Hellebore Thistledown    (Halfling Female Rogue 1/Wizard 2)
Character Information   
Name: Hellebore Thistledown XP/Next lvl: /
Class: Rogue 1/Wizard 2 HP:curr/max 21 / 21
Alignment: Chaotic Good AC:reg/rear/no shield 15 / /
Race: Halfling Level: 3
Age: 22 Height: 3'1
Weight: 40 Gender: Female
Encumbrance: Movement: 25'
Languages: Common Undercommon Halfling Mousekin Thieves Cant
Ability Scores   
STR: 13 (+1)
INT: 16 (+3)
WIS: 15 (+2)
DEX: 17 (+3)
CON: 12 (+1)
CHR: 12 (+1)

Saving Throws   
Death, Paralysis,
Poison:
Petrification,
Polymorph:
Rod, Staff
or Wand:
Breath: Spell:

Notes: Int +5, Dex +5, Advantage against being frightened

Description and Background   
Description:
Hellebore Thistledown's Personality Traits: I 'm used to helping out those who aren't as smart as I am, and I patiently explain anything and everything to others. There's nothing I like more than a good mystery. Hellebore Thistledown's Ideal(s): No Limits. Nothing should fetter the infinite possibility inherent in all existence. (Chaotic) Hellebore Thistledown's Bond(s): Knowledge didn't come free - I owe a favor to a very bad person. Hellebore Thistledown's Flaw(s): Mage-splaining really is a thing. It's when you talkd down to people and explain things they didn't ask you to, because I assume I know more than you.

Background:
Hellebore was a bright, nimble girl with an irrepressable love for books and knowledge of all things. She loved that books told her history and taught her magic. She loved that plants contained secret knowledge which she could coax into being medicine. She loved using knowledge to cure ailments and restore health. While she developed an expertise in magical understanding and a thorough knowledge of history, nature, and medicine, the search for knowledge does not always lead to licit deeds. Her hunger for the arcane led her to both scholar halls and seedy black markets, to "understandings" with shady undercommon aquirers and the ability to understand the cant of fences, brokers, and thieves. ...but she chafed at never, ever leaving Fallcrest. Now the call has gone out, and she knows it's for her! She cannot contain her excitement at joining with others and seeking an adventure, having come up from Fallcrest with a boat caravan only today. Knowledge is meant to be discovered - by any means needed.


Weapons
Weapon Att/Rnd Range Speed Damage sm/l Spec. Dbl. spec. THAC0 Projectiles
Left
Notes
Dagger +5 20/60 1d4+3/ n n finesse, light, thrown
Quarterstaff (1h) +3 1d6+1/ n n Versatile (1d8)
Light Crossbow +5 80/320 1d8+3/ n n loading, two-handed
Shortsword +5 1d6+3/ n n Finesse, Light
Equipment
Qty Item Location
1 Studded leather bodice and overskirt Body
1 Heather Gray Wool Cloak with Hood Body
1 Spellbook Satchel
2 Shortswords Back Sheath
1 Staff (a spell focus) Hands
1 Light Crossbow Belt
1 Leather Quiver Shoulder
20 Crossbow Bolts Quiver
1 Dagger Boot
1 Spell Component Pouch Belt
1 Healer's Kit Satchel
1 Herbalism Kit Satchel
1 Reference Book Satchel
1 Ink pen Satchel
1 Ink vial Satchel
1 Bedroll Pack
1 Small Knife Pack
1 Little Bag of Sand Satchel
10 Parchment Sheets Satchel
1 Mess Kit Pack
1 Waterskin Pack
1 lb Soap Pack
10 days rations Pack
1 50' Silk Rope Pack
2 Large Sacks Pack


Wealth   Enter negative number to subtract
PP GP EP SP CP
0 25 0 0 0
Magic Items
Qty Item Location


Gems and Jewelry
Qty Item Location
Memorized Spells


Level 0
Light
Mage Hand
Prestidigitation

Level 1
Burning Hands
Detect Magic
Shield
Thunderwave


Spell Book


Level 0
Light
Mage Hand
Prestidigitation

Level 1
Burning Hands
Comprehend Languages
Detect Magic
Find Familiar
Fog Cloud
Identify
Shield
Thunderwave
Unseen Servant


Notes
Skills
Arcana +7 (Expertise)
History +5
Investigation +7 (Expertise)
Medicine +4
Nature +5
Stealth +5

Proficiencies
Tools: Thieves’ tools
Armor: Light armor
Weapons: Simple weapons, hand crossbows, longswords, rapiers, shortswords
Nobody the Owl (familiar)
https://www.allaboutbirds.org/guide/Boreal_Owl/overview
(8 inches tall, 1.3lbs, 2' wingspan)

Owl familiar Str 3 (-4) Dex 13 (+1) Con 8 (-1) Int 2 (-4) Wis 12 (+1) Cha 7 (-2) AC 11; HP 1; Speed 5 fly 60; perception +3; stealth +3; darkvision 120; these familiars do not attack

While your familiar is within 100 feet of you, you can communicate with it telepathically. Additionally, as an action, you can see through your familiar's eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the familiar has. During this time, you are deaf and blind with regard to your own senses.

Flyby. The owl doesn't provoke opportunity attacks when it flies out of an enemy's reach.

Keen Hearing and Sight. The owl has advantage on Wisdom (Perception) checks that rely on hearing or sight.
Halfling
+ 2 dexterity (already included)
Lucky: Halflings can reroll a natural 1 on any attack roll, ability check or saving throw.

Brave: Halflings have advantage on saves against being frightened.

Halfling Nimbleness: Halflings can move through the space of any larger creature.

Lightfoot Halfling (subrace) :

Lightfoot Halflings receive +1 charisma (already included).

Lightfoot Halflings can attempt to hide even behind a creature one size larger.
Wizard
Wizard

The DC to resist your spells is 8 + proficiency bonus + your intelligence modifier.

Ritual casting.

Arcane Recovery: Once per day, recover expended spell slots (level 6 or under) up to half your wizard level.

Evocation wizard (school)

Level 2: Evocation savant -- the time and cost to put an evocation spell into your spellbook is halved

Level 2: Sculpt spells -- leave a number of allies unaffected by an area spell equal to 1+ the level of the spell
Sneak Attack
Sneak Attack
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.

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.
Thieves Cant
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 a safe house for thieves on the run.