Hit Die 1d8+2
|5||Sleight of Hands|
|Rapier||1d20+5 to hit||1d8+3 damage||Piercing|
|Shortbow||1d20+5 to hit||1d6+3 damage||Piercing|
|Dagger (1)||1d20+5 to hit||1d4+3 damage||Piercing|
|Dagger (2)||1d20+5 to hit||1d4+3 damage||Piercing|
-Bag of 1k ball bearings
-10 ft of string
-2 flasks of oil
-5 days' rations
-50 ft hempen rope
Eladrin elf (+2 Dexterity, +1 Intelligence)
Trance: Elves don't need to sleep, but meditate semiconsciously, for 4 hours a day. While meditating, I can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, I gain the same benefit that a human does from 8 hours of sleep, thus needing only 4 hours for a long rest.
Fey Step: I can cast the Misty Step spell once using this trait. I regain the ability to do so when I finish a short rest. *Requires line of sight. Can't go through doors or walls, but can go through open windows or onto rooftops from the street.
Thief, level 3:
◆ Expertise (Rogue 1, PHB 96) [with two skills]
I gain expertise with two skills/thieves' tools I am proficient with; two more at 6th level
◆ Sneak Attack (Rogue 1, PHB 96) [2d6]
Once per turn, I can add damage to finesse/ranged attack if I have adv.
I don't need adv. if a conscious ally is within 5 ft of the target and I don't have disadv.
◆ Thieves' Cant (Rogue 1, PHB 96)
I know the secret rogue language that I can use to convey messages inconspicuously
◆ Cunning Action (Rogue 2, PHB 96)
I can use a bonus action to take the Dash, Disengage, or Hide action
◆ Fast Hands (Thief 3, PHB 97)
As a bonus action, I can do one of the following:
- Make a Dexterity (Sleight of Hand) check
- Use my thieves' tools to disarm a trap or open a lock
- Take the Use an Object action
◆ Second-Story Work (Thief 3, PHB 97)
I climb at my normal speed; I add my Dex modifier to the distance of a running jump
Background feature: criminal contact
I have a reliable and trustworthy contact who acts as my liaison to a network of other criminals. I know how to get messages to and from my contact, even over great distances; specifically, I know the local messengers, corrupt caravan masters, and seedy sailors who can deliver my messages.
Features & Traits
The major events and journals in Sorshal's history, from the beginning to today.
The list of amazing people following the adventures of Sorshal.