Skill |
Ability |
Score
|
Acrobatics |
DEX |
+7 (expertise)
|
Animal Handling |
WIS |
0
|
Arcana |
INT |
+5
|
Athletics |
STR |
+1
|
Deception |
CHA |
-1
|
History |
INT |
+3
|
Insight |
WIS |
0
|
Intimidation |
CHA |
-1
|
Investigation |
INT |
+5
|
Medicine |
WIS |
0
|
Nature |
INT |
+3
|
Perception |
WIS |
+4 (expertise)
|
Performance |
CHA |
-1
|
Persuasion |
CHA |
-1
|
Religion |
INT |
+3
|
Sleight of Hand |
DEX |
+3
|
Stealth |
DEX |
+5
|
Survival |
WIS |
0
|
Thieves Tools |
DEX |
+5
|
|
Languages
- Ubrekti
- Elvish
- Hakani
- Thieves cant
Class and Background Abilities
- Light armor proficiency
- Simple weapons, hand crossbows, longswords, rapiers, shortswords, shortbow, and longbow
- Bladesong: starting at 2nd level, you can invoke a secret elven magic called the Bladesong, provided that you aren't wearing medium or heavy armor or using a shield. It graces you with supernatural speed, agility, and focus. You can use a bonus action to start the Bladesong, which lasts for 1 minute. It ends early if you don medium or heavy armor or a shield, or if you use two hands to make an attack with a single weapon. You can also dismiss the Bladesong at any time you choose (no action required). While your Bladesong is active, you gain the following benefits:
- You gain a bonus to your AC equal to your Intelligence modifier (minimum of +1).
- Your walking speed increases by 10 feet.
- You have advantage on Dexterity (Acrobatics) checks.
- You gain a bonus to any Constitution saving throw you make to maintain your concentration on a spell. The bonus equals your Intelligence modifier (minimum of +1).
- Sneak Attack: 1d6
- Cunning Action: Starting at your second level, you can use your Bonus Action to take the Dash, Disengage, or Hide action
Race Abilities
- Elf weapons
- Death Saves
- Darkvision: 60 feet
- Keen Senses: Proficiency in the Perception skill.
- Fey Ancestry: Advantage on saves vs magical charms and you can't be put to sleep with magic.
- Trance: Can meditate for 4 hours a day instead of sleeping for 8 hours.
|