lv4 High Elf Rogue: Arcane Trickster
Updated as of expedition 42
STR – 9 (-1)
DEX – 20 (1)
INT – 14 (+2)
WIS – 10 (0)
CHA – 5 (-3)
+2 proficiency bonus
-1 to CHA from tiger bite (expedition 39)
Disadvantage on investigation (expedition 39)
Acrobatics, sleight of hand, stealth (x2)
Simple weapons, hand crossbows, longswords, rapiers, shortswords, shortbows and longbows
Thieves’ tools (x2 proficiency bonus)
Languages: Common, Elvish
extra 2d6 damage if advantage
(Don’t need adv if another enemy of the target is within 5 ft of it)
Can take a bonus action: dash, disengage, or hide each turn
adv vs charm, and can’t be put to sleep via magic
Mage Hand – can be invisible can stow and retrieve objects or disarm traps at a range. vs creature is sleight of hand check vs perception check – cunning action bonus can be used to control the hand
Mending: repairs a single break or tear in an object
You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.
You instantaneously light or snuff out a candle, a torch, or a small campfire.
You instantaneously clean or soil an object no larger than 1 cubic foot.
You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour.
You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour.
You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn.
1st Level – 3 slots
Shield: +5 bonus to AC until start of next turn
Colour Spray: 6d10 hit points of creatures are blinded for 1 round
Silent Image: Create a silent image no larger than a 15 ft cube
Sleep: 5d8 asleep
6 sasquatch pelts
Studded leather armour
To be born into nobility comes with a certain predisposed set of characteristics. While there have been many nobles of many different irks, at the end of the day, a golden tongue was the trait that best allowed for a long and fruitful leadership.
The Aurae family was extremely proud of their first child, an incredible baby girl, but as she grew up, they grew weary.
The woman who was supposed to become the next leader of their people possessed no leadership qualities at all. She would follow orders without question, she would tag along with whatever her cousins wanted to do. While she possessed a great mind and was fleet of foot (even for an elf) her family completely lost trust in her ability to lead their people.
This isn’t to say Linna wasn’t extraordinary in her own way. Early in childhood, she became enthralled with the protection of their family heirlooms, which were guarded by a rather unorthodox set of technological puzzles and games.
Instead of bedtime stories, Linna would regale in the intricacies of these traps, taking in every detail mentally, almost as if it went right to a catalogue. (unfortunately, the family attempts to teach her cadence and power when communicating were not so successful)
Throughout her studies, countless drawings and diagrams of elaborate traps could be found on the edges of her notes. She began to practice sneaking up on the guards (a dangerous, yet highly effective regime) and would routinely enter conversation suddenly without anyone knowing she was present.
Alas, her father had recently been rumoured to be ill, and without confidence in Linna as the heir to the throne, she needed to be moved out of the picture. Her younger brother had the poise to take the throne.
Although she wasn’t fit to rule, her parents still loved and appreciated her, and with the growing amount of riches finding their way back from Silanya, they saw this as a chance to expand the family nobility across seas in an environment without as much stigma attached to the family name in terms of charisma.
If Linna could become self made across the seas, and her brother could rule the homeland, the family name could live on and prosper in power.