<div class="floatright">(https://i.imgur.com/GZmWeEu.jpg)<br/><div class="floatright"><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Character Sheet</div><div class="spoiler_body">Cinder<br/><span class="bbc_size" style="font-size: 8pt;"><em>Half Elf Rogue Arcane Trickster 8 CG</em><br/><strong>Background</strong> Entertainer --<br/><strong>AC</strong> 15 [Studded Leather] <strong>HP</strong> 43 <strong>Speed</strong> 30ft <strong>Init</strong> +3<br/><strong>Str</strong> 10 (0) <strong>Dex</strong> 18 (4) <strong>Con</strong> 10 (0) <strong>Wis</strong> 12 (1) <strong>Int</strong> 14 (2) <strong>Cha</strong> 16 (3) <br/><strong>Attacks</strong> per Action/1 <strong>Dagger +2</strong> +9 1d4+6 <strong>Dagger</strong> +7 1d4+4 <strong>Rapier</strong> +7 1d8+4  <strong>Shortbow</strong> +7 1d6+4<br/><strong>Spell DC</strong> 13 (DC 8 + 5 mod)<br/><strong>Cantrips</strong> Mage Hand, Minor Illusion, Prestidigitation<br/><strong>Magic</strong> Spell Slots: Lvl 8 = 4,2<br/>     1st: Charm Person, Detect Magic, Grease, Sleep<br/>     2nd: Invisibility, Suggestion<br/><strong>Skills</strong> <em>Acrobatics 7</em>, Animal Handling 1, <em>Arcana 5</em>, Athletics 2, <span class="bbc_u"><em>Deception 8</em></span>, History 2, Insight 1, Intimation 2, Investigation 2,  Medicine 1, Nature 2, <em>Perception 4</em>, <em>Performance 5</em>, <em>Persuasion 5</em>, Religion 2, <span class="bbc_u"><em>Sleight of Hand 10</em></span>, <span class="bbc_u"><em>Stealth 10</em></span>, Survival 1<br/><strong>Tools</strong> Thieves' Tools 7, Disguise kit 3, Lute 3<br/><strong>Magic Items:</strong> <em>Dagger +2</em>, <em>Chime of Opening</em>-- Strike it as an action, pointing it at an object within 120ft of you that can be opened, such as a door, lid, or lock. The chime issues a clear tone, and one lock or latch on the object opens unless the sound can't reach the object. If no locks or latches remain, the object itself opens. 2 uses/day.<br/><strong>Items:</strong>Adventurer's Backpack with gear, torches, sleeping bag, rations<br/></span><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Features</div><div class="spoiler_body"><span class="bbc_size" style="font-size: 8pt;"><br/><strong>Cunning Action.</strong> As a bonus action, Dash, Disengage, or Hide (once/turn)<br/><strong>Uncanny Dodge.</strong> As a reaction, Halve the damage from an attacker you see that hits you.<br/><strong>Evasion.</strong> When you succeed on a DEX save to take 1/2 damage, you take none. If you fail, you take 1/2 damage.<br/><strong>Fey Ancestry.</strong> Advantage on charmed saves and immune to sleep magic.<br/><strong>Lucky.</strong> You have inexplicable luck that seems to kick in at just the right moment. You have 3 luck points. Whenever you make an attack roll, an ability check, or a saving throw, spend a luck point to roll an additional d20. You can choose to use a luck point after you roll the die but before the outcome is determined. You choose which result you want to use. You can spend a luck point if an attack roll is made against you. Choose the attacker's roll or yours. You regain expended luck points after a long rest.<br/><strong>Sneak Attack.</strong> 4d6 extra damage on an attack where you have advantage or another enemy of creature is within 5ft (1/turn)<br/><strong>Spellcasting</strong> per Arcane Trickster<br/><strong>Thieves' Cant.</strong> Convey  a secret message hidden in normal conversation.<br/></span></div></div><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Magic spell descriptions</div><div class="spoiler_body">Verbal means you speak a magic word to activate it.<br/>Somatic means you make a hand gesture to activate it.<br/>Material means you need a component that burns up in the magic's activation (usually ignored, unless there is a GP cost involved)<br/>Concentration means you can only concentrate on maintaining one spell at a time. You lose concentration if you cast another before the duration is up.<br/><br/><strong>Mage Hand </strong>- 1 action, 30ft, 1minute (Verbal, Somatic)<br/>acts like a floating spectral 3rd hand. You can use it to manipulate an object, open an unlocked door or container, stow and retrieve things from bags, pour out vials, etc. It can't attack, activate magic items, or carry/pull more than ten pounds.<br/><br/><strong>Minor Illusion</strong>- 1 action, 30ft, 1minute (Somatic, Material)<br/>Create a sound or image of an object that lasts for an hour. If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else's voice, a lion's roar, drums, anything you choose. If you create an object such as a chair, footprints or a small chest it can be no larger than a 5ft cube. The image can't create sound, light, smell, or any other sensory effect. Physical interaction reveals it to be an illusion because things can pass through it.<br/><br/><strong>Prestidigitation</strong>- 1 action, 10ft, 1hr, (Verbal, Somatic)<br/> This spell is a minor magical trick that novice spellcasters use for practice. Some of the things you can do with it are:<br/>-You can create an instantaneous harmless sensory effect like sparks, a puff of wind, or odors<br/>-You can instantaneously light or snuff a candle, a torch, or a small campfire<br/>-You can clean or soil an object no larger than 1 cubic foot<br/>-You chill, warm, or flavor up to 1 cubic foot of nonliving material for an hour.<br/>-You make a color, a small mark, or a symbol appear on an object or surface for an hour.<br/>-You can create a nonmagical trinket or illusory image that can fit in your hand that lasts for a turn.<br/><br/><strong>Charm Person</strong> 1 action, 30ft, 1hr, (Verbal, Somatic)<br/>You attempt to charm a humanoid you can see within range. It must make a Wisdom saving throw, and does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is charmed by you until the spell ends or until you or your companions do anything harmful to it. The charmed creature regards you as a friendly acquaintance. When the spell ends, the creature knows it was charmed by you. <strong>At Higher Levels.</strong> You can target one additional creature for each slot level above 1st. The creatures need to be within 30ft of each other when you target them.<br/><br/><strong>Detect Magic</strong> 1 action, Self, Concentration up to 10minutes, (Verbal Somatic)<br/>For the duration, you sense the presence of magic within 30ft of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any.<br/><br/>The spell can penetrate most barriers, but it is blocked by 1ft of stone, 1inch of metal, a thin sheet of lead, or 3ft of wood or dirt.<br/><br/><strong>Grease</strong> 1 action, 60ft, 1minute, (Verbal, Somatic, Material)<br/>Slick grease covers the ground in a 10ft square centered on a point within range and turns it into difficult terrain for the duration.<br/>When the Grease appears, each creature standing in its area must succeed on a DEX saving throw or fall prone. A creature that enters the area or end its turn there must also succeed on a DEX saving throw or fall prone.<br/><br/><strong>Sleep</strong> 1 action, 90ft, 1minute (Verbal, Somatic, Material)<br/>This spell sends creatures into a magical slumber. Roll 5d8; the total is how many Hit points of creatures this spell can affect. Undead and creatures immune to being charmed aren't affected by this spell. <strong>At Higher Levels</strong>add an additional 2d8 for each slot above 1st.<br/><br/><strong>Invisibility</strong> 1 action, Touch, Concentration, up to 1hr (Verbal, Somatic, Material)<br/>A creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target's person. The spell ends for the target that attacks or casts a spell. <strong>At Higher Levels</strong>you can target one additional creature for each slot above 2nd.<br/><br/><strong>Suggestion</strong> 1 action, 30ft, Concentration up to 8hours, Verbal, Somatic, Material)<br/>You suggest a course of activity (limited to a sentence or two) and magically influence a creature you can see within range that can hear and understand you. Creatures that can't be charmed are immune to this effect. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking a creature to stab or injure itself, or other obviously harmful act ends the spell. The target makes a WIS saving throw. On a failed save, it pursues the course of action you described to the best of its ability. The suggested course of action can continue for the entire duration. If the suggested activity can be completed in a shorter time, the spell ends when the subject finishes what it was asked to do. you can also specify conditions that will trigger a special activity during the duration. For example, you might suggest that a knight give his warhorse to the first beggar she meets. if the condition isn't met before the spell expires, the activity isn't performed. If you or any of your companions damage the target the spell ends.<br/></div></div></div></div></div></div>As fickle as Cinder might seem to the casual observer, when it comes to her work, she is all about her business. This ain’t her first day in the rodeo, and this ain’t her first dungeon.<br/><br/>She knows from experience that if a dungeon is trapped, it is almost certainly trapped at the entrance. Her desiccated friend already tripped one trap, which in no way indicates that there isn’t any more. She stands for several long minutes at the entrance, taking in the smells, letting her keen eyes adjust. She examines the floor, the ceiling, the walls, every bit, for signs of trouble. Her eyes settle on the curious bronze chest, but she ignores it for now, creeping past to examine the corridor for a dozen or so feet before doubling back to examine her first prize.<br/><br/>She approaches the chest carefully, examining it on all sides, searching both the chest and the guardian jackals for signs of trouble before gingerly attempting to remove it from its alcove.<br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">ooc</div><div class="spoiler_body">Sorry for the short post. Not much for me to go on at this point.</div></div>