Elorne Bethrymere

Eldarin Swashbuckler

Class. Rogue 3
Nature. Conniving Manipulator; Demeanour. Intimidating Enforcer
Religion. XXX

Movement. 35ft
Senses. Darkvision 60’
Proficiency Bonus. +2
Health. 18 (8+5+5 [3d8HD] +0 [Con])
Health and Defense
Health 18
Defense Defense DR
Studded Leather +5 1
Attributes and Skills
Score Mod Save/Skill
Strength 12 +1 +1
Athletics +3
Dexterity 17 +3 +5
Acrobatics ●● +7
Sleight of Hand +5
Stealth ●● +7
Constitution 10 +0 +0
Intelligence 10 +0 +2
Wisdom 12 +1 +1
Animal Handling
Perception +3
Charisma 14 +2 +2
Deception +4
Persuasion +4
Sneak Attack
Rogue Level Damage Bonus
1st +1d6
3rd +2d6
5th +3d6
7th +4d6
9th +5d6
11th +6d6
13th +7d6
15th +8d6
17h +9d6
19th +10d6

Racial and Class Abilities

Eldari Low Born (Wood Elf) (Race)
  • Elf Weapon Training. You have proficiency with the longsword, shortsword, shortbow, and longbow.
  • Fleet of Foot. Your base walking speed increases to 35 feet.
  • Mask of the Wild. You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.
Criminal (Background)
  • Skill Proficiencies. Deception, Stealth
  • Tool Proficiencies. One type of gaming set, thieves’ tools
  • Feature: Criminal Contact. You have a reliable and trustworthy contact who acts as your liaison to a network of other criminals. You know how to get messages to and from your contact, even over great distances; specifically, you know the local messengers, corrupt caravan masters, and seedy sailors who can deliver messages for you.
Rogue (Class)


  • Armour. Light armour
  • Weapons. Simple weapons, hand crossbows, longswords, rapiers, shortswords
  • Tools. Thieves’ tools
  • Saving Throws. Dexterity. Intelligence
  • Skills. Choose four from Acrobatics, Athletics, Deception. Insight, Intimidation, Investigation, Perception, Performance. Persuasion, Sleight of Hand, and Stealth

Expertise (Acrobatics, Stealth).
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 action, when you attack a surprised or defenceless enemy with a finesse or a ranged weapon and you have advantage on the attack roll, you can choose to deal your weapon damage or roll to attack. On a Success choose two. On a Partial Success choose one.

  • You don’t get into melee with them (melee) OR they don’t detect your presence (ranged)
  • You deal your weapon damage, plus sneak attack damage (as shown in the Sneak Attack column of the Rogue table)
  • You create an advantageous situation, granting Advantage to you or an ally acting on it
  • Reduce their defence by 2 until they deal with the condition

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 a 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.

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.

Roguish Archetype: Swashbuckler

  • Fancy Footwork. When you choose this archetype at 3rd level, you learn how to land a strike and then slip away without reprisal. During your turn, if you make a melee attack against a creature, that creature can’t make opportunity attacks against you for the rest of your turn.
  • Rakish Audacity. Starting at 3rd level, your unmistakable confidence propels you into battle. You can add your Charisma modifier to your initiative rolls. In addition, you don’t need advantage on your attack roll to use your Sneak Attack if no creature other than your target is within 5 feet of you. All the other rules for the Sneak Attack class feature still apply to you.

Wealth. 280gp

Weapons and Armour
  • Shortsword. (x2) +5 Attack, 1d6+3 Piercing; Finesse, Light
  • Dagger. (x2) +5 Attack, 1d4+3 Piercing; Finesse, Light, Thrown (20/60)
  • Studded Leather Armour. +2 Armour
Magic Items
  • Potion of Healing. (x2) Heal 2d4+2 health.
  • Burglar’s Pack. Includes a backpack, a bag of 1,000 ball bearings, 10 feet of string, a bell, 5 candles, a crowbar, a hammer, 10 pitons, a hooded lantern, 2 flasks of oil, 5 days rations, a tinderbox, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it.
  • Thieves’ Tools.
  • Set of Dark Common Clothes.


Elorne Bethrymere

Codex Invellis Lord_Reaper william_d_oakes