+4 | Expertise Bonus | |
+2 | Proficiency Bonus |
+1 | Strength | |
+4 | Dexterity | |
+1 | Constitution | |
+0 | Intelligence | |
+3 | Wisdom | |
+6 | Charisma |
+4 | Acrobatics | DEX | |
+1 | Animal Handling | WIS | |
+2 | Arcana | INT | |
+1 | Athletics | STR | |
+6 | Deception | CHA | |
+0 | History | INT | |
+1 | Insight | WIS | |
+4 | Intimidation | CHA | |
+0 | Investigation | INT |
+1 | Medicine | WIS | |
+0 | Nature | INT | |
+3 | Perception | WIS | |
+4 | Performance | CHA | |
+4 | Persuasion | CHA | |
+2 | Religion | INT | |
+6 | Sleight of Hand | DEX | |
+6 | Stealth | DEX | |
+1 | Survival | WIS |
Weapon / Attack | AB | Abi | Dmg | Dmg Type | |
---|---|---|---|---|---|
Dagger | +4 | DEX | 1d4+4 | Piercing | |
Finesse, Light, Thrown, Nick | |||||
Dagger | +4 | DEX | 1d4+4 | Piercing | |
Finesse, Light, Thrown, Nick | |||||
Sickle | +1 | STR | 1d4+1 | Slashing | |
Light, Nick |
Leather Armor, Dagger, Dagger, Sickle, Backpack, Book, Orb, Oil, Parchment, Tinderbox, Book, Lamp, Ink Pen, Ink
Flirt [They can't resist tossing out compliments at every opportunity, sometimes charming their way into (or out of) trouble -- though not everyone appreciates their timing.]
Bold [Their quick reflexes and confidence often lead them to attempt daring, high-risk tactics -- sometimes genius, other times disastrous.]
Loner [A life in the shadows has taught them to rely on no-one but themselves, though they can't help but feel a faint longing for true connection, however reluctant they may be to admit it.]
Self-Worth [They strive to prove their worth to others -- and more importantly, to silence the nagging voice of self-doubt within themselves. Their hedonistic ways have left a trail of broken trust with those who dared grow too close, fueling a constant desire to redeem themselves for past mistakes.]
Personal Growth [They view each success and failure as a step toward becoming their best self, determined to surpass their own limits regardless of the cost. Witnessing the fallout of their selfishness in past relationships, they strive to be better -- even as their instincts threaten to pull them back.]
Chosen Family [Having been abandoned or betrayed in the past, they fiercely protect the bonds they've formed with those who've proven their loyalty, treating their chosen family as sacred. Yet their innate skepticism makes it difficult to trust others, often leaving them isolated by their own doubts.]
Hedonistic [Easily distracted by the pursuit of pleasure, they often stray from their goals, rationalizing indulgence even when it leads to trouble.]
Selfish [Their instinct to prioritize their own well-being above others stems from years of hardship, but it often leaves them blind to the needs of those around them.]
Skeptical [Having been deceived too many times, they question everyone's motives and words, making trust an elusive -- and rare -- commodity.]
Born into a world where survival often meant standing alone, Dull learned early on to fend for himself. Stealing to make ends meet while keeping a low profile, he drifted through life without a clear purpose, always seeking favor from the gods but never receiving an answer. His days were spent lurking in shadows, working alongside mercenaries and criminals alike, never truly belonging to either. His aloof demeanor and self-imposed distance earned him the nickname "Dull"—a moniker he wore with mocking pride, though it stung more than he let on. For years, Dull drifted between groups, always keeping others at arm’s length. Among them was the "Half-Moons," a notorious band of thieves led by a blue-skinned tiefling woman named Nocturna. Charismatic and cunning, Nocturna had an almost magnetic presence, and for a time, she and Dull were lovers. Despite his guarded nature, she saw potential in him, bringing him into the fold and teaching him the art of manipulation and subtlety. It was during his time with the Half-Moons that Dull made his greatest mistake. Tasked with gathering intelligence on a rival group, "The Golden Lilies," he seduced one of its key members—a human named Jade. Unlike the Half-Moons, the Golden Lilies were considered “good” criminals, known for delivering food, supplies, and even refugees to struggling communities, including a secluded monk monastery in the mountains. Through Jade, Dull uncovered vital information that led to the Half-Moons orchestrating a devastating raid. The attack shattered the Golden Lilies, scattering its members and tarnishing their reputation. Their absence caused a ripple effect: the monk monastery that had once relied on the Golden Lilies’ support now struggled to keep up with the demands of food and resources. When Dull saw the fallout of his betrayal, he abandoned the Half-Moons and fled, leaving behind Nocturna, Jade, and the wreckage he’d caused. Haunted by guilt, Dull began wandering aimlessly. Desperation for connection and a greater purpose led him to the very monastery that had once relied on the Golden Lilies. Hiding his past, he presented himself as a humble seeker, searching for redemption. To his surprise, the monks accepted him. Their belief in his potential began to chip away at the walls he’d built around himself, and for the first time, he thought he might have found a place to belong. But the shadows of his past were not so easily escaped. One fateful day, Nocturna herself appeared at the monastery gates. Whether out of vengeance, regret, or a cruel twist of fate, she revealed Dull’s betrayal—not only of the Golden Lilies but of the Half-Moons and her as well. The monks, now aware of the suffering caused by his actions, were divided. Some called for forgiveness, while others declared his presence a stain on their sanctuary. Unable to face their judgment—and fearing the rekindling of Nocturna’s wrath—Dull fled once more. The encounter left him more determined than ever to atone for his mistakes, but also more guarded, his heart hardened against the idea of trust. Now, with the gifts of a forgotten patron and the scars of his past, Dull seeks to carve a new path. Though he longs for redemption, he remains caught between his desire for connection and the fear of repeating the betrayals that have defined his life. His journey is one of shadows and light, as he struggles to prove that even a life like his can hold meaning.
The statblocks of your Weapons, armor and other important/magical equipment
DnD 5e SRD SRD
Melee Weapon Finesse, Light, Thrown Common
Type | Damage | Damage | Range | Properties |
---|---|---|---|---|
Simple | 1d4 | Piercing | 20/60 ft | Finesse, Light, Thrown |
Cost: 2 gp Weight: 1 lb
DnD 5e SRD SRD
Melee Weapon Finesse, Light, Thrown Common
Type | Damage | Damage | Range | Properties |
---|---|---|---|---|
Simple | 1d4 | Piercing | 20/60 ft | Finesse, Light, Thrown |
Cost: 2 gp Weight: 1 lb
DnD 5e SRD SRD
Melee Weapon Light Common
Type | Damage | Damage | Range | Properties |
---|---|---|---|---|
Simple | 1d4 | Slashing | Light |
Cost: 1 gp Weight: 2 lb
Dnd 5e SRD
Adventuring Gear Common
The breastplate and shoulder protectors of this armor are made of leather that has been stiffened by being boiled in oil. The rest of the armor is made of softer and more flexible materials.
Type | AC | STR Req. | Stealth Dis. | Properties |
---|---|---|---|---|
Light | 11 + Dex Modifier |
Cost: 10 gp Weight: 10 lb
The statblocks of your class features
Statblocks for your familiars, mounts etc.
Statblocks for race/species of the character.
Statblocks for companions, followers and other allies.
Statblocks for your spells.
D&D 5e PHB Page 237
0-level (Cantrip) Evocation
A beam of crackling energy streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 force damage.
At higher levels: This spell creates more than one beam when you reach higher levels; two beams at 5th level, three beams at 11th level, and four beams at 17th level. You can direct the beams at the same target or at different ones. Make a separate attack roll for each beam.
PHB
0-level (Cantrip) Enchantment
For the duration, you have advantage on all Charisma checks directed at one creature of your choice that isn't hostile toward you. When this spell ends, the creature realizes that you used magic to influence its mood and becomes hostile toward you. A creature prone to violence might attack you. Another creature might seek retribution in other ways (at the DM's discretion), depending on the nature of your interaction with it.
Statblocks for your Trinkets, businesses, building, castles, empires.
DnD 5e SRD
Adventuring Gear Common
A backpack is a leather pack carried on the back, typically with straps to secure it. A backpack can hold 1 cubic foot/ 30 pounds of gear. You can also strap items, such as a bedroll or a coil of rope, to the outside of a backpack.
Cost: 2gp Weight: 5lb
SRD
Adventuring Gear Common
Cost: 10gp
SRD
Adventuring Gear Common
Cost: 2cp
PHB
Adventuring Gear
Common
A book might contain poetry, historical accounts, information pertaining to a particular field of lore, diagrams and notes on gnomish contraptions, or just about anything else that can be represented sing text or pictures. A book of spells is a spellbook.
Cost: 25 gp
Weight: 5 lb
PHB
Adventuring Gear
Common
A book might contain poetry, historical accounts, information pertaining to a particular field of lore, diagrams and notes on gnomish contraptions, or just about anything else that can be represented sing text or pictures. A book of spells is a spellbook.
Cost: 25 gp
Weight: 5 lb
PHB'24
Adventuring Gear
Common
A Lamp burns Oil as fuel to cast Bright Light in a 15-foot radius and Dim Light for an additional 30 feet.
Cost: 1ep
Weight: 1lb
Adventuring Gear Common
Oil usually comes in a clay flask that holds 1 pint. As an action, you can splash the oil in this flask onto a creature within 5 feet of you or throw it up to 20 feet, shattering it on impact. Make a ranged attack against a target creature or object, treating the oil as an improvised weapon. On a hit, the target is covered in oil. If the target takes any fire damage before the oil dries (after 1 minute), the target takes an additional 5 fire damage from the burning oil. You can also pour a flask of oil on the ground to cover a 5-foot-square area, provided that the surface is level. If lit, the oil burns for 2 rounds and deals 5 fire damage to any creature that enters the area or ends its turn in the area. A creature can take this damage only once per turn.
Cost: 1 gp Weight: 10 lb
PHB
Adventuring Gear
Common
An arcane focus is a special item — an orb, a crystal, a rod, a specifically constructed staff, a wand-like length of wood, or some similar item — designed to channel the power of arcane spells. A sorcerer, warlock, or wizard can use such an item as a spellcasting focus.
Cost: 20 gp
Weight: 3 lb
PHB'24
Adventuring Gear
Common
One sheet of Parchment can hold about 250 handwritten words.
Cost: 1gp
Weight: --
PHB
Adventuring Gear
Common
This small container holds flint, fire steel, an tinder (usually dry cloth soaked in light oil) used to kindle a fire. Using it to light a torch — or anything else with abundant, exposed fuel — takes an action. Lighting any other fire takes 1 minutes.
Cost: 5 sp
Weight: 1 lb