Skill |
Ability |
Score
|
Acrobatics |
DEX |
+7
|
Animal Handling |
WIS |
0
|
Arcana |
INT |
+6
|
Athletics |
STR |
+2
|
Deception |
CHA |
-1
|
History |
INT |
+3
|
Insight |
WIS |
0
|
Intimidation |
CHA |
-1
|
Investigation |
INT |
+8 (Expertise)
|
Medicine |
WIS |
0
|
Nature |
INT |
+3
|
Perception |
WIS |
+6 (expertise)
|
Performance |
CHA |
+2
|
Persuasion |
CHA |
-1
|
Religion |
INT |
+3
|
Sleight of Hand |
DEX |
+4
|
Stealth |
DEX |
+7
|
Survival |
WIS |
0
|
Thieves Tools |
DEX |
+7
|
|
Languages
- Ubrekti
- Elvish
- Hakani
- Thieves cant
Class and Background Abilities
- Light armor proficiency
- Simple weapons, hand crossbows, longswords, rapiers, shortswords, scimitars (from Bladesinger archetype), shortbow, and longbow
- Bladesong: 3 (PROF bonus) per long rest. 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, if you use two hands to make an attack with a single weapon, or if you are incapacitated. 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 3 (INT modifier)
- Your walking speed increases by 10 feet to 40 feet.
- You have advantage on Dexterity (Acrobatics) checks.
- You gain a +3 (INT mod) bonus to any Constitution saving throw you make to maintain your concentration on a spell.
- Cantrip Formulas: Whenever you finish a long rest and consult those formulas in your spellbook, you can replace one wizard cantrip you know with another cantrip from the wizard spell list.
- Sneak Attack: 2d6
- Cunning Action: Starting at your second level, you can use your Bonus Action to take the Dash, Disengage, or Hide action
- Feat: Elven Accuracy: Whenever you have advantage on an attack roll using Dexterity, Intelligence, Wisdom, or Charisma, you can reroll one of the dice once.
Race Abilities
- Elf weapons
- Elven 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.
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