Maximum Hit Points: 8
Base Speed: 30 feet
Armor Class: 13 = 10 + 1 [leather] + 2 [dexterity]
Proficiency bonus: +2
Initiative modifier: + 2 = + 2 [dexterity]
Attack (handheld / thrown): + 3 = +1 [strength] + 2 [proficiency]
Attack (missile / finesse): + 4 = + 2 [dexterity] + 2 [proficiency]
Strength save: + 1 = + 1 [strength]
Dexterity save: + 2 = + 2 [dexterity] + 2 [proficiency]
Constitution save: + 0 = + 0 [constitution]
Intelligence save: + 5 = + 3 [intelligence] + 2 [proficiency]
Wisdom save: + 2 = + 2 [wisdom]
Charisma save: - 1 = -1 [charisma]
Insight (passive): 14 (19 with advantage)
Investigation (passive): 13 (18 with advantage)
Perception (passive): 14 (19 with advantage)
Acrobatics (Dex) 2 = +2
Animal Handling (Wis) 2 = +2
Arcana (Int) 7 = +3 +2 +2
Athletics (Str) 3 = +1 +2
Deception (Cha) -1 = -1
History (Int) 5 = +3 + 2
Insight (Wis) 4 = +2 +2
Intimidation (Cha) -1 = -1
Investigation (Int) 3 = +3
Medicine (Wis) 2 = +2
Nature (Int) 3 = +2
Perception (Wis) 4 = +2 + 2
Performance (Cha) -1 = -1
Persuasion (Cha) -1 = -1
Religion (Int) 3 = +3
Sleight of Hand (Dex) 2 = +2
Stealth (Dex) 6 = +2 +2 +2
Survival (Wis) 4 = +2 + 2
Longbow +4 1d8+2 Piercing
Dagger +4 1d4+2 Piercing
Dagger, thrown (20/60) +4 1d4+2 Piercing
Shortsword +4 1d6+2 Piercing
Treats Everyone Equally
Weapons: Simple, Martial
Traits and Special Abilities:
Race (hybrid Drow/High)
Class (custom hybrid Rogue with a splash of Ranger)
Longbow, Quiver of 20 Arrows
Other Equipment (in or attached to container such as backpack or belt pouch)
Coinage and Other Valuables
In accordance with family tradition, Sen started her study of Wizardry and the arcane arts before age 3. By age 10, she was still incapable of casting so much as a single cantrip - not even a miscast. As punishment for what was perceived as inattentiveness and lack of effort, her martial training - which all nobles were expected to receive starting at age 10 - was delayed. At 15, having proven that she did in fact know how to cast multiple spells correctly (despite the fact that no effect ever materialized), she was permitted basic martial training. Much to her family's dismay, Sen proved to be exceptionally good with projectiles. Her martial training was promptly terminated, and she resumed full-time study of the arcane.
At 25, still unable to successfully cast a spell, Sen was shipped off to the University - again in accordance with family tradition. There, no longer closely supervised by her family, she was able to expand her studies into such subjects as general history and genealogy in an attempt to discover the reason for her inability to cast spells. A decade of research later, still unable to successfully create any magical effect (intentional or otherwise), she was disowned by the family matriarch, cutting her off from the family's resources. Unable to pay her tuition, she left the University and attempted to continue her studies on her own.
Somewhere along the way, Sen was caught up in a military recruitment sweep in a human territory.There, her natural stealth and abilities with ranged weapons were discovered, and she was trained as a sniper and a scout. She continued to attempt her spellcasting, at first openly and later, after a period of ostracism cause by both her "obssession" with the arcane and by her race, in secret. Between her determination to become a spellcaster and the isolated nature of her role as sniper and scout, she made few friends over the course of her 30 or so years of military service. The few friends she did have became the only things she could truly rely on.
Eventually, Sen was forcibly retired from the military - at first, her recorded length of service versus her age at enlistment was credited to a clerical error until, after nearly 50 years, someone finally realized the truth and had her discharged with honors. At a loss what to do, she returned to her studies full time. Sometime before her hundredth birthday, she performed her first successful magical effect. Constant practice for the next couple of decades resulted in the ability to cast a single, simple spell at will.
Sen still seeks an answer to her struggles with spellcasting. Despite being incapable of getting any magical result at all for almost all spells, she still knows the forms and formulas perfectly. A lifetime of academia has given her a large body of mostly-useless knowledge, but she still keeps her military skills sharp.
scout/sniper/sharpshooter composite longbow
Birthplace or Home
Feature and Trait Descriptions:
Level Gained Trait Name (Source) Description
0 Darkvision (Drow) You have superior vision in dark and dim conditions. You can see in dim light within 120 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 grey.
0 Fey Ancestry (Elf) You have advantage on saving throws against being charmed, and magic can't put you to sleep.
0 Trance (Elf) 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.
0 Military Rank (Soldier) You have a military rank from your career as a soldier. Soldiers loyal to your former military organization still recognize your authority and influence, and they defer to you if they are of a lower rank. You can invoke your rank to exert influence over other soldiers and requisition simple equipment or horses for temporary use. You can also usually gain access to friendly military encampments and fortresses where your rank is recognized.
1 Expertise (Rogue) At first level, and again at 6th, choose 2 skill proficiencies (or thieves' tools). Your proficiency bonus is doubled for any ability check you make that uses one of your chosen proficiencies.
1 Sneak Attack (Rogue) You know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal an extra Xd6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or 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.
3 Assassinate (Rogue: Assassin) Starting at 3rd level, you are at your deadliest when you get the drop on your enemies. You have advantage on attack rolls against any creature that hasn't taken a turn in the combat yet. In addition, any hit you score against a creature that is surprised is a critical hit.
5 Uncanny Dodge (Rogue) 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.
7 Evasion (Rogue) 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.
8 Land's Stride (Ranger) Starting at 8th level, moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard. In addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such as those created by the entangle spell.
9 Supreme Sneak (Rogue: Thief) Starting at 9th level, you have advantage on a Dexterity (Stealth) check if you move no more than half your speed on the same turn.
11 Reliable Talent (Rogue) By 11th level, you have refined your chosen skills until they approach perfection. Whenever you make an ability check that lets you add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10.
11 Volley (Ranger: Hunter) You can use your action to make a ranged attack against any number of creatures within 10 feet of a point you can see within your weapon's range. You must have ammunition for each target, as normal, and you make a separate attack roll for each target.
14 Vanish (Ranger) Starting at 14th level, you can use the Hide action as a bonus action on your turn. Also, you can't be tracked by nonmagical means, unless you choose to leave a trail.
15 Slippery Mind (Rogue) By 15th level, you have acquired greater mental strength. You gain proficiency in Wisdom saving throws.
17 Thief's Reflexes (Rogue: Thief) When you reach 17th level, you have become adept at laying ambushes and quickly escaping danger. You can take two turns during the first round of any combat. You take your first turn at your normal initiative and your second turn at your initiative minus 10. You can't use this feature when you are surprised.
18 Elusive (Rogue) Beginning at 18th level, you are so evasive that attackers rarely gain the upper hand against you. No attack roll has advantage against you while you aren't incapacitated.
18 Feral Senses (Ranger) At 18th level, you gain preternatural senses that help you fight creatures you can't see. When you attack a creature you can't see, your inability to see it doesn't impose disadvantage on your attack rolls against it. You are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn't hidden from you and you aren't blinded or deafened.