Adelina -- Rogue -- Fairy


Name: Adelina
Race/Ancestry/Heritage: Fairy
Class & Level: Rogue 1
Background: Charlatan
Alignment: Neutral Good
Experience: 0 xp


ABILITY SCORES & ABILITIES
(* includes +2 proficiency bonus; ** includes expertise, if any)

Strength 6
-2 ... Strength Ability Checks
-2 ... Strength Saving Throws
+0 ... Athletics Skill *
90 lbs. ... Maximum Carrying Capacity
180 lbs. ... Max. Push or Drag (Speed -5 ft.)
180 lbs. ... Maximum Lift

Dexterity 16
+3 ... Dexterity Ability Checks
+5 ... Dexterity Saving Throws *
+3 ... Acrobatics Skill
+7 ... Sleight of Hand Skill **
+7 ... Stealth Skill **


Constitution 16
+3 ... Constitution Ability Checks
+3 ... Constitution Saving Throws

Intelligence 18
+4 ... Intelligence Ability Checks
+6 ... Intelligence Saving Throws *
+4 ... Arcana Skill
+4 ... History Skill
+4 ... Investigation Skill
+4 ... Nature Skill
+4 ... Religion Skill

Wisdom 17
+3 ... Wisdom Ability Checks
+3 ... Wisdom Saving Throws
+3 ... Animal Handling Skill
+3 ... Insight Skill
+3 ... Medicine Skill
+5 ... Perception Skill *
+3 ... Survival Skill

Charisma 15
+2 ... Charisma Ability Checks
+2 ... Charisma Saving Throws
+4 ... Deception Skill *
+2 ... Intimidation Skill
+4 ... Performance Skill *
+2 ... Persuasion Skill

COMBAT [PHB p. 189]

15 ... Passive Perception
+3 ... Initiative Modifier

Armor Class 14 ... Armor worn: leather armor

30 ft. Speed ... Base distance per move

11 hit points ... 1d8 Hit Dice


Shortbow. Ranged Weapon Attack: +5 to hit. Hit: 1d6+3 piercing damage. (Normal range to 80 ft.; disadvantage long range 81 to 320 ft. Must be used two-handed.)


Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. 1d4+3 piercing damage. (If thrown, normal range to 20 ft.; disadvantage long range 21 to 60 ft.)


Sneak Attack: Once per turn, deal +1d6 extra damage to one creature hit if attack with advantage using finesse or ranged weapon. Don't need advantage if an enemy of the target is within 5 feet of it, enemy isn't incapacitated, and you don't have disadvantage on attack.

Cantrip: Druidcraft (see below)


FEATURES, TRAITS, SPECIAL ABILITIES

Charlatan Background [PHB p. 128]

• Feature: False Identity.

• Traits: Raised by confience artists. Adopted, seeks birth parents.

• Ideal: Follows the thieves' code.

• Bond: Vowed to free imprisoned mentor.

• Flaw: Reckless for that one big score.


Proficiencies & Languages
• Proficiency Bonus: +2
• Armor: light armor
• Weapons: simple weapons, hand crossbow, longsword, rapier, shortsword
• Tools: disguise kit, forgery kit, thieves' tools
• Saving Throws: Dexterity, Intelligence
• Skills: Athletics, Deception, Perception, Performance, Sleight of Hand, Stealth
• Languages: Common, Thieves' Cant, Sylvan


Fairy Traits [MotM p. 14]

• Creature Type: Fey

• Age: 18 years old

• Small Size (2' 10", 21 lbs.)

• Fairy Magic (Druidcraft cantrip; Intelligence is your spell modifier)

• Flight (as walking speed, 0 if in medium or heavy armor)


Rogue Class Features [PHB p. 94]

• Expertise (prof. noted with **)

• Sneak Attack (+1d6)

• Thieves' Cant (slang speak in code)

Sneak Attack: Once per turn, deal +1d6 extra damage to one creature hit if attack with advantage using finesse or ranged weapon. Don't need advantage if an enemy of the target is within 5 feet of it, enemy isn't incapacitated, and you don't have disadvantage on attack.


EQUIPMENT & TREASURE

Carried Gear [PHB, p. 143]: leather armor (AC 11), dagger, shortbow and 20 arrows, disguise kit (cosmetics, hair dye, props, etc.), thieves' tools (lockpicks, small file and pliers, tiny mirror), belt pouch, set of fine clothes, tools of the con (various small convincing fakes). (This load is about 26 lbs.; add 1 lb. per 50 coins carried.)

Coins & Gems: 14 gold pieces (gp); 44 silver pieces (sp); 76 copper pieces (cp); 3 gems (worth 10 gp each)

CANTRIP 

Druidcraft 
cantrip transmutation
Casting Time: 1 action
Range: 30 feet
Target: See text
Components: V S
Duration: Instantaneous
Classes: Druid
Whispering to the spirits of nature, you create one of the following effects within range:
You create a tiny, harmless sensory effect that predicts what the weather will be at your location for the next 24 hours. The effect might manifest as a golden orb for clear skies, a cloud for rain, falling snowflakes for snow, and so on. This effect persists for 1 round.
You instantly make a flower blossom, a seed pod open, or a leaf bud bloom.
You create an instantaneous, harmless sensory effect, such as falling leaves, a puff of wind, the sound of a small animal, or the faint odor of skunk. The effect must fit in a 5-foot cube.
You instantly light or snuff out a candle, a torch, or a small campfire


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