Danzia Călători
Pronouns
Heritage Wanderborne Faun
Wanderborne
Being part of a wanderborne community means you’ve lived as a nomad, forgoing a permanent home and experiencing a wide variety of cultures.   Nomadic Pack: Add a Nomadic Pack to your inventory. Once per session, you can spend a Hope to reach into this pack and pull out a mundane item that’s useful to your situation. Work with the GM to figure out what item you take out.
Faun
Fauns resemble humanoid goats with curving horns, square pupils, and cloven hooves.   Caprine Leap: You can leap anywhere within Close range as though you were using normal movement, allowing you to vault obstacles, jump across gaps, or scale barriers with ease.   Kick: When you succeed on an attack against a target within Melee range, you can mark a Stress to kick yourself off them, dealing an extra 2d6 damage and knocking back either yourself or the target to Very Close range.
Level 2
Class Assasin, Poisoner's Guild
Domains
Attributes
AGI
Sprint
Leap
Maneuver
STR
-1
Lift
Smash
Grapple
FIN   
+3
Control
Hide
Tinker
INS
+1
Perceive
Sense
Navigate
PRE   
+2
Charm
Perform
Deceive
KNO
Recall
Analyze
Comprehend
Damage and Health
Evasion 14
Armor
Stress
Minor
Damage
7 Major
Damage
13 Severe
Damage
HP:
Assasin Hope
Hope
Hope FeatureGrim Resolve: Spend 3 Hope to clear 2 Stress.
Experience
Experience Score
Diplomat's Ward 2
Practical Anatomy Knowledge 2
Spycraft 2
Class Feature
AMBUSH When you move into Melee and make a successful weapon attack, you can mark a Stress to force the target to make a reaction roll with a Diffi culty equal to 10 + your level. On a failure, increase the damage of your attack by a number of d6 equal to your tier.   GET IN & GET OUT Spend a Hope to ask the GM for either a quick or inconspicuous way into or out of a building or structure you can see. The next roll you make that capitalizes on this information has advantage.
Weapons
Proficiency
  Wepaon P/S Trait Range Dam. Dice Type Size
Improved Dagger S Finesse Melee 1d8+4(+2) phy 1h
Small Dagger S Finesse Melee 1d8 phy 1h
Feature: Paired: +2 to primary weapon damage to targets within Melee range
Returning Blade S Finesse Close 1d8 mag 1h
Feature: Returns after throwing it
Crossbow S Finesse Far 1d6+1 phy 1h
Feature: Mrs. Timmy is carrying it
Armor
  Armor Base Thresholds Base Score
Gambeson Armor 5/11 3
Feature: Flexible: +1 to Evasion
Gold
Handfuls:       Bags:       Chest:  
Inventory
Mortar and pestle inscribed with a mysterious insignia
A torch, 50 feet of rope, basic supplies
Minor Health Potion (Clear 1d4 hit points)
Domain Cards
Whirlwind 0
Level 1 Ability, Blade
When you make a successful attack against a target within Very Close range, you can spend a Hope to use the attack against all other targets within Very Close range.
Whirlwind
Description here
Uncanny Disguise 0
Level 1 Spell, Midnight
When you have a few minutes to prepare, you can mark a Stress to don the facade of any humanoid you can picture clearly in your mind. While disguised, you have advantage on Presence Rolls to avoid scrutiny.   Place a number of tokens equal to your Spellcast trait on this card. When you take an action while disguised, spend a token from this card. After the action that spends the last token is resolved, the disguise drops.
Uncanny Disguise
Tokens:
Toxic Concoctions
Level 1 ,
Mark a Stress to add 1d4+1 tokens to this card.   Gorgon's Root: The target's Difficulty gains a permanent -1 penalty. This can only affect them once. Grave Spore: The target must also mark a Stress. Leech Weed: Gan a +1d6 bonus to damage on this attack   Envenomate: On a successful weapon attack, you can spend a token from this card to afflict the target with a known poison's effect.
Poisoner's Foundation
Tokens:
Get Back Up 1
Level 1 Ability, Blade
When you take Severe damage, you can mark a Stress to reduce the severity by one threshold.
Not good enough
When you roll your damage dice, you can reroll any 1s or 2s.
Vault
Pick and Pull 0
Level 1 Ability, Midnight
You have advantage on action rolls to pick nonmagical locks, disarm nonmagical traps, or steal items from a target (either through stealth or by force).
Pick and Pull
Background Questions
Answer any of the following background questions. You can also create your own questions.
What organization trained you in the art of killing, and how did you gain membership into it?
Throughout your entire career, one target has eluded you. Who are they, and how have they managed to slip through your fingers?
You always do what you must to take down your target, but there's one line that you will never cross. What is it?
Connections
Ask your fellow players one of the following questions for their characters to answer, or create your own questions.
What about me frightens you?
You once asked me to do something that keeps you up at night. What was it?
What secret about myself did I tell you, and how did it change your view of me?
This product includes materials from the Daggerheart System Reference Document 1.0, © Critical Role, LLC. under the terms of the Darrington Press Community Gaming (DPCGL) License. More information can be found at https://www.daggerheart.com. There are no previous modifications by others. - Character Sheet v1.00 made by Tillerz - Updated: 2025-05-25

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RebelElf.

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Daggerheart

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