Sage Solo

Adventure Date: tbd
Last Updated: May 13, 2026

Campaign: 	Solo Adventures! - Chapter 02
class:		Rogue				species:	wood elf		
level:		2				alignment:	chaotic good
xp:		0				deity:		
Background: 	Entertainer			Home Region: 	

size: medium	age:	20	gender:	female	height:	5'6"	
eyes: amber	hair:	green	skin:	white	weight:	130 lbs
				
Languages:	common, elvish, thieves'cant
	
			hp =	16 		HD: 
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STR:	 8	-1	HP: 	16	Healing HD:	1d8 (x2)	 inspiration = 
DEX:	17	+3	AC:	14 				
CON:	10	+0	= 11    + 0      + 3   + 0    	+ 0 
INT:	12	+1	  armor + shield + dex + magic 	+ misc
WIS:	14	+2	
CHA:	14	+2	Passive Perception: 16		Initiative:	+3
			Speed:	35 ft (+5 ft once/day)	Proficiency:	+2

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SAVES		Total	= base	+prof	+magic	+misc
STR:		-1	= -1	+0	
DEX:		+5	= +3	+2	
CON:		+0	= +0	+0	
INT:		+3	= +1	+2	
WIS:		+2	= +2	+0	
CHA:		+2	= +2	+0	

- You have advantage on saving throws against being charmed, and magic can't put you to sleep.

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Attack			Attack	Damage		Type		Range	Notes
------------		------	------		----		-----	-----
shortsword		+5	1d6+3		piercing	- 	finesse, light

dagger			+5	1d4+2		piercing	20/60	finesse, light, thrown

shortbow		+5	1d6+3		piercing	80/320	ammunition, two-handed
- arrows =20


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TOTAL	SKILLS: 		Ability	Mod	Prof	Misc	
+5	acrobatics*		DEX	+3	+2		
+2	animal handling		WIS	+2			
+1	arcana			INT	+1			
+0	athletics		STR	-1			
+2	deception		CHA	+2			
+1	history			INT	+1			
+4	insight*		WIS	+2	+2		
+2	intimidation		CHA	+2			
+1	investigation		INT	+1			
+2	medicine		WIS	+2			
+1	nature			INT	+1				
+6	perception*		WIS	+2	+2	+2 expertise			
+4	performance*		CHA	+2	+2		
+4	persuasion*		CHA	+2	+2			
+1	religion		INT	+1					
+5	sleight of hand*	DEX	+3	+2		
+5	stealth*		DEX	+3	+2			
+2	survival		WIS	+2			
+7	tool-thieves' tools*	DEX	+3	+2	+2 expertise
+4	tool-disguise kit*	CHA	+2	+2
+4	music instrument-lyre*	CHA	+2	+2


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SPECIAL ABILITIES / FEATS
Armor: 		light armor
Weapons:	simple weapons, hand crossbows, rapiers, longsword, shortsword, and longbow
Tools:		thieves' tools, disguise kit, musical instrument (lyre)

SPECIES: WOOD ELF
Darkvision:
- you have superior vision in dark and dim conditions. You can see in dim light 
  within 60 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 gray.
Keen Senses: 
- You have proficiency in the Perception skill.
Fey Ancestry: 
- You have advantage on saving throws against being charmed, and magic can't put you to sleep.
Trance: 
- Elves don't need to sleep. Instead, they meditate deeply, remaining semiconscious, 
  for 4 hours a day
Elf Weapon Training:
- You have proficiency with the longsword, shortsword, shortbow, and longbow.
Fleet of Foot: 
- base walking speed increases to 35 feet.
Mask of the Wild: 
- can attempt to hide even when you are only lightly obscured by foliage, heavy rain,
  falling snow, mist, and other natural phenomena


BACKGROUND: ENTERTAINER
Skill Proficiencies: Acrobatics, Performance
Tool Proficiencies: disguise kit, one type of musical instrument (lyre)
Feature: By Popular Demand - routines: dancer, juggler, tumbler


CLASS: ROGUE
Skills: Insight, Persuasion, Sleight of Hand, Stealth
Expertise: Perception, thieves'tools
Sneak Attack: +1d6
- Once per turn, you can deal an extra 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 5 feet of it, that enemy isn't incapacitated, and you don't have 
  disadvantage on the attack roll.
Cunning Action:
- take a bonus action on each of your turns in combat. 
- This action can be used only to take the Dash, Disengage, or Hide action.


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GEAR	Total WT= 29 + 54.5 = 83.5 lbs
	load: STR x 15 = 120 lbs	push/drag/lift: STR x 30 = 240 lbs

DM HOUSE RULE: Potions can be drunk as a bonus action
DM HOUSE RULE: characters can attune to number of magic items = 1 + prof = 1 + 2 = 3 (0)

WT	Item
---	---------------------
3	common clothes (0.5 gp)
10	leather armor (10 gp)

2	shortsword (10 gp)
1	dagger (2 gp) x2
2	shortbow (25 gp)
1	quiver (1 gp)
1	arrows = 20 (1 gp)

1	pouch (0.5 gp)
1	- coins 

1	pouch (0.5 gp)
2	- trinket: A tiny chest carved to look like it has numerous feet on the bottom
		- once/day, grants +5 ft to MV for 1 minute
		- it had been given to her by an admirer, and contains a love letter
		  folded inside it.

1	thieves' tools (25 gp)
2	bag of 1,000 ball bearings (1 gp)

1	pouch (0.5 gp)
0	- Potion of Healing (50 gp) x1
0 	- vial of antitoxin (50 gp) x1


5	backpack (2 gp)
10	- rations (days) = x5 (0.5 gp/day = 2.5 gp)
5	- waterskin (0.2 gp)
1	- tinderbox (0.5 gp)
0	- candles x5 (1 cp each = 0.5 gp)
2	- flasks of oil x2 (1 sp each = 0.2 gp)
5	- crowbar (2 gp)
3	- hammer (1 go)
2.5	- pitons x10 (5 cp each = 0.5 gp)
0	- string, 10 ft
0	- bell (1 gp)
4	- entertainer costume (5 gp)
2	- lyre (30 gp)
3	- disguise kit (25 gp)
	strapped to backpack
10	- 50 ft hempen rope (1 gp)
2	- hooded lantern (5 gp)


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TREASURE		store credit = 0 gp
pp =  	
gp = 39	
sp = 	 	
cp = 	 			


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In Storage:
pp = 		
gp = 	
sp = 		
cp = 		



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SPECIAL NOTES: