Darius Sindareon's page

261 posts. Alias of wicked_raygun.

Full Name

Darius Sindareon


HP 21/21 | AC 15 | Saves STR -1 DEX +5 CON +1 INT +2 WIS +3 CHA +1 | spd 35 | Perc. +5; Pass. 15 |


Wood Elf Rogue 2, Cleric 1 | HD 3/3 | Insp. 0/1 | Effects: None


hand crossbow +5 (1d6+3) | dagger +5 (1d4+3) | sneak attack (1d6) | Spell DC 13, Spell Attack +5


Selûne - The Moonweaver

Strength 8
Dexterity 16
Constitution 13
Intelligence 10
Wisdom 16
Charisma 12

About Darius Sindareon

Background Clasp Member:

Feature: A Favor In Turn
You have gained enough clout within the Clasp that you can call in a favor from your contacts, should you be close enough to a center of Clasp activity. A request for a favor can be no longer than 20 words, and is passed up the chain to an undisclosed Spireling for approval. The Clasp can later request a favor in return at a time of their choosing. It is unwise to refuse them.


Traits, Ideal, Bonds:

Personality Traits: I would rather make a new friend, than a new enemy. And I don't worry about risks. Never tell me the odds.

Ideals: Life. Tomorrow may never come, so live for today.

Bonds: The Clasp saved my sister from slavery. I owe them a debt that can never be fully repaid.



Darius Sindareon
Wood elf Cleric 1/Rogue 2
Medium humanoid, chaotic good

Armor Class 15 (studded leather)
Hit Points 21 (3d8+3)
Speed 35 ft.
STR 8 (-1), DEX 16 (+3), CON 13 (+1), INT 10 (+0), WIS 16 (+3), CHA 12 (+1)
Saving Throws Dex +5, Int +2
Skills Acrobatics +5, Deception +3, Insight +5, Investigation +4, Perception +5, Sleight of Hand +5, Stealth +7
Senses darkvision 60 ft., passive Perception 15
Languages Common, Elvish, Thieves' Cant


Hand Crossbow. Ranged Weapon Attack: +5 to hit, range 30 ft./120 ft., one target.
Hit: 1d6+3 piercing damage.

Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20 ft./60 ft., one target.
Hit: 1d4+3 piercing damage.

Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 1d6+3 piercing damage.

Spell Attack. Ranged Weapon Attack: +5 to hit, range 0 ft., one target.
Hit: As Spell damage.

Unarmed Strike. Melee Weapon Attack: +1 to hit, reach 5 ft., one creature.
Hit: 1 bludgeoning damage.

Equipment Dagger, Hand Crossbow, shield, Shortsword, studded leather, 10 feet of string, backpack, ball bearings (bag of 1,000), bell, candle (5), case, crossbow bolt, clothes, common, crossbow bolts (20), crossbow bolts (20), crowbar, hammer, lantern, hooded, oil (flask) (2), piton (10), quiver, rations (5), rope, hempen (50 feet), thieves' tools, tinderbox, waterskin, 12 gp, 5 sp

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
System Reference Document 5.1 Copyright 2016, Wizards of the Coast, Inc.


Prepapred Spells:

Spell DC 13
Spell Attack +5

Cantrips: guidance, light, thaumaturgy

Prepared Spells: WIS + Cleric Level = 4
1st: (2/2) cure wounds, detect magic (R), inflict wounds, shield of faith

Domain Spells
1st: charm person, disguise self



Expertise: investigation, stealth
Sneak Attack (1d6)
Thieves' Cant
Cunning Action: Dash, Disengage, or Hide as bonus action.

Spellcasting: Spell DC 13, Spell Attack +5
Ritual Spell Casting
Blessing of the Trickster As an action, touch a willing creature other than yourself to give it advantage on DEX (Stealth) checks. This blessing lasts for 1 hour or until you use this feature again.



• Wealth 12gp, 5 sp
• Bolts 19/20