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
Acrobatics (Dex): +4 Dex +2 Prof +2 Expert +1 Training
Animal Handling (Wis): +2 Wis +0 Prof +0 Expert +0 Training
Arcana (Int): +3 Int +0 Prof +0 Expert +0 Training
Athletics (Str): +1 Str +2 Prof +0 Expert +0 Training
Deception (Cha): +4 Cha +2 Prof +0 Expert +0 Training
History (Int): +3 Int +0 Prof +0 Expert +0 Training
Insight (Wis): +2 Wis +2 Prof +0 Expert +0 Training
Intimidation (Cha): +4 Cha +2 Prof +0 Expert +0 Training
Investigation (Int): +3 Int +0 Prof +0 Expert +0 Training
Medicine (Wis): +2 Wis +0 Prof +0 Expert +0 Training
Nature (Int): +3 Int +0 Prof +0 Expert +0 Training
Perception (Wis): +2 Wis +2 Prof +0 Expert +0 Training
Performance (Cha): +4 Cha +0 Prof +0 Expert +0 Training
Persuasion (Cha): +4 Cha +2 Prof +0 Expert +1 Training
Religion (Int): +3 Int +0 Prof +0 Expert +0 Training
Sleight of Hand (Dex): +4 Dex +2 Prof +0 Expert +1 Training
Stealth (Dex): +4 Dex +2 Prof +0 Expert +1 Training
Survival (Wis): +2 Wis +0 Prof +0 Expert +1 Training
Technology (Int): +3 Int +0 Prof +0 Expert +0 Training
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.
Ability Score Increase: Your Dexterity score increases by 2.
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.
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 semiconscious, 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 human 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.
High Elf Traits
Ability Score Increase: Your Intelligence score increases by 1.
Proficiency: You can choose one skill or tool proficiency. Your proficiency bonus is doubled for any ability check you make that uses this chosen proficiency.
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.
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.
Skill Proficiencies: Athletics, Acrobatics
Tool Proficiencies: Navigator’s tools, vehicles (water)
Feature: Ship's Passage: When you need to, you can secure free passage on a sailing ship for yourself and your adventuring companions. You might sail on the ship you served on, or another ship you have good relations with (perhaps one captained by a former crewmate). Because you’re calling in a favor, you can’t be certain of a schedule or route that will meet your every need. Your Dungeon Master will determine how long it takes to get where you need to go. In return for your free passage, you and your companions are expected to assist the crew during the voyage.
Personality Trait: I never pass up a friendly wager.
Ideal: Respect. The thing that keeps a ship together is mutual respect between captain and crew. (Good)
Bond: I’ll always remember my first ship.
Flaw: Once someone questions my courage, I never back down no matter how dangerous the situation.
Rogue Class Features
As a rogue you gain the following class features.
Hit Points
Hit Dice: 1d8 per rogue level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per rogue level after 1st
Proficiencies
Armor: Light armor
Weapons: Simple weapons, hand crossbows, longswords, rapiers, shortswords
Tools: Thieves’ tools
Saving Throws: Dexterity, Intelligence
Skills: Deception, Persuasion, Sleight of Hand, and Stealth
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:
You can stow one object the hand is holding in a container worn or carried by another creature.
You can retrieve an object in a container worn or carried by another creature.
You can use thieves' tools to pick locks and disarm traps at range.
You can perform one of these tasks without being noticed by a creature if you succeed on a Dexterity (Sleight of Hand) check contested by the creature's Wisdom (Perception) check.
In addition, you can use the bonus action granted by your Cunning Action to control the hand.
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
Hit Dice: 1d10 per fighter level
Hit Points at 1st Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per fighter level after 1st
Proficiencies
Armor: All armor, shields
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Strength, Constitution
Skills: Insight, Intimidation
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
Normal-Quality: Students living here are granted a Modest Lifestyle throughout their stay.
Calm: Students living here do not have to deal with noisy conditions, making studying easier.
Comfortable: The dorms are reasonably comfortable, making for less frequent negative dorm events.
Standard Finances: Students who stay here on scholarship or sponsorship receive 50 gold pieces at the start of each semester. Other students must pay 500 gold pieces per semester.
Gained Abilities
Party Dynamics: Teaches Teamwork (Wis check to coordinate actions together as a party, etc.) Taught by Professor Mavinda Sharpbeak. +1 extra credit for Exam time.
Common Tongues: Introduction to languages (Int check to determine what a language is if they don't already know)
Making Friends: Overview of Persuasion (+1 to Persuasion when course complete.)
Sneaking Around: Overview of Stealth (+1 to Stealth when course completes.)
Proper Preparedness: Overview of Survival (+1 to Survival when course completes.)
Party Dynamics II: Enhances teamwork and provides education in various beasts. (Int check to identify a creature or roughly estimate its identity.) Taught by Professor Mavinda Sharpbeak. +4 extra credit for Exam time due to practical experience.
Performing Tricks: Overview of Sleight of Hand (+1 to Sleight of Hand when course completes.)
Rapier Wit: +2 to DC of Vicious Mockery when course completes.
Taxidermy for Taxidermists: Proficiency in Taxidermy Kit when course completes.
Acrobatics for Experts: +1 to Acrobatics when course completes.
Current Classes
Intramural Gymnastics Club (Acrobatics, Performance)
Playactors Drama Guild (Arcana, Deception)
Friendships, Beloveds, and Rivalries
Rosie: +2 | Bond Boon: Rosie's energy is contagious. Whenever you travel any significant distance, you can reach your destination in half the normal time.
Beloved: Albena: When a character has a Beloved, the character gains Beloved Inspiration at the end of each long rest. Beloved Inspiration functions like regular Inspiration (as described in the Player’s Handbook), except a character regains a number of uses of Beloved Inspiration after each long rest equal to the number of Beloveds they have, not to exceed a number equal to their proficiency bonus.
Possessions
Money
Standard Items
Belaying pin (club)
50 feet of silk rope
Lucky charm (small stone with a hole in the center)
Common clothes
Rapier
Shortsword
Backpack
Bag of 1,000 ball bearings
10 feet of string
Bell
5 candles
Crowbar
Hammer
10 pitons
Hooded lantern
2 flasks of oil
5 days rations
Tinderbox
Waterskin
50 feet of hempen rope
Cleric in a Bottle - Acolyte (Healing Potion)
Hooded lantern full of oil
College robes
College scarf
College tunic
College knit hat
Two daggers +1
Silver Scimitar +2 vs Ogres
Gypsy Friend Medallion
Fine clothing
Prefect badge #209
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.
Vicious Mockery: You unleash a string of insults laced with subtle enchantments at a creature you can see within range. If the target can hear you (though it need not understand you), it must succeed on a Wisdom saving throw or take 1d4 psychic damage and have disadvantage on the next attack roll it makes before the end of its next turn. This spell's damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).
Guidance: You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends.
Create Bonfire: You create a bonfire on ground that you can see within range. Until the spell ends, the magic bonfire fills a 5-foot cube. Any creature in the bonfire’s space when you cast the spell must succeed on a Dexterity saving throw or take 1d8 fire damage. A creature must also make the saving throw when it moves into the bonfire’s space for the first time on a turn or ends its turn there. The bonfire ignites flammable objects in its area that aren’t being worn or carried. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Mage Hand
Prestidigitation
Firebolt
You also can cast one 1st level spell of your choice once per day, from Magic Initiate.
Disguise Self: You make yourself–including your clothing, armor, weapons, and other belongings on your person–look different until the spell ends (1 hour) or until you use your action to dismiss it. You can seem 1 foot shorter or taller and can appear thin, fat, or in between. You can't change your body type, so you must adopt a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you. The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel your head and hair. If you use this spell to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair. To discern that you are disguised, a creature can use its action to inspect your appearance and must succeed on an Intelligence (Investigation) check against your spell save DC.
Spellbook
1st Level Spells
Burning Hands
Charm Person
Tasha's Hideous Laughter
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
Lady Dimitra's shrunken head
Slave Lord Roberto's shrunken head
Bandit Leader Carlos's shrunken head
Executioner's shrunken head
Ivor's shrunken head
Markessa's shrunken head
Blackthorn's statue
Gulyet's shrunken head
Two bugbear statues
Werewolf statue
Baron Ferguson of Belford's head
Merlokrep the Kobold King's head
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)