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: ==================================================================================== 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 ==================================================================================== 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. ==================================================================================== 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 ==================================================================================== 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 ============================================================================= 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. ============================================================================== 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) ============================================================================== TREASURE store credit = 0 gp pp = gp = 39 sp = cp = ============================================================================= In Storage: pp = gp = sp = cp = ============================================================================== SPECIAL NOTES: