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Rogue (Thief subclass) 3 Class & Level
Criminal Background
Eladrin elf Race
Chaotic Good Alignment

Strength 12
Dexterity 17
constitution 14
intelligence 10
wisdom 12
charisma 10
Total Hit Dice 3
Hit Die 1d8+2
2 proficiency bonus
13 Passive perception
1 Strength
5 Dexterity
2 Constitution
2 Intelligence
1 Wisdom
0 Charisma
saving throws
5 Acrobatics
1 Animal Handling
0 Arcana
3 Athletics
2 Deception
0 History
3 Insight
0 Intimidation
0 Investigation
1 Medicine
0 Nature
3 Perception
0 Performance
0 Persuasion
0 Religion
5 Sleight of Hands
5 Stealth
1 Survival
Hit Points
35 / 35 feet climbing
Proficiencies in acrobatics, athletics, deception, insight, perception, sleight of hand, stealth, and thieves' tools. Speaks common, thieves' cant, elvish.
WeaponTo HitDamageType
Rapier1d20+5 to hit1d8+3 damagePiercing
Shortbow1d20+5 to hit1d6+3 damagePiercing
Dagger (1)1d20+5 to hit1d4+3 damagePiercing
Dagger (2)1d20+5 to hit1d4+3 damagePiercing

Set of thieves' tools
Gaming set
Burglar's pack:
-Bag of 1k ball bearings
-10 ft of string
-5 candles
-10 pitons
-Hooded lantern
-2 flasks of oil
-5 days' rations
-50 ft hempen rope

The first thing I do in a new place is note the locations of everything valuable ― or where such things could be hidden.
Personality Traits
I steal from the wealthy so that I can help people in need. (Good)
I will become the greatest thief that ever lived.
When I see something valuable, I can't think about anything but how to steal it.
Magic can't put me to sleep; Adv. on saves vs. charmed

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.

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