I'd like to Claim:<br/><br/><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Zyssibet "Nightwatcher" Darwinkle, Female Rock Gnome Rogue</div><div class="spoiler_body"><div class="floatright">(https://i.pinimg.com/564x/62/17/52/621752e6bffe8c2dc2823a8b35cc0e74.jpg)</div><div class="floatright"><table class="bbc_table"><tbody><tr><td><span class="bbc_size" style="font-size: 14pt;"><span class="bbc_size" style="font-size: 14pt;"><strong>Alignment:</strong> Neutral Good</span><br/><span class="bbc_size" style="font-size: 14pt;"><strong>Hit Points:</strong> 10</span><br/><span class="bbc_size" style="font-size: 14pt;"><strong>Armor Class:</strong> 13</span><br/><span class="bbc_size" style="font-size: 14pt;"><strong>Speed:</strong> 25</span><br/><span class="bbc_size" style="font-size: 14pt;"><strong>Initiative Bonus:</strong> +2</span><br/></span></td></tr></tbody></table></div><div class="floatleft">(https://i.pinimg.com/564x/2e/90/e6/2e90e6e6f31637fbc25e376286c07239.jpg)</div>   Zyssibet is a hero. At least according to the other gnomes in her home town. Wasn't she the one who exposed the corrupt magistrate? Wasn't she the one who fended those ruffians away from Maganild's bakery? She just sees it as keeping an eye out. Really she's just a seamstress, and snooping out danger and crime while dressed as an owl is just a philanthropic hobby, really.<br/><br/><span class="bbc_size" style="font-size: 14pt;">Proficiencies</span><br/><strong>Saving Throws:</strong> Dexterity, Intelligence<br/><strong>Skills:</strong> Acrobatics, Animal Handling, Investigation, persuasion, Stealth, Survival<br/><strong>Armor:</strong> Light armor<br/><strong>Weapons:</strong> Simple weapons, hand crossbows, longswords, rapiers, shortswords<br/><strong>Tools:</strong> Tailor's tools, land vehicles, thieve's tools<br/><strong>Languages:</strong> Common, Gnomish<br/><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Equipment</div><div class="spoiler_body">a rapier, a shortsword, leather armor, theives' tools, two daggers, a shovel, an iron pot, a set of common clothes, a belt pouch containing 10 gp, and a dungeoneer's pack (contains backpack, a crowbar, a hammer, 10 pitons, 10 torches, a tinderbox, 10 days of rations, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it.)</div></div><br/><br/><strong>Race:</strong> Rock Gnome<br/>   A constant hum of busy activity pervades the warrens and neighborhoods where gnomes form their close-knit communities. Louder sounds punctuate the hum: a crunch of grinding gears here, a minor explosion there, a yelp of surprise or triumph, and especially bursts of laughter. Gnomes take delight in life, enjoying every moment of invention, exploration, investigation, creation, and play. <br/>   As far as gnomes are concerned, being alive is a wonderful thing, and they squeeze every ounce of enjoyment out of their three to five centuries of life. Humans might wonder about getting bored over the course of such a long life, and elves take plenty of time to savor the beauties of the world in their long years, but gnomes seem to worry that even with all that time, they can’t get in enough of the things they want to do and see. Gnomes speak as if they can’t get the thoughts out of their heads fast enough. Even as they offer ideas and opinions on a range of subjects, they still manage to listen carefully to others, adding the appropriate exclamations of surprise and appreciation along the way.<br/>   Though gnomes love jokes of all kinds, particularly puns and pranks, they’re just as dedicated to the more serious tasks they undertake. Many gnomes are skilled engineers, alchemists, tinkers, and inventors. They’re willing to make mistakes and laugh at themselves in the process of perfecting what they do, taking bold (sometimes foolhardy) risks and dreaming large.<br/>   As a rock gnome, you have a natural inventiveness and hardiness beyond that of other gnomes. <br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Darkvision</div><div class="spoiler_body">Accustomed to life underground, 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.</div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Gnome Cunning</div><div class="spoiler_body">You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic.</div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Artificer's Cunning</div><div class="spoiler_body">Whenever you make an Intelligence (History) check related to magic items, alchemical objects, or technological devices, you can add twice your proficiency bonus, instead of any proficiency bonus you normally apply.</div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Tinker</div><div class="spoiler_body">You have proficiency with artisan’s tools (tinker’s tools). Using those tools, you can spend 1 hour and 10 gp worth of materials to construct a Tiny clockwork device (AC 5, 1 hp). The device ceases to function after 24 hours (unless you spend 1 hour repairing it to keep the device functioning), or when you use your action to dismantle it; at that time, you can reclaim the materials used to create it. You can have up to three such devices active at a time.<br/><br/>Soem examples of gnome tinkering follow:<br/><br/>   • Clockwork Toy. This toy is a clockwork animal, monster, or person, such as a frog, mouse, bird, dragon, or soldier. When placed on the ground, the toy moves 5 feet across the ground on each of your turns in a random direction. It makes noises as appropriate to the creature it represents.<br/><br/>   • Fire Starter. The device produces a miniature flame, which you can use to light a candle, torch, or campfire. Using the device requires your action.<br/><br/>   • Music Box. When opened, this music box plays a single song at a moderate volume. The box stops playing when it reaches the song’s end or when it is closed.<br/><br/><strong>(Zyssibet has developed a long-distance, high-magnification set of polarized spectrum vision enhancers... night-vision goggles. She adds 15' to her Darkvision range while wearing them.)</strong></div></div><br/><br/><strong>Class:</strong> <br/>   Rogues rely on skill, stealth, and their foes’ vulnerabilities to get the upper hand in any situation. They have a knack for finding the solution to just about any problem, demonstrating a resourcefulness and versatility that is the cornerstone of any successful adventuring party. Rogues devote as much effort to mastering the use of a variety of skills as they do to perfecting their combat abilities, giving them a broad expertise that few other characters can match. Many rogues focus on stealth and deception, while others refine the skills that help them in a dungeon environment, such as climbing, finding and disarming traps, and opening locks.<br/>   Every town and city has its share of rogues. Most of them live up to the worst stereotypes of the class, making a living as burglars, assassins, cutpurses, and con artists. Often, these scoundrels are organized into thieves’ guilds or crime families. Plenty of rogues operate independently, but even they sometimes recruit apprentices to help them in their scams and heists. A few rogues make an honest living as locksmiths, investigators, or exterminators, which can be a dangerous job in a world where dire rats—and wererats—haunt the sewers. As adventurers, rogues fall on both sides of the law. Some are hardened criminals who decide to seek their fortune in treasure hoards, while others take up a life of adventure to escape from the law. Some have learned and perfected their skills with the explicit purpose of infiltrating ancient ruins and hidden crypts in search of treasure.<br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Expertise</div><div class="spoiler_body">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.<br/><br/>At 6th level, you can choose two more of your proficiencies (in skills or with thieves’ tools) to gain this benefit.<br/><br/><strong>(at 1st level, Zyssibet has set her experise to Investigation and Thieves' Tools.)</strong></div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Sneak Attack</div><div class="spoiler_body">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.<br/><br/>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.<br/><br/>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. <strong>(Zyssibet adds +1d6 damage when she uses sneak attack)</strong></div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Thieves' Cant</div><div class="spoiler_body">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.<br/><br/>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.</div></div><br/><strong>Background:</strong> Folk Hero<br/>   You come from a humble social rank, but you are destined for so much more. Already the people of your home village regard you as their champion, and your destiny calls you to stand against the tyrants and monsters that threaten the common folk everywhere. You previously pursued a simple profession among the peasantry, perhaps as a farmer, miner, servant, shepherd, woodcutter, or gravedigger. But something happened that set you on a different path and marked you for greater things.<br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Rustic Hospitality</div><div class="spoiler_body">Since you come from the ranks of the common folk, you fit in among them with ease. You can find a place to hide, rest, or recuperate among other commoners, unless you have shown yourself to be a danger to them. They will shield you from the law or anyone else searching for you, though they will not risk their lives for you.</div></div></div></div><br/>