【Race】
・Ability Score Increase
Your Dexterity score increases by 2.
Your Wisdom score increases by 1.
・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.
・Alignment
Elves love freedom, variety, and selfexpression, so they lean strongly toward the gentler aspects of chaos. They value and protect others\' freedom as well as their own, and they are more often good than not. The drow are an exception; their exile into the Underdark has made them vicious and dangerous. Drow are more often evil than not.
・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.
・Fleet of Foot
Your base walking speed increases to 35 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.
・Elf Weapon Training
You have proficiency with the longsword, shortsword, shortbow, and longbow.
・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.
【Background】
・Skill Proficiencies
Athletics, Survival
・Tool Proficiencies
One type of musical instrument
・Languages
One of your choice
・Equipment
A staff, a hunting trap, a trophy from an animal you killed, a set of traveler\'s clothes, and a belt pouch containing 10 gp
・Wanderer
You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth.
【Class】
・Proficiencies
Armor: Light armor
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
・Equipment
You start with the following equipment, in addition to the equipment granted by your background:
・ (a) a rapier or (b) a shortsword
・ (a) a shortbow and quiver of 20 arrows or (b) a shortsword
・ (a) a burglar\'s pack, (b) a dungeoneer\'s pack, or (c) an explorer\'s pack
・ Leather armor, two daggers, and thieves\' tools
・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 1 st level, you know how to strike subtly and exploit a foe\'s distraction. Once per turn, you can deal an extra ld6 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.
・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 house for thieves on the run.
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