You focus your training on the grim art of death. Those who adhere to this archetype are diverse: hired killers, spies, bounty hunters, and even specially anointed priests trained to exterminate the enemies of their deity. @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Stealth}, poison, and disguise help you eliminate your foes with deadly efficiency.
Class Features
Bonus Proficiencies
When you choose this archetype at 3rd level, you gain proficiency with the disguise kit and the poisoner’s kit.
Assassinate
Starting at 3rd level, you are at your deadliest when you get the drop on your enemies. You have advantage on attack rolls against any creature that hasn’t taken a turn in the combat yet. In addition, any hit you score against a creature that is surprised is a critical hit.
Infiltration Expertise
Starting at 9th level, you can unfailingly create false identities for yourself. You must spend seven days and 25 gp to establish the @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{history}, profession, and affiliations for an identity. You can’t establish an identity that belongs to someone else. For example, you might acquire appropriate clothing, letters of introduction, and official-looking certification to establish yourself as a member of a trading house from a remote city so you can insinuate yourself into the company of other wealthy merchants.
Thereafter, if you adopt the new identity as a disguise, other creatures believe you to be that person until given an obvious reason not to.
Impostor
At 13th level, you gain the ability to unerringly mimic another person’s speech, writing, and behavior. You must spend at least three hours studying these three components of the person’s behavior, listening to speech, examining handwriting, and observing mannerisms.
Your ruse is indiscernible to the casual observer. If a wary creature suspects something is amiss, you have advantage on any Charisma (@Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Deception}) check you make to avoid detection.
Death Strike
Starting at 17th level, you become a master of instant death. When you attack and hit a creature that is surprised, it must make a Constitution saving throw (DC 8 + your Dexterity modifier + your proficiency bonus). On a failed save, double the damage of your attack against the creature.
Changeling
A changeling can shift its face and form with a thought as a form of artistic and emotional expression.
Racial Traits
+2 Charisma, +1 to One Other Ability Score, Shapechanger, Changeling Instincts
Ability Score Increase
Your Charisma score increases by 2. In addition, one other ability score of your choice increases by 1.
Age
Changelings mature slightly faster than humans but share a similar lifespan—typically a century or less. While a changeling can transform to conceal their age, the effects of aging affect them similarly to humans.
Alignment
Changelings tend toward pragmatic neutrality, and few changelings embrace evil.
Size
Your size is Medium. To set your height and weight randomly, start with rolling a size modifier:
Size modifier = 2d4
Height = 5 feet + 1 inch + your size modifier in inches
Weight in pounds = 115 + (2d4 × your size modifier)
Speed
Your base walking speed is 30 feet.
Shapechanger
As an action, you can change your appearance and your voice. You determine the specifics of the changes, including your coloration, hair length, and sex. You can also adjust your height and weight, but not so much that your size changes. You can make yourself appear as a member of another race, though none of your game statistics change. You can’t duplicate the appearance of a creature you’ve never seen, and you must adopt a form that has the same basic arrangement of limbs that you have. Your clothing and equipment aren’t changed by this trait.
You stay in the new form until you use an action to revert to your true form or until you die.
Changeling Instincts
You gain proficiency with two of the following skills of your choice: @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Deception}, Insight, @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Intimidation}, and @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Persuasion}.
Languages
You can speak, read, and write Common and two other languages of your choice.
Changeling Instincts: Insight
You gain proficiency with two of the following skills of your choice: @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Deception}, @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Insight}, @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Intimidation}, and @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Persuasion}.
More Details
You gain proficiency with two of the following skills of your choice: @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Deception}, Insight, @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Intimidation}, and @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Persuasion}.
Changeling Instincts: Deception
You gain proficiency with two of the following skills of your choice: @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Deception}, @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Insight}, @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Intimidation}, and @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Persuasion}.
More Details
You gain proficiency with two of the following skills of your choice: @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Deception}, Insight, @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Intimidation}, and @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Persuasion}.
Thieves' Cant
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.
Alert
You gain a +5 bonus to initiative, you can't be surprised while you are conscious, and other creatures don’t gain advantage on attack rolls against you as a result of being unseen by you.
More Details
Always on the lookout for danger, you gain the following benefits:
You gain a +5 bonus to initiative.
You can't be surprised while you are conscious.
Other creatures don’t gain advantage on attack rolls against you as a result of being unseen by you.
Eldritch Adept: Devil's Sight
You learn one Eldritch Invocation option of your choice from the warlock class. If the invocation has a prerequisite, you can choose that invocation only if you’re a warlock and only if you meet the prerequisite.
Whenever you gain a level, you can replace the invocation with another one from the warlock class.Devil’s SightYou can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.
More Details
Studying occult lore, you learn one Eldritch Invocation option of your choice from the warlock class. Your spellcasting ability for the invocation is Intelligence, Wisdom, or Charisma (choose when you select this feat). If the invocation has a prerequisite of any kind, you can choose that invocation only if you’re a warlock who meets the prerequisite.
Whenever you gain a level, you can replace the invocation with another one from the warlock class.
Devil’s SightYou can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.
Sneak Attack
Once per turn, you can deal an extra [[/roll @scale.rogue.sneak-attack]] damage to one creature you hit with an attack with a finesse or ranged weapon if you have advantage on the attack roll. You don’t need advantage on the attack roll if another enemy of the target is within 5 ft. of it, that enemy isn’t @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{incapacitated}, and you don’t have disadvantage on the attack roll.
More Details
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 @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0.JournalEntryPage.TpkZgLfxCmSndmpb]{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.
Steady Aim
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.
More Details
3rd-level rogue feature
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.
Expertise: Stealth
At 1st level, 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.
Expertise: Intimidation
At 1st level, 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.
Spellcasting
You have learned to untangle and reshape the fabric of reality in harmony with your wishes and music. Your spells are part of your vast repertoire, magic that you can tune to different situations. See Spells Rules for the general rules of spellcasting and the Spells Listing for the bard spell list.
Cantrips
You know two cantrips of your choice from the bard spell list. You learn additional bard cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Bard table.
Spell Slots
The Bard table shows how many spell slots you have to cast your bard spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.
For example, if you know the 1st-level spell cure wounds and have a 1st-level and a 2nd-level spell slot available, you can cast cure wounds using either slot.
Spells Known of 1st Level and Higher
You know four 1st-level spells of your choice from the bard spell list.
The Spells Known column of the Bard table shows when you learn more bard spells of your choice. Each of these spells must be of a level for which you have spell slots, as shown on the table. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level.
Additionally, when you gain a level in this class, you can choose one of the bard spells you know and replace it with another spell from the bard spell list, which also must be of a level for which you have spell slots.
Spellcasting Ability
Charisma is your spellcasting ability for your bard spells. Your magic comes from the heart and soul you pour into the @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{performance} of your music or oration. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a bard spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Charisma modifier
Spell attack modifier = your proficiency bonus + your Charisma modifier
Ritual Casting
You can cast any bard spell you know as a ritual if that spell has the ritual tag.
Spellcasting Focus
You can use a musical instrument (see the Tools section) as a spellcasting focus for your bard spells.
Cunning Action
You can take a bonus action on each of your turns to take the Dash, Disengage, or Hide action.
More Details
Starting at 2nd level, your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.
Uncanny Dodge
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.
More Details
Starting at 5th level, 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.
Bardic Inspiration
As a bonus action, a creature (other than yourself) within 60 ft. that can hear you gains an inspiration die ([[/roll @scale.bard.bardic-inspiration]]). For 10 minutes, the creature can add it to one ability check, attack roll, or saving throw. This can be added after seeing the roll, but before knowing the outcome.
More Details
You can inspire others through stirring words or music. To do so, you use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Bardic Inspiration die, a d6.
Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Bardic Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time.
You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain any expended uses when you finish a long rest.
Your Bardic Inspiration die changes when you reach certain levels in this class. The die becomes a d8 at 5th level, a d10 at 10th level, and a d12 at 15th level.
Shapechanger
As an action, you can change your appearance and your voice. You determine the specifics of the changes, including your coloration, hair length, sex, height and weight. You can make yourself appear as a member of another race, though none of your game statistics change. You can’t duplicate the appearance of a creature you’ve never seen, and you must adopt a form that has the same basic arrangement of limbs that you have. Your clothing and equipment aren’t changed by this trait.
More Details
As an action, you can change your appearance and your voice. You determine the specifics of the changes, including your coloration, hair length, and sex. You can also adjust your height and weight, but not so much that your size changes. You can make yourself appear as a member of another race, though none of your game statistics change. You can’t duplicate the appearance of a creature you’ve never seen, and you must adopt a form that has the same basic arrangement of limbs that you have. Your clothing and equipment aren’t changed by this trait.
You stay in the new form until you use an action to revert to your true form or until you die.
Inventory
Item
Qty
Bag of Holding
1
Immovable Rod
1
Banish the Greatsword
1
Studded Leather
1
Forgery Kit
1
Elven Cosmology Wheel
1
Dagger
1
Dagger
1
Shortsword
1
Shortsword
1
Rations (1 day)
66
Healing Word
1
Unarmed Strike
1
Eyes of Minute Seeing
1
Gloves of Swimming and Climbing
1
Backpack
1
Clothes, Common
1
Crowbar
1
Thieves' Tools
1
Lantern of Revealing
1
Dagger
1
Dagger
1
Bell
1
Crowbar
1
Hammer
1
Lantern, Hooded
1
Oil (flask)
2
Piton
10
Rope, Hempen (50 feet)
1
Tinderbox
1
String
10
Ball Bearings (bag of 1,000)
1000
Candle
5
Waterskin
1
Iron Spike
1
Hempen Rope (50 ft.)
1
Spellbook
Spell Name
Level
Components
Minor Illusion
Cantrip
S, M
Prestidigitation
Cantrip
V, S
Cure Wounds
1
V, S
Faerie Fire
1
V
Bane
1
V, S, M
Detect Magic
1
V, S
Vampiric Touch (Banish the Greatsword)
3
V, S
Appearance & Personality
Visuals & Mannerisms
let current = dv.current();let title = current.name || current.file.name;// --- CONFIGURATION ---// Set to your silhouette image path or filename (e.g., "npc-images/silhouette.webp" or "silhouette.webp").// If the file doesn't exist or is set to "", it will gracefully display the text message below.let fallbackImage = "npc-images/silhouette.webp"; // ---------------------// 1. Gather all potential names (Title, quoted nicknames, and Obsidian Aliases)let rawNames = [title];// Extract quoted nickname if present in title (e.g., Wulfric "The Bear" -> The Bear)let matchNick = title.match(/"([^"]+)"/);if (matchNick && matchNick) { rawNames.push(matchNick);}// Safely pull aliases from Obsidian Frontmatter/Propertieslet rawAliases = current.file?.aliases || current.aliases || [];if (typeof rawAliases === "string") { rawNames.push(rawAliases);} else if (rawAliases && typeof rawAliases[Symbol.iterator] === "function") { for (let a of rawAliases) { if (a && typeof a === "string") rawNames.push(a); }}// 2. Build sanitized search terms (ensures terms are >= 2 chars to avoid matching "_" or empty strings)let searchTerms = new Set();for (let name of rawNames) { if (!name || typeof name !== "string") continue; let lower = name.toLowerCase().trim().replace(/["']/g, ""); let slug = lower.replace(/[\s-]+/g, "_").replace(/^_+|_+\$/g, ""); if (lower.length >= 2) searchTerms.add(lower); if (slug.length >= 2) searchTerms.add(slug);}// 3. Search npc-images for matching character fileslet matches = app.vault.getFiles().filter(f => { let pathLower = f.path.toLowerCase(); if (!pathLower.includes("npc-images")) return false; // Exclude the fallback image from character search if (fallbackImage && pathLower.includes(fallbackImage.toLowerCase())) return false; let imgName = f.name.toLowerCase(); return Array.from(searchTerms).some(term => term && imgName.includes(term));});// 4. Prioritize files with "avatar" in the name, otherwise take first matchlet match = matches.find(f => f.name.toLowerCase().includes("avatar")) || (matches.length > 0 ? matches : null);// 5. Render artwork, fallback image, or clean text messageif (match) { dv.paragraph(`![[${match.path}|cover]]`);} else { // Flexible fallback image lookup (works with filename, full path, or partial match) let fallbackFile = null; if (fallbackImage && fallbackImage.trim() !== "") { let cleanFB = fallbackImage.toLowerCase().trim(); fallbackFile = app.vault.getFiles().find(f => f.path.toLowerCase() === cleanFB || f.path.toLowerCase().includes(cleanFB) || f.name.toLowerCase().includes(cleanFB) ); } if (fallbackFile) { dv.paragraph(`![[${fallbackFile.path}|cover]]`); } else { dv.paragraph(`*No artwork generated yet for ${title}*`); }}
// 5. Render artwork or fallback
if (match) {
dv.paragraph(![[${match.path}|cover]]);
} else {
let fallbackFile = fallbackImage ? app.vault.getAbstractFileByPath(fallbackImage) : null;
if (fallbackFile) {
dv.paragraph(![[${fallbackFile.path}|cover]]);
} else {
dv.paragraph(*No artwork generated yet for ${title}*);
}
}
- **Mannerisms:**
Recent Activity
This section displays every time this entity is mentioned in session summaries.
“Kilvin, VD. Message, Iskar Jarak. Request for VD in Torkef. Possible curse or other supernatural threat. Noble house near extinguished. Scholtz II presence is requested.”
Iskar was isolated and ganged up upon by the giants and eladrin. He found himself struck down and dying, with the party unable to reach him in time to save him. Gideon, distraught, knelt and begun praying over Iskar. As Gideon did so, he had both his hands upon Banish the Greatsword and Iskar. Unknown to Gideon, Iskar’s soul had entered Banish which due to it’s nature threated to consume him. Banish, confused and not having the perspective of a flesh and blood creature was confused and had not yet consumed Iskar.
Upon Gideon making contact with both the Banish and praying to the seven divines it released a celestial beacon. Gideon found various deities superimposed over his person and working through his body as they freed the celestial being trapped in the greatsword which believed itself to be named Banish. As a side effect of them being having been ejected from the greatsword, Iskar was also released from it and returned to his body.
Both Gideon and Iskar found themselves exhausted and traumatised by the ordeals they underwent during this, both utterly spent. Despite this the party continued on up the tower. Immediately prior to reaching the tower summit the party heard Birlond’s voice for the last time crying out,
The party set out and eventually defeated the Zaratan, removing it’s heart. Only 2 of the sellswords they hired survived, named Alveron & Simeon. Gideon mused about not paying the wages of the deceased sellswords to their surviving family, as agreed, which angered Alveron, Simeon, and Iskar. Gideon backed down and Iskar offered Alveron & Simeon the possibility of future employment with them. Alveron & Simeon advised they could be found in Bonestair, Ancelstierre.
The party borrowed a boat and set off for this abandoned watchpost also. As the party arrived they saw the watchpost was occupied with elven-appearing figures, Fey eladrin, manning the parapets. The eladrin, four of them, were immediately hostile at the parties landing and engaged them in combat. A hidden Vermin Directorate agent, Iskar Jarak, had also traced the strange phenomena to the watchpost. Iskar joined the fight and thereafter the party.