Classes/Levels |
Male High Elf Rogue 2 AC:14(15) HP 17/[17] passive perception 15 passive insight 11 Saves: S +1 D+4 Cn +2 I+3 W+1 Ch+2 Adv. vs Charm and Dark Vision |
About Myna
Name:Myna of the House of Finarfin , Race: High Elf, Class: Rogue
Combat Stats:
HP:10/10 Init: +4, Perception +5
Speed: 30ft (6 sqs), Passive Wis: +2
Inspiration: 1, Proficiency Bonus: +2
XP: 302
Abilities:
Str:13
Dex:18
Con:15
Int:16
Wis:13
Cha:15
Offense:
1.) Rapier +6, 1d8+4 (finesse)
2.) Dagger +6, 1d4+4
3.) Short Bow +6, 1d6+4
4.) Firebolt +5, 1d10
Armor: Leather (AC-11)
Shield:N/A
Dex:+4
Other:
Total: 15
* = Proficiency
Str: +1
Dex: +6*
Con: +2
Int: +5*
Wis: +1
Cha: +2
Skills:
* = Proficiency
Acrobatics (Dex) +6 *
Animal Handling (Wis) +1
Arcana (Int) +5 *
Athletics (Str) +1
Deception (Cha) +4 *
History (Int) +4 *
Insight (Wis) +1
Intimidation (Cha) +2
Investigation (Int) +5 *
Medicine (Wis) +1
Nature (Int) +3
Perception (Wis) +5 *
Performance (Cha) +2
Persuasion (Cha) +2
Religion (Int) +3
Sleight of Hand (Dex) +4 *
Stealth (Dex) +6 *
Survival (Wis) +1
Languages:
Elven, Common, Goblin, Dwarven, Sylvan
Gear: Rapier, dagger, Leather Armor, Shortbow with 20 arrows, Dungeoneer's pack (backpack, crowbar, hammer, 10 pitons, 10 torches, a tinder box, 10 days of rations, a waterskin, 50' hemp rope), 34gp
Carrying Capacity: 72.5/185
Personality Traits:
Ideals:
Bonds:
Flaws:
Class Features and Racial Traits:
RACE: High Elf
• +2 Dexterity, +1 Intelligence
• Size: Medium
• Speed: 30ft
• Darkvision 60ft
• Keen Senses: proficiency in the Perception skill
• Fey Ancestry: advantage on saving throws against being charmed, magic cannot put you to sleep
• Trance: do not sleep but meditate deeply, remaining semiconscious, for 4 hours a day
• Elf Weapon Training: proficiency with longsword, shortsword, shortbow and longbow
• Cantrip: choose one wizard cantrip
• Languages: Common, Elvish, one additional language
BACKGROUND: Sage
• Feature: Researcher
When you attempt to learn or recall a piece of lore, if you do not know that information, you often know
where and from whom you can obtain it.
• Specialty: Wizard's apprentice
• Skills: Arcana, History
• Tools: none
• Languages: Two of your choice
CLASS: Rogue
• Armor: Light armor
• Weapons: Simple weapons, hand crossbows, long swords, rapiers, short swords
• Tools: Thieves' tools
• Saves: Dexterity, Intelligence
• Skills: Choose 4 from Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception,
Performance, Persuasion, Sleight of Hand, and Stealth
• Expertise (Thieves' tools, Perception), Thieves' Cant
• Sneak Attack
Once per turn, deal an extra 1d6 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 5ft of it, that enemy isn’t incapacitated, and you don’t
have disadvantage on the attack roll
• Cunning Action
You can take a bonus action on each of your turns in combat to Dash, Disengage, or Hide only
Spells:
Spellcasting Ability: INT
Special:
Cantrips:
Firebolt