Sage Solo

Adventure Date: tbd
Last Updated: May 13, 2026

Campaign: 	Solo Adventures! - Chapter 03a
class:		Rogue (Arcane Trickster)	species:	wood elf		
level:		3				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 =	24			HD: 
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STR:	 8	-1	HP: 	24	Healing HD:	1d8 (x3)	 inspiration = 
DEX:	17	+3	AC:	15 				
CON:	10	+0	= 12    + 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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sneak attack = +2d6 if have advantage or ally while using a finesse or ranged weapon

Attack			Attack	Damage		Type		Range	Notes
------------		------	------		----		-----	-----
shortsword x2		+5	1d6+3		piercing	- 	finesse, light

dagger	x2		+5	1d4+3		piercing	20/60	finesse, light, thrown

shortbow		+5	1d6+3		piercing	80/320	ammunition, two-handed
- arrows =20 19


Spellcasting		Attack	Damage		Type		Range	Notes
------------		------	------		----		-----	-----
sleep			no save	5d8 hp		enchantment	90 ft	action, 20 ft radius		


====================================================================================
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, musical instrument (lyre)
Feature: By Popular Demand - routines: dancer, juggler, tumbler


CLASS: ROGUE - ARCANE TRICKSTER
Skills: Insight, Persuasion, Sleight of Hand, Stealth
Expertise: Perception, thieves'tools
Sneak Attack: +2d6
- 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.
Arcane Trickster:
- Spellcasting - see below
- Mage Hand Legerdmain
	- make the spectral hand invisible
	- can use Cunning Action (bonus action) to control the hand
	- DEX (Sleight of Hand) check vs the creature's WIS (Perception) check to notice
	- can stow or retrieve one object using the hand in a container worn or carried by another creature.
	- can use thieves' tools to pick locks and disarm traps at range


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SPELLS  spell casting ability	= INT
	spell save DC		= 8 + INT + Prof = 8 + 1 + 2 	= 11
	spell attack bonus	= INT + Prof =  1 + 2		= +3
	spells known 						= 3

0: cantrips = 3 
- dancing lights, mage hand, minor illusion

1: slots = 2	remaining = 
- disguise self, find familiar, sleep

2: slots = 0	remaining = 0
3: slots = 0  	remaining = 0
4: slots = 0  	remaining = 0  


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GEAR	Total WT= 39 + 53.5 = 92.5 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)
13	studded leather armor (45 gp)
0	Goggles of Night (uncommon)
	- darkvision 60 ft, or add 60 ft to existing darkvision = 120 ft
	- stolen from Old Bradigan the rogue

4	shortsword (10 gp) x2
2	dagger (2 gp) x2
2	shortbow (25 gp)
1	quiver (1 gp)
1	arrows = 20 (1 gp) = 19

1	pouch (0.5 gp)
5	- coins 

1	pouch (0.5 gp)
2	- trinket: A tiny chest carved to look like it has numerous feet on the bottom
		- once/day, bonus action, 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.
	- spell component: find familiar (10 gp) x3

1	thieves' tools (25 gp)
2	bag of 1,000 ball bearings (1 gp)
	- action, spill to cover a level, 10 ft square area  
	- creature must move at half speed
	- if move more, DC 10 DEX save or fall prone

1	pouch (0.5 gp)
0	- Potion of Healing (50 gp) x1 x4
0 	- vial of antitoxin (50 gp) x1 x2

0	Ring of Animal Influence (rare)
	- This ring has 3 charges, and it regains ld3 expended charges daily at dawn. 
	- While wearing the ring, you can use an action to expend 1 of its charges to cast one of
	  the following spells:
		- Animal friendship (save DC 13)
		- Fear (save DC 13), targeting only beasts that have an Intelligence of 3 or lower
		- Speak with animals


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)
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)
1	- holy symbol: Amulet of Amaunator (5 gp)
		- the Sun god, the god of law and justice
2	- holy symbol: Amulet of unknown cult (5 gp) x2
		- a simple iron chain ending in an embossed steel disc that depicts a red gauntlet
		  (DM NOTE: Followers of the Blood Night and Cult of Kiaransalee, the Dark Goddess, 
			    Enemy of Lolth and Orcus, The Vengeful Banshee!)
3	- Red Book
		- details history and topography of Weathercote Wood, the Red Tree and the Deathknight
1	- scroll case (1 gp)
0		- Spell Scroll (1st): Protection from Evil and Good
1	- scroll case (1 gp)
0		- map of sewers under Loudwater to a hidden crypt - stolen from Old Bradigan the rogue
		- map of death knights crypt, temple, blades and altar - stolen from Old Bradigan the rogue
	strapped to backpack
5	- 50 ft silk rope (10 gp)



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TREASURE		store credit = 0 gp
pp = 200 	
gp = 14			1 blue spinel gem (500 gp)
sp = 	 		3 pieces of jade (100 gp each) - spell component: magic mouth, programmed illusion
cp = 	 		2 pearls (100 gp each) - spell compenent: identify
	 		semi-precious jewellery and some small art pieces (200 gp total)	
			empty purplish vial, very ornate, with a stopper in the shape of a dragon's head	 			
			- stolen from Old Bradigan the rogue


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In Storage:
pp = 		
gp = 	
sp = 		
cp = 		



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SPECIAL NOTES: