Half-Elf, Rogue (Mastermind) [4], Wizard (Divination) [2]

Strength Dexterity Constitution Intelligence Wisdom Charisma
10 [+0] 16 [+3] 11 [+0] 14 [+2] 12 [+1] 16 [+3]

Experience: 26,310
Wounds: 25

Saving Throws: Intelligence, Dexterity.
AC: 14 (Leather [11] + Dex [3]])
Passive Perception: 17

Proficiencies: [+3]
Weapons: Simple weapons, hand crossbows, longswords, rapiers, shortswords

Armour: Light Armour.
Tools: Thieves’ Tools, Disguise Kit, Forgery Kit, +1 Gaming Set
Skills: History, Arcana, Insight, Intimidation, Perception, Investigate, Persuasion [x2], Deception [x2].
Languages: Common, Elvish, Dwarvish, High Barovian, Abyssal, Demonic, Sylvan


  • Half Elf:
    • Darkvision
    • Fey Ancestry: You have advantage on saving throws against being charmed, and magic can’t put you to sleep.

  • Researcher: When you attempt to learn or recall a piece of lore, if you do not know that information, you often know where and from whom you can obtain it. Usually, this information comes from a library, scriptorium, university, or a sage or other learned person or creature. Your DM might rule that the knowledge you seek is secreted away in an almost inaccessible place, or that it simply cannot be found. Unearthing the deepest secrets of the multiverse can require an adventure or even a whole campaign.

Feats and Abilities:

  • Rogue: Mastermind
    • Sneak Attack: Once per turn, you can deal an extra 2D6 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.
    • 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: 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 [OR Help (MASTERMIND)] action.
    • Master of Intrigue: You can unerringly mimic the speech patterns and accent of a creature that you hear speak for at least 1 minute, allowing you to pass yourself off as a native speaker of a particular land, provided that you know the language.
    • Master of Tactics: You can use the Help action as a bonus action. Additionally, when you use the Help action to aid an ally in attacking a creature, the target of that attack can be within 30 feet of you, rather than 5 feet of you, if the target can see or hear you.
  • Wizard: Divination
    • Arcane Recovery: You have learned to regain some of your magical energy by studying your spellbook. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your wizard level (rounded up), and none of the slots can be 6th level or higher.
    • Divination Savant: Beginning when you select this school at 2nd level, the gold and time you must spend to copy a divination spell into your spellbook is halved.

    • Portent: When you finish a long rest, roll two d20s and record the numbers rolled. You can replace any attack roll, saving throw, or ability check made by you or a creature that you can see with one of these foretelling rolls. You must choose to do so before the roll, and you can replace a roll in this way only once per turn. Each foretelling roll can be used only once. When you finish a long rest, you lose any unused foretelling rolls.


  • Rapier
  • Leather Armour
  • 2 daggers
  • Thieves tools, Forgery Kit, Disguise Kit
  • Spell book (Clairvoyance transcribed within), A Magic Wand
  • Backpack (A bottle of black ink x2, a quill x2, parchment, 
a small knife, 
a letter from a dead colleague posing a question you have not yet been able to answer) + Explorer's kit
  • Set of common clothes
  • Swirling pearl ring (+1 to charisma based)
  • Cloak of the Manta Ray (Fine blue cloak with black inlays, grants water breathing and 60ft swim when the hood is drawn up)
  • Winter Cloak (wolf skin)

Platinum 0
Gold 9
Silver 5
Copper 0


Spell Save DC: 13 (8 + Prof [+3] + Int [+2])
Spells Slots: 1st: 3

Cantrips: 3


Green Flame Blade

Spells Known: 6 [Wizard Level + Int prepared (4)] 1st
Charm Person *

Find Familiar
Alarm *
Shield *
Silent Image *


Personality 1: I’m willing to listen to every side of an argument before I make my own judgment.
Personality 2: There is nothing I like more than a good mystery.
Ideal: Responsibility. It is my duty to respect the authority of those above me, just as those below me must respect mine. (Lawful)

Flaw: Most people scream and run when they see a demon. I stop and take notes on its anatomy.
Bond: It is my duty to protect my students.


Right hand and adviser to High Prince Elrohir – enquire within to learn more…


ArmorClass 12 HitPoints1(1d4- 1) Speed 10 ft., fly 50 ft.

2 (-4)
14 (+2)
8 (-1)
2 (-4)
12 (+1)
6 (-2)

Skills Perception +3
Senses passive Perception 13

Mimicry. The raven can mimic simple sounds it has heard, such as a person whispering, a baby crying, or an animal chittering. A creature that hears the sounds can tell they are imitations with a successful DC 10 Wisdom (Insight) check.

Beak. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1 piercing damage.

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