Table of Contents

Hawthorne "Thorne" Nightblade

5' 7“, black hair, blue eyes, slender.

Primary Class: Rogue 5th level

Secondary Class: Fighter 2nd level

HP 41 AC 15 (Dex)

Str 12 Dex 20 Con 13 Int 16 Wis 14 Cha 18

Proficiency: +3

Skill Proficiencies

Tool Proficiencies

Spell Slots

Prepared Spells

Elf Racial Characteristics

Your elf character has a variety of natural abilities, the result of thousands of years of elven refinement.

High Elf Traits

Character Background: Sailor

You sailed on a seagoing vessel for years. In that time, you faced down mighty storms, monsters of the deep, and those who wanted to sink your craft to the bottomless depths. Your first love is the distant line of the horizon, but the time has come to try your hand at something new.

Rogue Class Features

As a rogue you gain the following class features.

Hit Points

Proficiencies

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. It is currently 3d6 damage.

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. It 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.

Cunning Action

Starting at 2nd level, your quick thinking and agility allow you to move and act quickly. You can 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.

Uncanny Dodge

Starting at 5th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you.

Roguish Archetype: Arcane Trickster

At 3rd level, you choose an archetype that you emulate in the exercise of your rogue abilities. Your archetype choice grants you features at 3rd level and then again at 9th, 13th, and 17th level.

Spellcasting

When you reach 3rd level, you augment your martial prowess with the ability to cast spells.

Cantrips

You learn three cantrips: Mage Hand and two other cantrips of your choice from the wizard spell list. You learn another wizard cantrip of your choice at 10th level.

Spell Slots

The Arcane Trickster Spellcasting table shows how many spell slots you have to cast your wizard spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

For example, if you know the 1st-level spell Charm Person and have a 1st-level and a 2nd-level spell slot available, you can cast Charm Person using either slot.

Spells Known of 1st Level and Higher

You know three 1st-level wizard spells of your choice, two of which you must choose from the enchantment and illusion spells on the wizard spell list.

The Spells Known column of the Arcane Trickster Spellcasting table shows when you learn more wizard spells of 1st level or higher. Each of these spells must be an enchantment or illusion spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.

The spells you learn at 8th, 14th, and 20th level can come from any school of magic.

Whenever you gain a level in this class, you can replace one of the wizard spells you know with another spell of your choice from the wizard spell list. The new spell must be of a level for which you have spell slots, and it must be an enchantment or illusion spell, unless you're replacing the spell you gained at 3rd, 8th, 14th, or 20th level from any school of magic.

Spellcasting Ability

Intelligence is your spellcasting ability for your wizard spells, since you learn your spells through dedicated study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Intelligence modifier

Spell attack modifier = your proficiency bonus + your Intelligence modifier

Mage Hand Legerdemain

Starting at 3rd level, when you cast Mage Hand, you can make the spectral hand invisible, and you can perform the following additional tasks with it:

Magical Ambush

Starting at 9th level, if you are hidden from a creature when you cast a spell on it, the creature has disadvantage on any saving throw it makes against the spell this turn.

Versatile Trickster

At 13th level, you gain the ability to distract targets with your Mage Hand. As a bonus action on your turn, you can designate a creature within 5 feet of the spectral hand created by the spell. Doing so gives you advantage on attack rolls against that creature until the end of the turn.

Spell Thief

At 17th level, you gain the ability to magically steal the knowledge of how to cast a spell from another spellcaster.

Immediately after a creature casts a spell that targets you or includes you in its area of effect, you can use your reaction to force the creature to make a saving throw with its spellcasting ability modifier. The DC equals your spell save DC. On a failed save, you negate the spell's effect against you, and you steal the knowledge of the spell if it is at least 1st level and of a level you can cast (it doesn't need to be a wizard spell). For the next 8 hours, you know the spell and can cast it using your spell slots. The creature can't cast that spell until the 8 hours have passed.

Once you use this feature, you can't use it again until you finish a long rest.

Fighter Class Features

As a fighter, you gain the following class features.

Hit Points

Proficiencies

Fighting Style

You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.

Two-Weapon Fighting. When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Second Wind

You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level.

Once you use this feature, you must finish a short or long rest before you can use it again.

Action Surge

Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action.

Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.

College Stats

Dorm: Witherspoon Hall

Gained Abilities

Current Classes

Extracurriculars

Friendships, Beloveds, and Rivalries

Possessions

Money

Standard Items

Natural Magic

Unlike your regular spells, spells from cantrips are known from memory and can be cast as often as you feel like. You have 2 cantrips from Magic Initiate, 1 cantrip from High Elf, 3 cantrips from Arcane Trickster.

You also can cast one 1st level spell of your choice once per day, from Magic Initiate.

Spellbook

1st Level Spells

Special Items

Hawthorne's trinket is a small rectangular device with two metal cups on one end that throws sparks when wet.

Student ID card

Great Library card

Academy Pennant: A pennant symbolizing the character's skill area, this pennant proudly glows when waved, illuminating a 10 foot area in bright light and a further 10 foot area in dim light.

Student Tablet. These specialized student tablets allow you to review materials from your courses. You can use this as reference material up to three times per day, gaining a d4 bonus to an ability check related to your current courses, rolled after your d20 is rolled but before its outcome is declared. In addition, if you study the primer at the end of a long rest, you can choose one 1st-level spell from any spell list. Before you finish your next long rest, you can cast the chosen spell once without a spell slot if you are holding the primer. Your spellcasting ability for this spell is your choice of Intelligence, Wisdom, or Charisma.

Light crossbow of warning

Cloak of Winter (cold resist + cold weather immunity)

Gloves of Thievery. These gloves are invisible while worn. While wearing them, you gain a +5 bonus to Dexterity (Sleight of Hand) checks and Dexterity checks made to pick locks.

Mirrored Sunglasses. These sunglasses are ballistic-proofed, though they can be knocked off, and provide resistance to blinding and immunity to gaze attacks while worn; in addition, the mirror reflection may reflect the gaze attack back on the user!

+1 shortsword

Scorpion Tail: A dagger made from a reinforced giant scorpion stinger, with venom in the blade from the scorpion's internal reserve in the pommel. Inflicts normal damage plus DC 12 Con save or 4d8 poison damage for up to ten stabs before the poison is exhausted; can be refilled with other poisons when needed.

Wand of magic missiles (12 charges)

Set of lockpicks +1

Cloak of Elvenkind

SoulPhone

Upgrades

Emergency Exit

Teleportal Upgrade

Remote Portal Access

Apps

Bank of Alshira Professional

Trophies

Special Benefits and Extended Rests

Extended Rest: Spending a week at your castle, touching base with subjects and followers and attending to your affairs.

Common Attacks

Rapier: +7 to hit, 1d8+5 piercing damage

Scimitar +2 vs ogres: +7 to hit, 1d8+5 slashing damage

Jeweled Scimitar: +7 to hit, 1d8+5 slashing damage

Shortsword +1: +8 to hit, 1d6+6 slashing damage

Light Crossbow: +7 to hit, 1d8+5 damage

Vicious Mockery: DC 13 Wis save, 1d4 psychic damage plus disadvantage on next attack roll

Create Bonfire: DC 13 Dex save, 1d8 fire damage (save per turn)