| WEIGHT ALLOWANCE |
| Light |
120 |
Medium |
120 |
Heavy |
120 |
| MONEY |
Coin (Gold): 15
Unspent Funds = 0.0 |
Rapier
|
HAND |
TYPE |
SIZE |
CRITICAL |
REACH |
Carried
|
P
|
M
|
20/x0
|
5 ft.
|
| 1H-P: One handed, primary hand. 1H-O: One handed, off hand. 2H: Two handed. 2W-P-(OH): 2 weapons, primary hand (off hand weapon is heavy). 2W-P-(OL): 2 weapons, primary hand (off hand weapon is light). 2W-OH:2 weapons, off hand. |
|
| LANGUAGES |
Celestial, Common, Draconic, Elvish
|
| PROFICIENCIES |
Club, Crossbow (Hand), Crossbow (Light), Dagger, Dart, Greatclub, Handaxe, Javelin, Light Hammer, Longbow, Longsword, Mace, Quarterstaff, Rapier, Shortbow, Shortsword, Sickle, Sling, Spear, Unarmed Strike
|
| SPECIAL QUALITIES |
|
Spellcaster Spell Slots
|
[Wizards of the Coast - Player's Handbook] |
|
1st = 4, 2nd = 2, 3rd = 0, 4th = 0, 5th = 0, 6th = 0, 7th = 0, 8th = 0, 9th = 0 |
|
Ability Score Increase
|
[Wizards of the Coast - Player's Handbook, p.23] |
|
Your Dexterity score increases by 2. |
|
Ability Score Increase
|
[Wizards of the Coast - Player's Handbook, p.24] |
|
Your Wisdom score increases by 1. |
|
Darkvision
|
[Wizards of the Coast - Player's Handbook, p.23] |
|
Accustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. |
|
Elf Weapon Training
|
[Wizards of the Coast - Player's Handbook, p.24] |
|
You have proficiency with the longsword, shortsword, shortbow, and longbow. |
|
Fey Ancestry
|
[Wizards of the Coast - Player's Handbook, p.23] |
|
You have advantage on saving throws against being charmed, and magic can't put you to sleep. |
|
Fleet of Foot
|
[Wizards of the Coast - Player's Handbook, p.24] |
|
Your base walking speed increases to 35 feet. |
|
Keen Senses
|
[Wizards of the Coast - Player's Handbook, p.23] |
|
You have proficiency in the Perception skill. |
|
Languages
|
[Wizards of the Coast - Player's Handbook, p.23] |
|
You can speak, read, and write Common and Elvish. Elvish is fluid, with subtle intonations and intricate grammar. Elven literature is rich and varied, and their songs and poems are famous among other races. Many bards learn their language so they can add Elvish ballads to their repertoires. |
|
Mask of the Wild
|
[Wizards of the Coast - Player's Handbook, p.24] |
|
You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena. |
|
Trance
|
[Wizards of the Coast - Player's Handbook, p.23] |
|
Elves don't need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is "trance.") While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep. |
|
Acolyte Bond ~ 1
|
[Wizards of the Coast - Player's Handbook] |
|
I would die to recover an ancient relic of my faith that was lost long ago. |
|
Acolyte Flaw ~ 6
|
[Wizards of the Coast - Player's Handbook] |
|
Once I pick a goal, I become obsessed with it to the detriment of everything else in my life. |
|
Acolyte Ideal ~ 3
|
[Wizards of the Coast - Player's Handbook] |
|
Change. We must help bring about the changes the gods are constantly working in the world. (Chaotic) |
|
Acolyte Personality Trait ~ 4
|
[Wizards of the Coast - Player's Handbook] |
|
Nothing can shake my optimistic attitude. |
|
Acolyte Personality Trait ~ 6
|
[Wizards of the Coast - Player's Handbook] |
|
I am tolerant (or intolerant) of other faiths and respect (or condemn) the worship of other gods. |
|
Feature: Shelter of the Faithful
|
[Wizards of the Coast - Player's Handbook] |
|
As an acolyte, you command the respect of those who share your faith, and you can perform the religious ceremonies of your deity. You and your adventuring companions can expect to receive free healing and care at a temple, shrine, or other established presence of your faith, though you must provide any material components needed for spells. Those who share your religion will support you (but only you) at a modest lifestyle. You might also have ties to a specific temple dedicated to your chosen deity or pantheon, and you have a residence there. This could be the temple where you used to serve, if you remain on good terms with it, or a temple where you have found a new home. While near your temple, you can call upon the priests for assistance, provided the assistance you ask for is not hazardous and you remain in good standing with your temple. |
|
Acolyte
|
[Wizards of the Coast - Player's Handbook] |
|
Equipment: A holy symbol (a gift to you when you entered the priesthood), a prayer book or prayer wheel, 5 sticks of incense, vestments, a set of common clothes, and a belt pouch containing 15 gp Gain Insight & Religion as class skills |
|
Expertise
|
[Wizards of the Coast - Player's Handbook, p.96] |
|
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. |
|
Sneak Attack
|
[Wizards of the Coast - Player's Handbook, p.96] |
|
Beginning at 1st level, you know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal an extra 4d6 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 incapacitated, and you don't have disadvantage on the attack roll. |
|
Thieves' Cant
|
[Wizards of the Coast - Player's Handbook, p.96] |
|
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. |
|
Cunning Action
|
[Wizards of the Coast - Player's Handbook, p.96] |
|
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. |
|
Roguish Archetype
|
[Wizards of the Coast - Player's Handbook, p.96] |
|
At 3rd level, you choose an archetype that you emulate in the exercise of your rogue abilities. Your choice grants you features at 3rd level and then again at 9th, 13th, and 17th level. |
|
Arcane Trickster
|
[Wizards of the Coast - Player's Handbook, p.97] |
|
Some rogues enhance their fine-honed skills of stealth and agility with magic, learning tricks of enchantment and illusion. These rogues include pickpockets and burglars, but also pranksters, mischief-makers, and a significant number of adventurers. |
|
Mage Hand Legerdemain
|
[Wizards of the Coast - Player's Handbook, p.98] |
|
Starting at 3rd level, when you cast mage hand, you can make the spectral hand invisible, and you can perform the following additional tasks with it: * You can stow one object the hand is holding in a container worn or carried by another creature. * You can retrieve an object in a container worn or carried by another creature. * You can use thieves' tools to pick locks and disarm traps at range. You can perform one of these tasks without being noticed by a creature if you succeed on a Dexterity (Sleight of Hand) check contested by the creature's Wisdom (Perception) check. In addition, you can use the bonus action granted by your Cunning Action to control the hand. |
|
Spellcasting
|
[Wizards of the Coast - Player's Handbook, p.98] |
|
Spell save DC 12; Spell attack modifier +4 |
|
Ability Score Improvement
|
[Wizards of the Coast - Player's Handbook, p.96] |
|
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. |
|
Uncanny Dodge
|
[Wizards of the Coast - Player's Handbook, p.96] |
|
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. |
|
Evasion
|
[Wizards of the Coast - Player's Handbook, p.96] |
|
Beginning at 7th level, you can nimbly dodge out of the way of certain area effects, such as a red dragon's fiery breath or an ice storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail. |
| FEATS |
| Elven Accuracy (DEX) |
[Wizards of the Coast - Xanathar's Guide To Everything, p.74] |
| The accuracy of elves is legendary, especially that of elf archers and spellcasters. You have uncanny aim with attacks that rely on precision rather than brute force. You gain the following benefits: - Increase your Dexterity, Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20. . Whenever you have advantage on an attack roll using Dexterity, Intelligence, Wisdom, or Charisma, you can reroll one of the dice once. |
|