Medium Humanoid, any alignment
AC: 16 (Studded Leather)
HP: 36 (8d8+0) (Dwarf: 44)
Speed: 30 (Wood Elf: 35)
Str: 9(-1)
Dex: 18(+4)
Con: 10(+0)
Int: 12(+1)
Wis: 8(-1)
Cha: 12(+1)
Saves: Dex +6, Int +3
Skills: Stealth +8, Sleight of Hand +8, Perception +3, Investigation +5, (Human/Elf/Half Elf: Insight +1, Half Elf/Half Orcs: Intimidate +3)
Senses: passive Perception: 13 (Dwarf/Elf/Gnome/Half Orc/Tiefling: Darkvision 60')
Resistances: (Dragonborn: element) (Dwarf: Poison) (Elves: Charm) (Halfling: Frightened) (Gnome: int, wis, cha vs spells) (Tiefling: Fire)
Immunities: (Elf: Sleep)
Languages: Common, Thieves' Cant, one other (Gnome: Small Beasts)
CR: 2 Proficiency: +2
SNEAK ATTACK: add 4d6 to damage on attack with (Finesse OR Ranged weapons) AND (ally within 5' of target
OR Advantage on the attack) AND (no disadvantage)
SECOND STORY WORK: Climb at normal movement speed, Running Long Jump for 39', Running High Jump for 18'
EVASION: Half damage on failed Dex saved, and no damage on successful Dex saves
(Halfling) LUCKY: re-roll 1's on attacks, abilities and saves.
(Half Orc) SAVAGE ATTACK: Extra weapon die on melee crits.
(Human) CROSSBOW EXPERT: Enemies within 5' doesn't cause ranged attack penalty, Ignore Loading quality of
crossbows
+1 LIGHT CROSSBOW: +7 to hit, range 80'/320', one target.Hit: 1d8+5
RAPIER: +6 to hit, reach 5', one target.Hit: 1d8+4
OFF HAND DAGGER: BXN, +6 to hit, reach 5' or range 20'/60', one target.Hit: 1d4
(Human) HAND CROSSBOW: BXN after Attack XN with one handed weapon, +6 to hit, reach 5', one
target.Hit: 1d6+4
CUNNING ACTION: BXN, Dash, Disengage, Hide, Slieght of Hand, Disarm Traps, Pick Locks, or Use an
Object
POTION OF HEALING: heal 2d4+2
(Dragonborn) BREATH WEAPON: range 15' cone or 30' line, DC 10 Dex vs 3d6 element (Con vs poison or
cold)
(High Elf) FIREBOLT: +3 to hit, range 120', one target. Hit: 2d10 fire
(Gnome) MINOR ILLUSION: 1 min, 5' cube, 30' range, DC 11 action to examine.
(Tiefling) DARKNESS: range 60', 15' radius, Conc 10 mins, optionally moves with you.
UNCANNY DODGE: Halve damage from an attack that you can see coming
(Tiefling) HELLISH REBUKE: RXN, target that just damaged you, range 60', Dex DC 11 vs 3d10 fire, save for
half.
Rapier, +1 Light Crossbow, 20x bolts, 5x Daggers (Human: Hand Crossbow and 20 bolts), Boots of Striding and Springing, Studded Leather Armor, 3x bags of Caltrops, 3x bags of Ball Bearings, 2x Hunting Traps, 2x Potion of Healing
Place Clatrops, Ball Bearings and Traps in places to prevent people from closing in on you, disguise them. Hide
before things start, pop out, shoot, hide again. Keep distance between you and the enemy, throwing caltrops and
ball bearings out behind you to slow down pursuers. Run and jump away to escape, but you can pull out the Rapier and Dagger if you get cornered.