High Elf, Lawful Good
Armor Class: 14 (Hide)
Hit Points: 7
Proficiency: + 2
STR: 8 (- 1)
DEX: 14 (+ 2)
CON: 10 (+ 0)
INT: 12 (+ 1)
WIS: 10 (+ 0)
CHA: 12 (+ 1)
Skills: Perception +2 Deception +3 Persuasion +3
Ability Modifiers: +2 Dex, +1 Int
Fey Ancestry: You have advantage on saving throws against being charmed, and magic can’t put you to sleep.
Trance: meditate for 4 hours instead of sleep.
Keen Senses: proficiency in the Perception skill.
Elf Weapon Training: proficiency with the longsword, shortsword, shortbow, and longbow.
Languages: speaks Common, Elvish and Draconic.
- Dagger. Melee Weapon Attack +4 to hit, range 20/60, one target. Hit: 4 (1d4 +2 ) piercing damage.
Properties: Thrown: range 20/60, Finesse, Light,
- Light Crossbow. Ranged Weapon Attack +4 to hit, range 80/320, one target. Hit: 6 (1d8 +2 ) piercing damage.
Properties: Ammunition: range 80/320, Loading, Two-handed,
Casting Time: 1 action
Range: 120 feet
Components: V, S, M (a bit of phosphorus or wychwood, or a glowworm)
Duration: Concentration, up to 1 minute
You create up to four torch-sized lights within range, making them appear as torches, lanterns, or glowing orbs that hover in the air for the duration. You can also combine the four lights into one glowing vaguely humanoid form of Medium size. Whichever form you choose, each light sheds dim light in a 10- foot radius.
As a bonus action on your turn, you can move the lights up to 60 feet to a new spot within range. A light must be within 20 feet of another light created by this spell, and a light winks out if it exceeds the spell’s range.
(Intelligence is spellcasting ability for this spell, due to racial bonus.)