Speed 35 ft.
+1 Silver-Bladed Rapier +8 (1d8+5)
Dagger +7 (1d4+4)
Longbow +7 (1d8+4+2) (20 Arrows)
(6 +1 Arrows)(150'/600')
Sneak Attack +3d6
Str 10, Dex 19, Con 14, Int 13, Wis 13, Cha 8
Proficiency Bonus: +3
Elf Weapon TrainingProficient with Longsword, Shortsword, Shortbow, or Longbow
Saving Throws Advantage vs. Charm, Dexterity, Intelligence
Tools Thieve's Tools (+10), Poison Kit
SkillsAcrobatics +10, Deception +2, Insight +4, Investigation +4, Perception +7, Sleight of Hand +7, Stealth +10
Languages: Common, Elvish, Thieve's Cant
Gear:Burglar's Pack: Backpack, Bag of 1000 Ball Bearings, 10' String, Bell, 5 Candles, Crowbar, hammer, 10 Pitons, Hooded Lantern, 2 Flasks of Oil, 5 Days rations, Tinderbox, Waterskin, 50' Rope, Thieve's Tools: Small File, Set of Lockpicks, Small Mirror, Narrow-Bladed Scissors, Pliers, Gaming Set: Cards, Crowbar, Dark Common Clothes w/Hood, Belt Pouch, 3 Potions of Healing (2d4+2), 1 Potion of Greater Healing (4d4+4), Poisoner's Kit, 1 dose of Drow Poison, Ring of Jumping (Jump spell as bonus action to triple jumping distance for 10 rounds), Bracers of Archery (Prof. with LB and +2 Damage)
CLASS FEATURES/RACIAL TRAITS
Darkvision 60' dim light at bright light and darkness as dim light.
Keen Senses Proficiency in Perception.
Ability Increase +2 Dexterity as an Elf, and +1 Wisdom as a Wood Elf.
Fey Ancestry Advantage on saving throws against being charmed, and magic cannot put you to sleep.
Trance No sleep required. Four hour meditative trance is all that is required, and it equals a full 8 hours sleep.
Mask of the Wild You can attempt to hide when lightly obscured by natural phenomena like foliage, heavy rain, falling snow, and mist.
Fleet of Foot Base Speed equals 35'.
Expertise: (Thieve's Tools, Stealth, Acrobatics, and Perception) 2 times Proficiency at 1st Level for 2 Skills or 1 Skill and Thieve's Tools. Increases to an additional 2 Skills at 6th Level.
Sneak Attack: +3d6 Damage with Advantage when using Finesse or Ranged weapon or target within 5' of ally.
Thieve's Cant: Can communicate with others via sign language.
Cunning Action You can take a bonus action on each of your turns in combat to Dash, Disengage or Hide.
Roguish Archetype - Assassin Proficiency with the disguise or poison kit.
Assassinate You have advantage against any opponent that has not taken a turn in combat yet. In addition, any hit that you score against a creature that is surprised is a critical hit.
Feat - Deepwood Sniper You have stalked dangerous prey through the depths of the Dim Forest; neither distance nor mortal danger disrupts your aim. Being within 5 feet of a hostile creature does not impose disadvantage on your ranged attack rolls. Attacks at long range does not impose disadvantage on your ranged attack rolls. Your ranged weapon attacks ignore half cover and three-quarters cover.
Uncanny Dodge 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.
House Rule: The rogue’s Sneak Attack ability can be used with any light weapon, as well as those with the finesse or ranged descriptors.
House rule: Remove the ability in the Great Weapon Master feat to take a -5 penalty to hit with melee attacks to gain a +10 bonus to damage. The feat instead grants a +1 increase to Strength. Remove the ability in the Sharpshooter feat to take a -5 penalty to hit on ranged attacks to gain a +10 bonus to damage. The feat instead grants a +1 increase to Dexterity.
House Rule: Minor refluffing of weapons is fine. If you want a saber that does slashing damage but is otherwise identical to a rapier, that’s almost certainly fine. Just ask.
House Rule: You can use your Strength modifier for attack and damage rolls instead of Dexterity when attacking with a properly reinforced longbow.
House Rule: Power Attack action option -- When making a melee or ranged attack action on your turn, you may make a power or precision strike that sacrifices accuracy for increased damage. You take a penalty equal to your proficiency bonus on your attack roll but gain a bonus to damage equal to twice your proficiency bonus. You cannot make a power attack with a spell or with an attack taken as a reaction or bonus action.
House Rule: We will be using the Disarm, Overrun, Shove Aside and Tumble action options from the DMG.
BACKGROUND - CRIMINAL ASSASSIN
Contact: I have a reliable, trustworthy Crime Boss, Narnel Rothliss, who acts as a liaison to a network of other criminals. You know how to get messages to your contact even over great distances; specifically, you know the local messengers, corrupt caravan masters, and seedy sailors who can deliver messages for you.
Personality Trait: I am incredibly slow to trust. Those who seem the fairest often have the most to hide.
Ideal: Regarding people, I am loyal to my friends, not to any ideals, and everyone else can take a trip down the Styx for all I care.
Bond: My ill-gotten gains go to support my half-sister.
Flaw: An innocent person is in prison for a crime I committed, and I am ok with that.
Rolen was born and raised among the Elves of the Dim Forest. He never quite fit in with the regimented societal structure, and although he started out his life as a ranger of those woods, he was separated from the society when his family fell upon dire straits. His father was murdered due to an unpaid debt, and his mother was raped and left for dead by the collectors. His half-elven sister, Allana, still lives in Orlane as an apprentice seamstress to a halfling tailor of some fame.
Rolen was taken in by an elven, Talons "Crime Boss", Narnel Rothliss, operating throughout the area. For the last 20 years he has been hired out as a thief and assassin with great success. People are beginning to speak his name, but only in a whisper, in the shadows.
The Talons: Hochoch’s thieves’ guild has its roots in the bandit gangs that once preyed on river traders in the area, but its current operations bear little resemblance to that violent past. The guild’s leader, the half-elf Onshae, consolidated power after her father, the former guildmaster, was killed during the battle to reclaim Hochoch in 586. Known as the Snow Owl, Onshae has steered the guild away from outright thievery that might bring it into conflict with local military forces. Instead, the guild has engaged in a number of “reclamation” efforts, raiding the occupying forces in Geoff for supplies that can be sold on the black market or recovering valuables lost in the war and ransoming them back to their former owners. Although lucrative, the new approach has been met with grumbling from some within the guild who see more traditional targets ripe for the picking in Hochoch.