Glim
Glim
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Race: Halfling (Lightfoot), Class: Rogue (Arcane Trickster) 6th • Bard 1st Background: Urchin, Alignment: Chaotic Good Patron Deity: Selune Factions: Blackstaff Tower 3 • Harpers 3 |
Ability Scores
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Strength 10 (+0), Dexterity 20 (+5), Constitution 12 (+1); Intelligence 13 (+1), Wisdom 14 (+2), Charisma 16 (+3) |
Proficiencies
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Bonus: +3 Saving Throws: Dexterity & Intelligence Skills: Acrobatics, Athletics, Deception, Perception, Persuasion, Sleight of Hand, Stealth (Italicized Skills gain double Proficiency bonus) Tools: Thieves Tools, Disguise Kit, Musical Instrument (Lute) Languages: Common, Halfling, Alzhedo, Chondathan, Thieves' Cant Armor: Light Armor Weapons: Simple weapons, hand crossbow, light crossbow, long sword, rapier, and short sword |
Traits
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Small Size, Lucky, Brave, Halfling Nimbleness, Naturally Stealthy • City Knowledge •
Expertise (Sleight of Hand, Stealth), Sneak Attack (+3d6), Thieves Cant, Cunning Action, Uncanny Dodge, Arcane Trickster Spellcasting, Mage Hand Legedermain • Bardic Spellcasting, Bardic Inspiration (d6, 3/long rest) |
Feats
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Athlete, Mobile |
Combat
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Attacks: • Rapier: +8 to hit, 1d8+5 Piercing (+3d6 Sneak Attack), Finesse• Dagger: +8 to hit, 1d4+5 Piercing (+3d6 Sneak Attack), Finesse, Light, Thrown (20/60)• Sling: +8 to hit, 1d4+5 Bludgeoning (+3d6 Sneak Attack), Ammo, Range (30/120)Armor Class: 18 (13 [Armor] + 5 [Dex]), Initiative: +5, Speed: 35 ft Hit Points: 41, Hit Dice: 7d8 |
Social
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Personality Traits: Glim is pragmaitc, passionate, and generally friendly, although she has no qualms about slicing things to bits, be they mosters or purse strings. Ideals: Those who make of themselves easy marks deserve to have their purses lightened. Bonds: The Blackstaff; Ciro, Amadahr, and Evandur;The memory of her mother, the Harpers, Ruella, and Uncle Art. Flaws: Phobia (large bodies of water) ABC (Already Been Chewed, being eaten pisses Glim off!) |
Origin
- Parents were Syanee & Brindle Sweetruff, a pair of adventurers. They named their daughter Serra. (Glim knows this but does not advertise this.)
- DoB: 2nd day of Flamerule, Year of the Wandered (DR 1338). (Previously Glim called her birthday Spheres.)
- Age 16 in 1354
Horoscope
- Born under the Sign of the Chalice, and with Selûne Full under the Sign of the Golden Wheel
- Those born under the sign of the Chalice are mercurial, innovative, creative and confident. Easily bored, they crave mental stimulation and challenge. They are eloquent and gifted performers, exuding natural charm.
- Those born with Selûne under the Sign of the Golden Wheel are determined, self-motivated, enthusiastic and responsible. Natural leaders, they remain calm in a crisis and are not easily swayed by opposition. Although serious minded, they are cheerful and optimistic and do not give up easily.
Traits
Halfling Traits
- Lucky: Reroll 1's on attack roll, ability check, or saving throw. Must use new roll.
- Brave: Advantage on saves against being frightened
- Halfling Nimbleness: Can move through the space of any creature that is of a size larger than yours.
- Naturally Stealthy: Attempt to hide even when obscured only by a creature at least one size larger than you.
Urchin Traits
- City Secrets: When you are not in combat, you and any companions you lead can travel between any two locations in a city twice as fast as your speed would normally allow.
Rogue (Arcane Trickster) Traits
- Expertise: Deception, Perception, Sleight of Hand, Stealth • Double Proficiency bonus when making Skill checks with these Skills.
- Sneak Attack: If you have advantage on a target or the target has another enemy within 5' of it (and you do not have disadvantage on the attack), you may add extra damage to an attack with a finesse or ranged weapon.
- Damage Bonus: +3d6
- Thieves Cant: You can speak the code language of thieves and criminal types; it takes 4x as long to convey a message in this language. You also understand the codes, signs, and tags used by underworld figures to mark an area as dangerous, territory of a given guild or gang, a place for rich pickings, or if a place will provide shelter or an escape route for thieves on the run.
- Cunning Action: Bonus Action may be used to do one of the following:
- Dash
- Disengage
- Hide
- Control your mage hand spell.
- Uncanny Dodge: When an attacker that you can see hits you with an attack, you can use your Reaction to halve the attack's damage against you.
Arcane Trickster Traits
- Mage Hand Legerdemain: When casting mage hand, can make the hand invisible, and can do additional tasks as noted below. You may always attempt to remain unseen performing one of these tasks with a Dexterity (Sleight of Hand) check against the target's Wisdom (Perception). (Note: You may use your Cunning Action Rogue Trait to control this hand)
- Stow one object the hand is holding in a container worn or carried by another creature.
- Retrieve an object in a container worn or carried by another creature.
- Use thieves' tools to pick locks and disarm traps at range.
Bard Traits
- Bardic Inspiration (d6): Bonus Action to choose a target within 60' and grant them one Bardic Inspiration die (may have only 1 die at a time). Once it is used, it is lost. You can do this a number of times equal to your Charisma bonus (3), and recover the ability when you take a long rest.
- May be used to roll die and add result to a single ability check, attack roll, or saving throw.
- May choose to add result after the die roll is made but before it is interpreted by the DM.
Faction Traits
- Network of Agents: You know the methods for contacting and getting information to Harpers, including secret signs, certain songs, identifying phrases and the like.
- Song Training: You gain Proficiency in one musical instrument (Lute).
- Harper's Pin: You gain a Harper's pin.
- Harper Lore: You gain access to a repository of spells you may learn through the leader of your cell of Harpers.
Spells
Spell Slots Per Day
- 1st: 4
- 2nd: 2
Arcane Trickster Spells
- Magic Ability: Intelligence • Saving Throw DC Total: 12 (8 + Prof bonus + Int mod) • Spell Attack Mod: +4 (Prof bonus + Int mod)
Spells Known: Cantrips 4 • 1st 3
- Cantrips: Booming Blade, Mage Hand, Message
- 1st Level: Disguise Self, Jump, Shield, Sleep
Bard Spells
- Magic Ability: Charisma • Saving Throw DC: 14 (8 + Prof bonus + Cha mod) • Spell Attack Mod: +6 (Prof bonus + Cha mod)
Spells Known: Cantrips 2 • 1st 4
- Cantrips: Minor Illusion, True Strike
- 1st Level: Detect Magic, Featherfall, Healing Word, Longstrider
Feats
- Athlete: Dex +1 • Standing from prone uses 5' of movement • Do not halve speed while climbing • Need only 5' of movement before running jumps.
- Mobile: Speed +10' • Difficult Terrain does not apply to Dash • When you make a melee attack against a creature, you don't provoke opportunity attacks from that creature for the rest of the turn, whether you hit or not.
Resources
- Moneys: GP 190 • EP 77 • SP 61 • CP 0
- Carried Equipment: Studded Leather Armor, Rapier, Dagger x2, Sling, Sling Bullets (20), Thieves' Tools, Disguise Kit, Climbers Kit, Ball Bearings (bag of 100) x2, Adventurers Kit, Common Clothing, Crowbar, Flask, Grappling Hook, Lock, Sweetsleep (3 doses)
- Stored Equipment: Fine gaming sets (x2), Dwarven stein, holy symbol (Selûne), blue & silver book (?), poisoned needle from ancient trap
- Lifestyle: xxx
Magic Items
- Potions
- Climbing (x1): Gain Advantage on all Strength (Climb) checks for 1 hour.
- Healing (x3): Regain 2d4+2 hit points.
- Halfling Bag of Holding: Bag with 2' diameter mouth • Holds up to 500lb and 64 cubic ft • Weighs 8lb regardless of contents • Retrieving an item from the bag is an action • The item is smaller and weighs less than normal, and of plain, rustic construction (those using detect magic must make an Arcana check, DC 12, to notice its magical emanations)
- Wand of Magic Missiles: Charges: max 7 • Cast magic missile at 1st level (3 missiles, 1 chg), 2nd level (4 missiles, 2 chg), or 3rd level (5 missiles, 3 chg). Each missile hits a target within 120' automatically, and inflicts 1d4+1 force damage.
- Temperate Selûnite Holy Symbol: Holy symbol of Selûne that prevents harm to bearer in temperatures from -20º F to 120º F.
- Harper Pin: Attunement. Gain advantage to saves vs being charmed • Immunity to all magics that read your thoughts • Pin cannot be detected by any magic • Pin absorbs all magic missiles cast at the wearer, inflicting no damage • Wearer gains resistance to lightning damage
- Dove's Harp: Attunement. When played, being within 30' have all grief, melancholy, and anger lifted from them. If a being is affected by a spell that inflicts such emotions, they are immediately granted a save to throw off that effect, rolled at advantage. This may be repeated each round of the harp's playing. Additionally, when used to play soothing music while wounded allies or resting, those allies regain an extra 1d6 hit points. If used by a bard with their "Song of Rest" ability, this instead doubles the die rolled to gain extra hit points.
- Ring of Mind Shielding: Attunment. While wearing this ring, you are immune to magic that allows other creatures to read your thoughts, determine whether you are lying, know your alignment, or know your creature type. Creatures can telepathically communicate with you only if you allow it. You can use an action to cause the ring to become invisible until you use another action to make it visible, until you remove the ring, or until you die. If you die while wearing the ring, your soul enters it, unless it already houses a soul. You can remain in the ring or depart for the afterlife. As long as your soul is in the ring, you can telepathically communicate with any creature wearing it. A wearer can’t prevent this telepathic communication.
Other Important Individuals
- Arathka Ruell, wife of proprietor of The Old Xoblob Shoppe.
- Phera of Yondalla , head of the Sweetruff clan
- Eatiel, elven proprietor of Three Moves Ahead, a gaming shop.
- Daven of Yondalla, freed slave, Ambassador of Luiren to Waterdeep
Syanee Farwalker: One of the few hin wizards in many generations, Syanee Farwalker came to Khelben's attention when she presented herself at his tower and demanded that he teach her how to use magic. Bemused by her bravado and impressed by her natural talent, he did so. She eventually left his teaching and became an adventurer in her own right, joining an adventuring company called The Quick & the Stalwart, who did much adventuring in the North. Eventually she had a child and settled into semi-retirement, but a mission from Khelben took her away from Waterdeep, where she died, leaving her only daughter an orphan. Brindle Sweetruff: Likely Glim's father, Brindle had a reputation as a wanderer. A ranger who loved the wildwoods (unlike so many of his folk), Glim has yet to discover his fate, or why she has no memories of him from her childhood. | |
Uncle Artanial: The head of the small gang of child thieves in the Dock Ward who took Glim in when she ended up on the streets after her mother's death. He taught her everything she knows about the art of lifting purses and keeping from being caught while doing so. |
Projects, Goals and/or Downtime
- Gather information on parents
Spells
Glim knows the following spells
Booming Blade
Evocation cantrip
Casting Time: 1 action
Range: 5 feet
Components: V, M (a weapon)
Duration: 1 round
As part of the action used to cast this spell, you must make a melee attack with a weapon against one creature within the spell’s range, otherwise the spell fails. On a hit, the target suffers the attack’s normal effects, and it becomes sheathed in booming energy until the start of your next turn. If the target willingly moves before then, it immediately takes 1d8 thunder damage, and the spell ends.
This spell’s damage increases when you reach higher levels. At 5th level, the melee attack deals an extra 1d8 thunder damage to the target, and the damage the target takes for moving increases to 2d8. Both damage rolls increase by 1d8 at 11th level and 17th level.
Detect Magic
1st-level divination (ritual)
Casting Time: 1 action
Range: Self
Components: V, S
Duration: Concentration, up to 10 minutes
For the duration, you sense the presence of magic within 30 feet 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.
The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
Disguise Self
1st-level illusion
Casting Time: 1 action
Range: Self
Components: V, S
Duration: 1 hour
You make yourself—including your clothing, armor, weapons, and other belongings on your person—look to dismiss it. You can seem 1 foot shorter or taller and can appear thin, fat, or in between. You can’t change your body type, so you must adopt a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you.
The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell and anyone who touches it would feel nothing or would feel your head and hair. If you use this spell to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair.
To discern that you are disguised, a creature can use its action to inspect your appearance and must succeed on an Intelligence (Investigation) check against your spell save DC.
Featherfall
1st-level transmutation
Casting Time: 1 reaction, which you take when you or a creature within 60 feet of you falls
Range: 60 feet
Components: V, M (a small feather or piece of down)
Duration: 1 minute
Choose up to five falling creatures within range. A falling creature’s rate of descent slows to 60 feet per round until the spell ends. If the creature lands before the spell ends, it takes no falling damage and can land on its feet, and the spell ends for that creature.
Healing Word
1st-level evocation
Casting Time: 1 bonus action Range: 60 feet
Components: V
Duration: Instantaneous
A creature of your choice that you can see within range regains hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d4 for each slot level above 1st.
Jump
1st-level transmutation
Casting Time: 1 action
Range: Touch
Components: V, S, M (a grasshopper’s hind leg)
Duration: 1 minute
You touch a creature. The creature’s jump distance is tripled until the spell ends.
Longstrider
1st-level transmutation
Casting Time: 1 action
Range: Touch
Components: V, S, M (a pinch of dirt)
Duration: 1 hour
You touch a creature. The target’s speed increases by 10 feet until the spell ends.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.
Mage Hand
Conjuration cantrip
Casting Time: 1 action
Range: 30 feet
Components: V, S
Duration: 1 minute
A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.
You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it. The hand can’t attack, activate magic items, or carry more than 10 pounds.
Arcane Trickster: As an arcane trickster rogue, when you cast mage hand, it is invisible, and may be used to take objects from a container, place an object in a container, and use thieves' tools to pick locks and disarm traps, all with Dexterity (Sleight of Hand) checks opposed by viewers Wisdom (Perception) checks to do so unseen. This may also be done as a rogue's Cunning Action (bonus action)
Message
Transmutation cantrip
Casting Time: 1 action
Range: 120 feet
Components: V, S, M (a short piece of copper wire)
Duration: 1 round
You point your finger toward a creature within range and whisper a message. The target (and only the target) hears the message and can reply in a whisper that only you can hear.
You can cast this spell through solid objects if you are familiar with the target and know it is beyond the barrier. Magical silence, 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood blocks the spell. The spell doesn’t have to follow a straight line and can travel freely around corners or through openings.
Minor Illusion
Illusion cantrip
Casting Time: 1 action
Range: 30 feet
Components: S, M (a bit of fleece)
Duration: 1 minute
You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again.
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, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends.
If you create an image of an object—such as a chair, muddy footprints, or a small chest—it must be no larger than a 5-foot cube. The image can’t create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it.
If a creature uses its action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature.
Shield
1st-level abjuration
Casting Time: 1 reaction, which you take when you are hit by an attack or targeted by the magic missile spell
Range: Self
Components: V, S
Duration: 1 round
An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile.
Sleep
1st-level enchantment
Casting Time: 1 action
Range: 90 feet
Components: V, S, M (a pinch of fine sand, rose petals, or a cricket)
Duration: 1 minute
This spell sends creatures into a magical slumber. Roll 5d8; the total is how many hit points of creatures this spell can affect. Creatures within 20 feet of a point you choose within range are affected in ascending order of their current hit points (ignoring unconscious creatures).
Starting with the creature that has the lowest current hit points, each creature affected by this spell falls unconscious until the spell ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. Subtract each creature’s hit points from the total before moving on to the creature with the next lowest hit points. A creature’s hit points must be equal to or less than the remaining total for that creature to be affected
Undead and creatures immune to being charmed aren't affected by this spell.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d8 for each slot level above 1st.
True Strike
Divination cantrip
Casting Time: 1 action
Range: 30 feet
Components: S
Duration: Concentration, up to 1 round
You extend your hand and point a finger at a target in range. Your magic grants you a brief insight into the target’s defenses. On your next turn, you gain advantage on your first attack roll against that target, provided that this spell hasn’t ended.