Character Name: Ivellios Naraithallian “Raithe” Moonstrike
Class & Level: Rogue 1
Background: Criminal
Race: Eladrin (Moon Elf)
Alignment: Chaotic Good
Experience: 0
Stats
Age: 110
Height: 6’1
Weight: 166 lbs.
Eyes: Golden
Skin: Alabaster
Hair: Black
Deity: Mask
Size: Medium
Speed: 30
Hit Die: d8
Armor Class: 16
Initiative: 4
Hit Points:
Hit Dice: d8
Equipment:
Rogue:
Rapier (finesse)
Shortbow (two-handed)
Dagger (2, finesse)
Quiver of 20 Arrows
Burglar’s Pack: Backpack, bag of 1,000 ball bearings, 10 feet of string, 1 bell, 5 candles, crowbar, hammer, 10 pitons, hooded lantern, 2 flasks of oil, 5 days rations, tinderbox, waterskin, 50 feet of hempen rope.
Leather Armor (Studded Leather)
Thieves Tools: Allows addition of proficiency bonus to any ability checks to disarm traps or open locks
Criminal: Playing Card set (allows addition of proficiency bonus to ability checks to play a game with the set)
Dark Commoner’s Clothes including a hood, pouch with 15gp
Attacks:
Rapier: +7 to attack, 1d8+4 piercing
Shortbow: +7 to attack 1d6+4 piercing
Dagger: +7 to attack, 1d4+4 piercing (can be thrown)
Gold: 15gp
Personality Traits: I would rather make a new friend than a new enemy.
Ideals: I’m loyal to my friends, not to any ideals, and everyone else can take a trip down the Styx for all I care.
Bonds: Someone I loved died because of a mistake I made.
Flaws: My taste for blood clouds my judgement.
Ability Scores:
Strength: 10 (+0)
*Dexterity: 20 (+5)
Constitution: 16 (+3)
*Intelligence: 16 (+3)
Wisdom: 11 (+0)
Charisma: 12 (+1)
*Denotes Racial Adjustment
**Denotes Class Adjustment
Saving Throws:
Strength: +0
*Dexterity: +7
Constitution: +3
*Intelligence: +5
Wisdom: +0
Charisma: +1
*Favored Saves
Proficiency Bonus: +2
Sneak Attack: +1d6
Skills:
*Elf: Perception +2
Rogue: Acrobatics +7, History +5, Investigation +5, **Sleight of Hand +9
Criminal: Deception +3, **Stealth +9
Other Skills: Animal Handling +0, Arcana +3, Athletics +0, Insight +0, Intimidation+1, Medicine +0, Nature +3, Performance +1, Persuasion +1, Religion +3, Survival +0
*Elf Proficiency
**Proficiency bonus doubled for these skills
Proficiencies:
Elf: Longsword, Shortsword, Shortbow, Longbow
Rogue: Light Armor, Simple weapons, hand crossbows, longswords, rapiers, shortswords.
Tools: Thieves’ Tools
Criminal: Thieves Tools, Gaming Set
Languages:
Elf: Common, Elven, Infernal
Features & Traits:
Age: Although elves reach physical maturity at about the same age as humans, the elven understanding of adulthood goes beyond physical growth to encompass worldly experience. An elf typically claims adulthood and an adult name around the age of 100 and can live to be 750 years old.
Alignment. Elves love freedom, variety, and self expression, so they lean strongly toward the gentler aspects of chans. They value and protect others' freedom as well as their own, and they are more often good than not. The drow are an exception; their exile into the Underdark has made them vicinus and dangerous. Drow are more often evil than oot.
Size. Elves range from under 5 to over 6 feet tall and have slender builds. Your size is Medium. Speed. Your base walking speed is 30 feet.
Darkvision. Accustomed to twilit forests and the night sky, 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 semi-conscious, 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 humans does from 8 hours of sleep.
Languages. You can speak, read, and write Common and Elvish. Elvish is fluid, with subtle intonations and intricate grammar. Elven literature is rich and varied, and their songs and poems are famous among other races. Many bards learn their language so they can add Elvish ballads to their repertoires.
Subrace. Ancient divides among the elven people resulted in three main subraces: High Elves, Wood Elves, and Dark Elves, who are commonly called Drow. Choose one of these subraces. ln some worlds, these subraces are divided still further (such as the sun elves and moon elves of the Forgotten Realms), so if you wish, you can choose a narrower subrace.
HIGH ELF
As a high elf, you have a keen mind and a mastery of at least the basics of magic. In many of the worlds of D&D, there are two kinds of high elves. One type (which includes the gray elves and valley elves of Greyhawk, the Silvanesti of Dragonlance, and the sun elves of the Forgotten Realms) is haughty and reclusive, believing themselves to be superior to non-elves and even other elves. The other type (including the high elves of Greyhawk. the Qualinesti of Dragonlance, and the moon elves of the Forgotten Realms) are more common and more friendly, and often encountered among humans and other races. The sun elves of Faerun (also called gold elves or sunrise elves) have bronze skin and hair of copper, black, or golden blood. Their eyes are golden, silver, or black. Moon elves (also called silver elves or gray elves) are much paler, with alabaster skin sometimes tinged with blue. They often have hair of silver-while, black, or blue, but various shades of blond, brown, and red are not uncommon.
Their eyes are blue or green and flecked with gold.
Ability Score Increase. Your intelligence score increases by 1.
Elf Weapon Training. You have proficiency with the longsword.
Cantrip: You know one cantrip of your choice from the wizard spell list. Intelligence is your spellcasting ability for it.
Extra Language: You can speak, read, and write one extra language of your choice.
Skill Proficiencies: Deception, Stealth
Tool Proficiencies: One type of gaming seI, thieves' tools
Equipment: A crowbar, a seI of dark common clothes including a hood, and a bell pouch containing 15 gp
FEATURE:
CRIMINAL CONTACT Vou have a reliable and trustworthy contact who acls as your liaison lo a network of other criminals. Vou know how lo gel messages lo and from your contact, even over great distances; specifically, you know the local messengers, corrupt caravan masters, and seedy sailors who can deliver messages for you.
Criminal Contact: Eston Ware, Human Rogue, church of Mask.
EXPERTISE At 1st level, choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves' tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies. At 6th level, you can choose two more of your proficiencies (in skills or with thieves' tools) to gain this benefit.
SNEAK ATTACK Beginning at 1st level, you know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal an extra 1d6 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. The amount of the extra damage increases as you gain levels in this class, as shown in the Sneak Attack column of the Rogue table.
THIEVES' CANT During your rogue training you learned thieves' cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows thieves' cant understands such messages. lt takes four times longer to convey such a message than it does to speak the same idea plainly. In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves' guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run.
Spellcasting Ability
Spell Save DC: 13
Spell Attack Modifier: +5
Spell Slots:
Ivellios Naraithalian Moonstrike was once a loyal, if not wholly dutiful, Moon Elf of Evereska. Called "Raithe" by his siblings, he was the oldest of triplets and often lead his siblings, Taldaein and Illura, to explore the world around them and drive their father to distraction. He considered it his duty to ruffle his father's feathers and often took the brunt of the nobleman's disappointment, but remained close to his mother, who asked only that he look out for their family.
When a noted Archmage, Fandral Dreamweaver, among their people sought students for teaching, the triplets all vowed that they'd stand together and as candidates. Dreamweaver denied Raithe as having "no mystic talent worth nurturing". The young elf was crushed. That anger soon boiled over into resentment and a distrust of wizards. Illura refused to train under Dreamweaver as well, showing solidarity with her brother.
Taldaein, notably, chose to apprentice to the powerful mage. After all, someone in the family had to succeed.
Years passed as Raithe and Illura explored both Evereska and the Dalelands, meeting humans and generally finding them more appealing than their own people. Eventually, Illura was courted by Arion Dreamweaver, Fandral's son. Illura wanted to be with Arion and sought her brother's blessing, hoping to build a bridge between their family and Arion's and someday reconciling with their Taldaein.
Raithe refused.
The ensuing argument drew Arion's attention in defense of his beloved. Angry words lead to blows and it wasn't long before Arion and Raithe were locked in mortal combat. Illura became a casualty of the fight when she defended her brother from Arion's attack. His sister's death so enraged Raithe that he emptied his quiver, firing all of his arrows into the young Dreamweaver.
Taldaein, now a full Wizard in his own right, arrived to find Raithe kneeling over their sister's body and his master's son murdered. It was Taldaein's testimony that damned his brother, though Raithe didn't make it any easier on himself by telling Fandral that his son got what he deserved.
The High Lord of Evereska exiled Raithe rather than kill him, indicating that someone had spoken on his behalf. But Raithe was now forbidden from returning in his lifetime on pain of death.
That was forty years ago.
Raithe spent a decade in the Dalelands as the Drow were coming to the surface. Little mattered to him now than the drive to satisfy himself and drown the guilt at failing his sister. When his meager talents failed to feed him, he resorted to theft and learned he had a talent for it. He'll steal from nearly anyone, especially if they've wronged him, but arcanists earn his greatest ire. The less fortunate receive a small bit of his profits, and sometimes he passes on easy pick-pocketing tasks to younger thieves, as Mask demands.
Now he wanders the Sword Coast in search of larger fortunes to steal and mystic secrets to learn. Secretly, he hopes to find a way to resurrect his sister and return her to Evereska. While he has no use for his family or his people anymore, he has come to recognize what he took from his family in his anger.