<div class="floatright">(https://i.pinimg.com/originals/db/c4/2b/dbc42b42801ef87da68a561816f31d85.jpg)</div><br/>Breena Folkor<br/>Nickname: Sparklegem.<br/><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Spoiler: Click to Show/Hide</div><div class="spoiler_body">Strength 11 (+0) Dexterity 16 (+3) Constitution 12 (+1) Intelligence 14 (+2) Wisdom 10 (+0) Charisma 13 (+1)<br/>Saving Throws: Strength +0 Dexterity* +5 Constitution +1 Intelligence* +4 Wisdom +0 Charisma +1<br/><br/>17 HP and 2d8 HD<br/><br/>Acrobatics +5 Athletics +2 Deception +3 Insight +2 Perception +2 Stealth +7 (Expertise)<br/><br/>Passive Insight 12, Passive Perception 12<br/><br/>Rapier: +5 to attack, 1d8+3 piercing damage<br/>Shortbow: +5 to attack, 1d8+3 piercing damage<br/>Dagger: +5 to attack, 1d4+3 piercing damage<br/><br/><strong>Deep Gnome</strong><br/><br/>Speed: Your base walking speed is 25 feet.<br/>Superior Darkvision: Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 120 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.<br/>Gnome Cunning: You have advantage on all Intelligence, Wisdom, and Charisma saves against magic.<br/>Stone Camouflage: You have advantage on Dexterity (stealth) checks to hide in rocky terrain.<br/><br/><strong>Proficiencies</strong><br/><br/>Armor: Light armor<br/>Weapons: Simple weapons, hand crossbows, longswords, rapiers, shortswords<br/>Tools: Thieves' tools<br/>Musical Instruments: Horn<br/>Languages: Common, Draconic, Gnomish, Undercommon<br/><br/><strong>Rogue Class Features</strong><br/><br/><strong>Expertise: Stealth and Thieves' Tools</strong><br/><br/>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>Sneak Attack</strong><br/><br/>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.<br/><br/><strong>Thieves' Cant</strong><br/><br/>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.<br/><br/><strong>Far Traveler Feature: All Eyes on You</strong><br/><br/>Your accent, mannerisms, figures of speech, and perhaps even your appearance all mark you as foreign. Curious glances are directed your way wherever you go, which can be a nuisance, but you also gain the friendly interest of scholars and others intrigued by far-off lands, to say nothing of everyday folk who are eager to hear stories of your homeland.<br/><br/>You can parley this attention into access to people and places you might not otherwise have, for you and your traveling companions. Noble lords, scholars, and merchant princes, to name a few, might be interested in hearing about your distant homeland and people.<br/><br/><strong>Equipment</strong><br/><br/>Rapier, Shortbow and Quiver of 20 Arrows, Studded Leather Armor, Two Daggers, Thieves' Tools (with Expertise)<br/>a Backpack, a Bedroll, a Mess kit, a Tinderbox, 10 torches, 10 days of Rations, a Waterskin, 50 feet of Hempen rope<br/>Traveler's clothes, Horn, Poorly wrought maps from your homeland that depict where you are in Faerûn, An earring studded with a cracked and poor quality ruby in the style of Svirfneblin craft (worth 10gp), and a pouch containing 70gp</div></div>