Fast Character
 Finarfin of House Yesak
CLASS & LEVEL
Rogue 8 (Assassin)
EXPERIENCE POINTS
36,380
PLAYER NAME
RACE
Drow
BACKGROUND
Spy
CAMPAIGN or PLAYER ID
SAVING THROWS
SKILLS
PASSIVE WISDOM
(PERCEPTION)
PROFICIENCIES & LANGUAGES
STR
+0
10
DEX
+5
20
CON
+2
14
INT
+1
12
WIS
-1
8
CHA
+2
15
+3
PROFICIENCY
BONUS
+0 Strength Saves 
+8 Dexterity Saves *
+2 Constitution Saves 
+4 Intelligence Saves *
-1 Wisdom Saves 
+2 Charisma Saves 
* Prof. bonus added
+5  Acrobatics (Dex)
-1  Animal Handling (Wis)
+1  Arcana (Int)
+3  Athletics (Str) *
+5  Deception (Cha) *
+1  History (Int)
+2  Insight (Wis) *
+2  Intimidation (Cha)
+1  Investigation (Int)
-1  Medicine (Wis)
+1  Nature (Int)
+2  Perception (Wis) *
+2  Performance (Cha)
+5  Persuasion (Cha) *
+1  Religion (Int)
+11  Sleight of Hand (Dex) **
+11  Stealth (Dex) **
-1  Survival (Wis)

* Prof. bonus added
12

Armor: light armor

Weapons: simple weapons, hand crossbow, longsword, rapier, shortsword

Tools: disguise kit, thieves tools, disguise kit, poisoners kit

Saving Throws: Dexterity, Intelligence

Skills: Athletics, Deception, Insight, Perception, Persuasion, Sleight of Hand, Stealth

Languages: Common, Thieves' Cant, Elvish

ARMOR
CLASS
(AC)
16
Armor Worn: Leather armor
INITIATIVE
+5
SPEED
30 ft.
HIT POINTS
59
HIT DICE
8d8
DEATH SAVES:   Success  O O O   Fail  O O O
WEAPON & UNARMED ATTACKS

Basic Attack. One target per Attack action.

Rapier. Melee Weapon Attack: +8 to hit, reach 5 ft. Hit: 1d8+5 piercing damage.

Shortbow. Ranged Weapon Attack: +8 to hit. Hit: 1d6+5 piercing damage. (Normal range to 80 ft.; disadvantage long range 81 to 320 ft. Must be used two-handed.)

Dagger. Melee or Ranged Weapon Attack: +8 to hit, reach 5 ft. 1d4+5 piercing damage. (If thrown, normal range to 20 ft.; disadvantage long range 21 to 60 ft.)

MAGIC & SPECIAL ATTACKS
Sneak Attack: Once per turn, you can deal an extra damage to one creature 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.
EQUIPMENT & TREASURE
Carried Gear: leather armor (AC 11), rapier, two (2) daggers, shortbow and 20 arrows, disguise kit (cosmetics, hair dye, props, etc.), poisoner's kit (vials, chemicals, venoms), belt pouch, crowbar, set of dark common clothes including a hood

Lifting and Carrying: 150 lbs. max. carrying capacity; 300 lbs. pushing or dragging (speed -5 ft.); 300 lbs. max. lift.

Coins & Gems: 762 gold pieces (gp); 79 silver pieces (sp); 13 copper pieces (cp); 4 gems (worth 50 gp each)
FEATURES, TRAITS & MORE

Alignment: Chaotic Evil. I violently follow my greed, hatred, or bloodlust, promoting my own freedom and control over others.


Dark Elf Traits [PHB p. 23]

• Age: 196-years-old

• Medium Size (5' 1", 155 lbs.)

• Superior Darkvision (120 feet)

• Sunlight Sensitivity (disadvantage)

• Drow Weapon Training (var. weapons)

• Drow Magic (Charisma-based; Dancing Lights cantrip, Faerie Fire and Darkness spells each once per day)

• Fey Ancestry (vs. charm, no sleep)

• Keen Senses (Perception)

• Trance (4 hrs. as 8 hrs. sleep)


Class Features [PHB p. 94]

• Expertise (prof. noted with **)

• Sneak Attack (+4d6)

• Thieves' Cant (slang speak in code)

• Cunning Action (Dash, Disengage or Hide)

• Assassinate (adv. vs. no turn yet and any hit auto-critical)

• Uncanny Dodge (reax. for half damage)

• Evasion (area effect half or no damage)


Background Features [PHB p. 129]

• Criminal Contact