Gaia
  1. Characters

Gaia

It's Not Paranoia If Everyone *Is* Out To Get You!
PC

Born out of wedlock to Eledrao, King of Raïv Esarḭ, and a mortal human woman, behind the back of Queen Auralai. Her mother having passed shortly after childbirth, Gaia was allowed to spend a healthy share of her childhood years within the kingdom in ignorant bliss of the eyes of her peers glaring at her with seething judgment while being raised by a younger couple with kinder hearts. King Eledrao would make the occasional attempt to visit young Gaia and, on successful attempts, would hide his identity as king and shower her with gifts and attention for the brief spurts of time he could afford. This would go on up until her 13th birthday...


Title
It's Not Paranoia If Everyone *Is* Out To Get You!

Type
PC

Race
Half-Elf

Age
Early 20s

Gender
Female

Fighting Style

Two-Weapon Fighting - Fighting Style

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Racial Traits

Fey Ancestry - Racial Trait

You have advantage on saving throws against being charmed, and magic can't put you to sleep.

Darkvision - Racial Trait

Thanks to your heritage, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Subclass Feat

Fast Hands - Subclass Feat

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.

Unorganised

Expertise - Class Feat

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 - Class Feat

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 Can't - Class Feat

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.

Steady Aim - Class Feat

At 3rd level, 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.

Uncanny Dodge - Class Feat

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.

Favored By The Gods - Subclass Feat

Divine power guards your destiny. If you fail a saving throw or miss with an attack roll, you can roll 2d4 and add it to the total, possibly changing the outcome.

Second-Story Work - Subclass Feat

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.

Dual Wielder - Feat

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.

Shadow Touched - Feat

Your exposure to the Shadowfell'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 Invisibility spell and one 1st-level spell of your choice. The 1st-level spell must be from the Illusion or Necromancy 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.