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Joye
Level 13 (0/140000 XP for level-up)
Background
Size Small
Species Goblin
Rogue
Subclass Godspeed
Level 13
Hit dice 13/13
1d8+4

STR 12
+1
STR save: +1
DEX 20
+5
DEX save: +10
CON 19
+4
CON save: +4
INT 18
+4
INT save: +9
WIS 12
+1
WIS save: +1
CHA 14
+2
CHA save: +2

Initiative (DEX)
+5
Speed
60
Passive Perception
11
Heroic Inspiration
Armor Class (AC)
17
Studded Leather Armor
Hit Points
156 / 156
Death Saves
Succeeded
Failed
Exhaustion


Attacks
W Pr Weapon / Attack AB Abi Dmg Dmg Type
Dawnbringer +12 DEX 1d8+1d8+2+5 Piercing Radiant
  Properties: Finesse, Versatile Sap
Sneak Attack +0 STR 7d6+1
Armor ( AC Mod: +0 )
W T  Armor AC D Properties
Studded Leather Armor 17
Skills
P/E Bonus Skill Abi
+15 Acrobatics DEX
+1 Animal Handling WIS
+9 Arcana INT
+1 Athletics STR
+12 Deception CHA
+4 History INT
+1 Insight WIS
+2 Intimidation CHA
+14 Investigation INT
+1 Medicine WIS
+4 Nature INT
+1 Perception WIS
+2 Performance CHA
+2 Persuasion CHA
+4 Religion INT
+10 Sleight of Hand DEX
+15 Stealth DEX
+1 Survival WIS

+10 Expertise Bonus
+5 Proficiency Bonus
Spell Book
Money
Copper: 0, Silver: 0, Electrum: 500, Gold: 0, Platinum: 0
Treasure and Equipment
Dawnbringer
Amulet of Health
Boots of Speed
x3 Yserthrax's Corruption Poison Recipe
x2 Wyvern Poison
x3 Malice
x2 Pale Tincture

Dead Air


Wonderous Item, Mask
Alien Item - Attunement

A cracked breathing mask of impossible design, said to have fallen from the heavens with the ruin of stars. Neither metal nor glass, it shifts its inner workings like a puzzle that resists understanding, sealing seamlessly to any face as though it has waited for you. Once worn by the Inverse—beings who fed not on air but on stardust and radiation—it filters more than breath, muting even the voice of the Sun itself. Each inhalation carries both sustenance and dread, for what you truly breathe is silence, and silence is not always merciful.


Gerdûn: As a Magic action while wearing this mask, you kickstart the main function of Dead Air; Gerdûn. It is the operating system of Dead Air and allows you to temporarily become that of the Cosmic Stitched, however the system is damaged and not fully functional. You may deactivate Gerdûn as a bonus action.
While the Gerdûn is active, roll a 1d6 at the start of each of your turns. On a 6, you may choose which feature is selected, otherwise you gain the feature that is rolled:

Xorê: From your back erupts a cloak of burning radiation, trailing flares like capes of fire. The flames shed bright light in a 40-foot radius and dim light for another 40 feet. Allies within this light gain +20 feet of movement speed, a +1d4 bonus to skill checks, saving throws and damage rolls, and immunity to fire damage. Enemies that begin their turn in the light must make a Dexterity saving throw (DC = 8 + your proficiency bonus + your Constitution modifier) or take 3d12 radiant damage and be blinded until the start of their next turn.

Hîvron: You inhale starlit dust and exhale a shroud of the dark side of the moon. At the start of your turn, a 20-foot radius of magical darkness spreads from you. Special senses(such as True Sight, Tremorsense, etc) cannot pierce it, and nonmagical light cannot illuminate it. Allies within the darkness gain +2 AC, 2d8 temporary hit points, and are considered under the effects of Greater Invisibility. The area is lightly obscured, imposing disadvantage on Wisdom (Perception) checks made to see into or out of it.

Komstêrka Gewr: As you move, the mask fractures the veil of space behind you. For every 5 feet you travel, you leave behind a cosmic tear, appearing as a faint constellation etched in starlight. These rifts last until the start of your next turn.

Whenever a creature enters one of these rifts for the first time on a turn or starts its turn there, it must succeed on a Constitution saving throw (DC = 8 + your proficiency bonus + your Constitution modifier) or take 3d8 cold damage as the void steals the warmth from their body.

While this effect is active, you are considered to be immune to difficult terrain, grapple, restrain, stunned and paralyzed, as the distortions of space subtly shift to ease your movement while hindering others.

Stêrka Xwedê-Perçiqîne: With each breath, you inhale rubble and debris from the far reaches of the void, your lungs becoming engines of cosmic ruin. For the next minute, you embody the Monarch of Meteors.

Your movement is locked into straight or diagonal lines—you cannot turn once you begin moving.
Your speed is tripled. While moving, you carry unstoppable momentum, able to pass through the space of other creatures without provoking opportunity attacks.
All weapon damage you deal becomes thunder damage.
For every 10 feet you move, you store momentum equal to 1d12 thunder damage. This momentum accumulates until expended or 1 minute has passed, afterwards the momentum fades.

As a Dash action, you may unleash your stored momentum by moving through the spaces of any creatures within your maximum movement. Each creature in your path must make a Constitution saving throw (DC = 8 + your proficiency bonus + your Constitution modifier). On a failure, they take thunder damage equal to the total accumulated dice and are stunned until the end of their next turn. On a success, they take half damage and are not stunned. After releasing your momentum, your stored dice reset to 0.

You leave behind a wake of shattered stone and stardust where you pass, as if meteors had scoured the battlefield.

Hema Stêrk Gûleberdan Zîha: The remnants of draconic quasar-flesh pulse within the machine, its stellar marrow injected into your veins and heart. Your body becomes a conduit for a dying star’s last scream. Once per turn, you may replace one of your attack actions with a Supernova Quasar Exposure: You unleash a beam of collapsing starlight, a 10-foot wide, 60-foot long line that scorches all in its path. Each creature in the line must succeed on a Constitution saving throw (DC = 8 + your proficiency bonus + your Constitution modifier) or take 12d12 radiant damage. On a failure, the creature is also seared with stellar vulnerability—choose one damage type; they are vulnerable to that damage until the end of their next turn. You are not immune to the radiation you channel. After releasing this attack, you gain vulnerability to all damage until the end of your next turn, your flesh shimmering with fissures of light as if your body itself might collapse.
Proficiencies, Languages, and Talents
Skills: Acrobatics, Deception, Investigation, Stealth
Languages
Features & Traits

Rogue



Level 1: Expertise
PHB'24 p128
You gain Expertise in two of your skill proficiencies of your choice. Sleight of Hand and Stealth are recommended if you have proficiency in them.

At Rogue level 6, you gain Expertise in two more of your skill proficiencies of your choice.

Level 1: Sneak Attack
PHB'24 p128
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 roll if you have Advantage on the roll and the attack uses a Finesse or a Ranged weapon. The extra damage's type is the same as the weapon's type.

You don't need Advantage on the attack roll if at least one of your allies is within 5 feet of the target, the ally doesn't have the Incapacitated condition, and you don't have Disadvantage on the attack roll.

The extra damage increases as you gain Rogue levels, as shown in the Sneak Attack column of the Rogue Features table.

Level 1: Thieves' Cant
PHB'24 p128
You picked up various languages in the communities where you plied your roguish talents. You know Thieves' Cant and one other language of your choice, which you choose from the language tables in chapter 2.

Level 1: Weapon Mastery
PHB'24 p128
Your training with weapons allows you to use the mastery properties of two kinds of weapons of your choice with which you have proficiency, such as Daggers and Shortbows.

Whenever you finish a Long Rest, you can change the kinds of weapons you chose. For example, you could switch to using the mastery properties of Scimitars and Shortswords.

Level 2: Cunning Action
PHB'24 p129
Your quick thinking and agility allow you to move and act quickly. On your turn, you can take one of the following actions as a Bonus Action: Dash, Disengage, or Hide.

Level 3: Rogue Subclass
PHB'24 p129
You gain a Rogue subclass of your choice. A subclass is a specialization that grants you features at certain Rogue levels. For the rest of your career, you gain each of your subclass's features that are of your Rogue level or lower.

Godspeed Rogue
3rd Level: Momentum Strike
Beginning at 3rd level, whenever your movement speed becomes 0 on your turn, whether willingly or otherwise, you can apply Sneak Attack to a weapon attack you make even if you don’t have advantage and no ally is within 5 feet of the target.

In addition, whenever you deal Sneak Attack damage, your movement speed increases by an amount equal to your walking speed until the end of your turn.

3rd Level: Kinetic Focus
Also at 3rd level, when you use your Steady Aim feature, your speed is not reduced to 0. Instead, you gain temporary hit points equal to the total rolled on your Sneak Attack dice. These temporary hit points last until the start of your next turn.


Level 3: Steady Aim
PHB'24 p129
As a Bonus Action, you give yourself Advantage on your next attack roll on the current turn. You can use this feature only if you haven't moved during this turn, and after you use it, your Speed is 0 until the end of the current turn.

Level 4: Ability Score Improvement
PHB'24 p129
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify. You gain this feature again at Rogue levels 8, 10, 12, and 16.

Level 5: Cunning Strike
PHB'24 p129
You've developed cunning ways to use your Sneak Attack. When you deal Sneak Attack damage, you can add one of the following Cunning Strike effects. Each effect has a die cost, which is the number of Sneak Attack damage dice you must forgo to add the effect. You remove the die before rolling, and the effect occurs immediately after the attack's damage is dealt. For example, if you add the Poison effect, remove 1d6 from the Sneak Attack's damage before rolling.

If a Cunning Strike effect requires a saving throw, the DC equals 8 plus your Dexterity modifier and Proficiency Bonus.

Poison (Cost: 1d6). You add a toxin to your strike, forcing the target to make a Constitution saving throw. On a failed save, the target has the Poisoned condition for 1 minute. At the end of each of its turns, the Poisoned target repeats the save, ending the effect on itself on a success.

To use this effect, you must have a Poisoner's Kit on your person.

Trip (Cost: 1d6). If the target is Large or smaller, it must succeed on a Dexterity saving throw or have the Prone condition.

Withdraw (Cost: 1d6). Immediately after the attack, you move up to half your Speed without provoking Opportunity Attacks.

Level 5: Uncanny Dodge
PHB'24 p129
When an attacker that you can see hits you with an attack roll, you can take a Reaction to halve the attack's damage against you (round down).

Level 6: Expertise
PHB'24 p129
You gain Expertise in two of your Skill Proficiencies of your choice.

Level 7: Evasion
PHB'24 p129
You can nimbly dodge out of the way of certain dangers. When you're 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. You can't use this feature if you have the Incapacitated condition.

Level 7: Reliable Talent
PHB'24 p130
Whenever you make an ability check that uses one of your skill or tool proficiencies, you can treat a d20 roll of 9 or lower as a 10.

Level 8: Ability Score Improvement
PHB'24 p130
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.

Level 9: Subclass Feature
PHB'24 p130
You gain a feature from your Rogue Subclass.

9th Level: Surge of Motion
Starting at 9th level, when you take the Dash action, you may make one weapon attack as part of that action.

In addition, creatures have disadvantage on opportunity attacks made against you while you are moving as part of a Dash. When you take the Disengage action, you can also move up to half your speed immediately after.

Level 10: Ability Score Improvement
PHB'24 p130
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.

Level 11: Improved Cunning Strike
PHB'24 p130
You can use up to two Cunning Strike effects when you deal Sneak Attack damage, paying the die cost for each effect.

Level 12: Ability Score Improvement
PHB'24 p131
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.

Level 13: Subclass Feature
PHB'24 p131
13th Level: Thunderbolt Assault
At 13th level, once per long rest, you can unleash a devastating line strike. As an action, you dash in a 60-foot line that is 10 feet wide. You may appear at the end of the line or stop anywhere along it. Each creature in the line must make a Dexterity saving throw against a DC equal to 8 + your proficiency bonus + your Dexterity modifier. On a failed save, a creature takes damage equal to your rogue level in d6s. On a successful save, it takes half as much. Creatures you do not pass through automatically succeed on the saving throw and don't take damage.
Backstory
Running, all he has to do is run. From what? He has long since forgotten, for if he ever stops, it may catch up to him. Run, run, and run. Hide, stealth, anyway to escape what wants you.

Ever since his birth, Joye had only felt 3 things. Fear, adrenaline, and dread. These latent feelings stem from his mind constantly thinking someone or everyone is out to kill him and torture who he is. And so, he began to run. Physically from anything that could harm him, mentally from anything that could traumatize him, and spiritually from his own fate. To this end, he joins the Order of the Blackhole Sun. He felt that being a Node, being something, would make him able to bend his own will. To take back his life through force.
Notes
Order of the Blackhole Sun
ASI 4: +2 DEX | Feat: Charger
ASI 8: +2 INT| Feat: Speedy
ASI 12: +2 INT | Poisoner


™ & © Wizards of the Coast - D & D 5e Character Sheet v3.04, made by Tillerz - Updated: 2025-06-11

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Created by

Easton2.

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