Neriyra

Neriyra goes by Neri, not having any particular attachment to her full name. She happened upon the Door to the Inn by accident but wasn't particularly bothered to find herself somewhere else. While in residence in Waterdeep, she fell in with a group of gnomes who respected her light fingers as well as her ability to reach high shelves. Whenever possible, Neri will sleep above the ground, in a tree or on a roof or anywhere sheltered enough to allow her a good night's rest.

https://www.dndbeyond.com/characters/26980239/1VLnsG

STRENGTH 8 - 1 DEXTERITY 16 + 3 CONSTITUTION 12 + 1 INTELLIGENCE 14 + 2 WISDOM 12 + 1 CHARISMA 13 + 1 PROFICIENCY + 2 BONUS WALKING 30ft. SPEED INSPIRATION HEAL DAMAGE CURRENT 9 / MAX 9 TEMP – HIT POINTS STR - 1 DEX + 5 CON + 1 INT + 4 WIS + 1 CHA + 1 Saving Throw Modifiers SAVING THROWS 13PASSIVE WIS (PERCEPTION) 12PASSIVE INT (INVESTIGATION) 13PASSIVE WIS (INSIGHT) Additional Sense Types SENSES ARMOR Light Armor WEAPONS Crossbow, Hand, Longsword, Rapier, Shortsword, Simple Weapons TOOLS Calligrapher's Supplies, Playing Card Set, Thieves' Tools LANGUAGES Common, Primordial, Thieves’ Cant PROFICIENCIES & LANGUAGES PROF MOD SKILL BONUS DEX Acrobatics + 3 WIS Animal Handling + 1 INT Arcana + 2 STR Athletics - 1 CHA Deception + 3 INT History + 2 WIS Insight + 3 CHA Intimidation + 1 INT Investigation + 2 WIS Medicine + 1 INT Nature + 2 WIS Perception + 3 CHA Performance + 1 CHA Persuasion + 3 INT Religion + 2 DEX Sleight of Hand + 7 DEX Stealth + 5 WIS Survival + 1 Additional Skills SKILLS INITIATIVE + 3 ARMOR 14 CLASS DEFENSES Resistances, Immunities, or Vulnerabilities CONDITIONS Add Active Conditions ACTIONS SPELLS EQUIPMENT FEATURES & TRAITS EXTRAS ALL ATTACK ACTION BONUS ACTION REACTION OTHER LIMITED USE ACTIONS • Attacks per Action: 1 ATTACK RANGE HIT / DC DAMAGE NOTES Dagger Melee Weapon 20 (60) + 5 1d4+3 Simple, Finesse, Light, Thrown, Range (20/60) Dagger Melee Weapon 20 (60) + 5 1d4+3 Simple, Finesse, Light, Thrown, Range (20/60) Shortbow Ranged Weapon 80 (320) + 5 1d6+3 Simple, Ammunition, Range, Two-Handed, Range (80/320) Shortsword Melee Weapon 5ft. Reach + 5 1d6+3 Martial, Finesse, Light Unarmed Strike Melee Attack 5ft. Reach + 1 – Actions in Combat Attack, Cast a Spell, Dash, Disengage, Dodge, Grapple, Help, Hide, Improvise, Ready, Search, Shove, Use an Object Unarmed Strike You can punch, kick, head-butt, or use a similar forceful blow and deal bludgeoning damage equal to 1 + STR modifier

BONUS ACTIONS Actions in Combat Two-Weapon Fighting REACTIONS Actions in Combat Opportunity Attack OTHER Actions in Combat Interact with an Object Sneak Attack (Special) Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack with a finesse or ranged weapon if you have advantage on the attack roll. You don’t need advantage on the attack roll if another enemy of the target is within 5 ft. of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll.

CLASS FEATURES Rogue Features Hit PointsPHB, pg. 95 ProficienciesPHB, pg. 95 Deception Insight Sleight of Hand Perception ExpertisePHB, pg. 96 Your proficiency bonus is doubled for any ability check you make for two chosen proficiencies. [6th] Choose two additional proficiencies.

Sleight of Hand Thieves' Tools Sneak Attack1d6PHB, pg. 96 Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack with a finesse or ranged weapon if you have advantage on the attack roll. You don’t need advantage on the attack roll if another enemy of the target is within 5 ft. of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll.

Sneak Attack: (No Action) Thieves’ CantPHB, pg. 96 You have learned thieves’ cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. It takes four times longer to convey such a message than it does to speak the same idea plainly.

RACIAL TRAITS Unending BreathEE You can hold your breath indefinitely while you’re not incapacitated.

Mingle with the WindEE You can cast levitate (w/o material components) once per long rest. CON is your spellcasting ability.

LevitateConcentration(2nd)

INVENTORY ACTIVE NAME WEIGHT QTY COST (GP) LOCATION NOTES Arrows GearAmmunition 3lb. 60 3 – Damage, Combat – Backpack GearAdventuring Gear 5lb. 1 2 – Container – Ball Bearings (bag of 1,000) GearAdventuring Gear 2lb. 1000 1 – Control, Utility, Combat – Bedroll GearAdventuring Gear 7lb. 1 1 – Utility – Bell GearAdventuring Gear – 1 1 – Communication, Utility – Blanket GearAdventuring Gear 3lb. 1 0.5 – Utility – Candle GearAdventuring Gear – 1 0.01 – Utility, Exploration, Consumable – Clothes, Common GearAdventuring Gear 3lb. 1 0.5 Social, Outerwear – Crowbar GearAdventuring Gear 5lb. 1 2 – Utility, Exploration Dagger Dagger 1lb. – 2 Simple, Finesse, Light, Thrown, Range (20/60) Dagger Dagger 1lb. – 2 Simple, Finesse, Light, Thrown, Range (20/60) – Hammer GearAdventuring Gear 3lb. 1 1 – Utility – Lantern, Hooded GearAdventuring Gear 2lb. 1 5 – Utility, Exploration Leather Light ArmorLeather 10lb. – 10 AC 11 Net Net 3lb. – 1 Martial, Special, Thrown, Range (5/15) – Oil (flask) GearAdventuring Gear 2lb. 2 0.2 – Damage, Utility, Combat – Piton GearAdventuring Gear 2.5lb. 10 0.5 – Utility – Rations (1 day) GearAdventuring Gear 18lb. 9 4.5 – Social, Utility, Consumable – Rope, Hempen (50 feet) GearAdventuring Gear 10lb. 1 1 – Utility, Exploration – Sack GearAdventuring Gear 2.5lb. 5 0.05 – Container Shortbow Shortbow 2lb. – 25 Simple, Ammunition, Range, Two-Handed, Range (80/320) Shortsword Shortsword 2lb. – 10 Martial, Finesse, Light – String GearAdventuring Gear – 10 – – Utility – Tent, Two-Person GearAdventuring Gear 20lb. 1 2 – Social, Utility, Exploration – Thieves' Tools GearTool 1lb. 1 25 – Utility, Exploration – Tinderbox GearAdventuring Gear 1lb. 1 0.5 – Utility, Exploration – Vial GearAdventuring Gear – 3 3 – Container – Waterskin GearAdventuring Gear 5lb. 1 0.2 – Container

Downtime: Now Familiar (+1) with Animal Handling.