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Thavos Character Abilities
Thavos Character Abilities
Unnerving Presence - There is something about you that tips others off, often sparking
wariness. Perhaps it is some sort of aura: animals reacting poorly to your entrance or a simple
air about you that indicates something is wrong. In direct interactions with others you have
Disadvantage on Persuasion Checks but also Advantage on Intimidation Checks.
Easily Forgotten - Because people don’t want to notice you, they don’t. Unless forced to,
others subconsciously avoid your very existence. People have a difficult time recalling your face.
You easily slip into and out of crowds, so long as you don't stand out by making a ruckus, your
very presence is willfully and thankfully ignored. Advantage on all Stealth Checks in crowds.
1x per day you can effectively cast Pass Without Trace on yourself and any allies alongside
you. Note - this only works in relatively crowded locales/situations.
Rogue Features
1st Level Feature - Sneak Attack - 1x per Turn - Extra 1d6
Damage
Once per Turn you can deal an extra 1d6 Damage to 1x creature hit with
an attack if you have Advantage on the attack roll or if an ally is within 5’ of
the target. The attack must use a finesse or ranged weapon
DirgeWhisperer Features
1st Level Feature - Spiked Chain Weapon Specialization
Ambidextrous - This weapon functions as a Main Hand and an Off-Hand attack with no
penalties. The user receives their full Dexterity Bonus To Hit and To Damage with either
hand/side
2x Chain Attacks per Turn - If Thavos takes the Attack Action with his Spiked Chain he can
follow up with a 2nd Attack Note: and a 3rd/offhand attack as a Bonus Action if it is available
4x Chain Dice per Short Rest - Each Chain Action requires the expenditure of 1x Chain Die.
You regain all expended Chain Dice after a Short Rest
Chain Save DC12
*Come Here You - As Part of an Attack Action - 10’ Range - 1d4+2 on a successful attack -
Strength Saving Throw DC12 or pulled forward for a Free Attack w/1d4+2 on a successful
hit: As part of this Action make a melee attack and attempt to spear a target within range with
the rope dart and yank it towards you by the chain. The target must be 10’ distant. On a
successful hit add the Chain Die to the Damage roll and the target must make a Strength
Saving Throw vs your Chain Save DC. On a failed Saving Throw the target is pulled 10’ towards
you in a straight line and you can then make yet another free attack. On a successful hit add the
Chain Die to the Damage roll
*Aimed Attack - Bonus Action - Chain Magical vs Resistances/Immunities - Roll 1d4 &
add +2 To Hit for that many attacks till start of next Turn: When you make your first attack
on your turn, you can use your Bonus Action to concentrate on each blow with deadly accuracy.
Your weapon becomes magical in regards to Resistance and Immunity to Damage until the start
of your Next Turn. Also make 1x Roll of your Chain Die and add your Proficiency Bonus To Hit
to that the number of subsequent attacks rolled or until the start of your next Turn , whichever is
first
*Blow Back - Reaction in response to a successful melee attack against you - 1d4+2 on a
successful attack: When a creature hits you with a melee attack you can use your Reaction to
respond with a melee attack of your own. On a successful hit add the result of the Chain Die to
the attack’s Damage roll
• You gain a bonus to your AC equal to your Wisdom modifier (minimum of +1)
You can use this feature 2x and you regain all expended uses of it when you finish a Long rest