-level spell must be from the divination or enchantment school of magic. You can cast each of these spells without expending a spell slot. Once you cast either of these spells in this way, you can't cast that spell in this way again until you finish a long rest. You can also cast these spells using spell slots you have of the appropriate level. The spells' spellcasting ability is the ability increased by this feat.''

Boon of Spell Mastery: Magic Missile can now be casted without Spell slots at it's lowest level

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:


 * Spell Casting: Cantrips.  You learn three cantrips: mage hand and two other cantrips of your choice from the wizard spell list. You learn another wizard cantrip of your choice at 10th level.  Spell Slots.   The Arcane Trickster Spellcasting table shows how many spell slots you have to cast your wizard spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.  For example, if you know the 1st-level spell charm person and have a 1st-level and a 2nd-level spell slot available, you can cast charm person using either slot.  Spells Known of 1st-Level and Higher.   You know three 1st-level wizard spells of your choice, two of which you must choose from the enchantment and illusion spells on the wizard spell list.  The Spells Known column of the Arcane Trickster Spellcasting table shows when you learn more wizard spells of 1st level or higher. Each of these spells must be an enchantment or illusion spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.  The spells you learn at 8th, 14th, and 20th level can come from any school of magic.  Whenever you gain a level in this class, you can replace one of the wizard spells you know with another spell of your choice from the wizard spell list. The new spell must be of a level for which you have spell slots, and it must be an enchantment or illusion spell, unless you're replacing the spell you gained at 3rd, 8th, 14th, or 20th level from any school of magic.  Spellcasting Ability.   Intelligence is your spellcasting ability for your wizard spells, since you learn your spells through dedicated study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one.  Spell save DC = 8 + your proficiency bonus + your Intelligence modifier  Spell attack modifier = your proficiency bonus + your Intelligence modifier
 * Mage Hand Legerdmain: Starting at 3rd level, when you cast mage hand, you can make the spectral hand invisible, and you can perform the following additional tasks with it:
 * You can stow one object the hand is holding in a container worn or carried by another creature.
 * You can retrieve an object in a container worn or carried by another creature.
 * You can use thieves' tools to pick locks and disarm traps at range. You can perform one of these tasks without being noticed by a creature if you succeed on a Dexterity (Sleight of Hand) check contested by the creature's Wisdom (Perception) check.  In addition, you can use the bonus action granted by your Cunning Action to control the hand.

Level 9:


 * Magical Ambush: Starting at 9th level, if you are hidden from a creature when you cast a spell on it, the creature has disadvantage on any saving throw it makes against the spell this turn.

Spells:
Cantrips:

Mage hand

Prestidigitation

Firebolt

Message

Level 1:

Find Familiar

Magic Missle

Speak with Animals

Cloak of Shadows

Disguise Self

Tasha's Hideous Laughter

Color Spray

Level 2:

Ashen Memories

Shadow Blade

Invisibility

Misty Step