Sera Brightwater
Level 1 Rogue / ThiefInitiative
+2
Armor Class
14
Speed
30 ft.
Prof. Bonus
+2
Ability Scores
Senses
Proficiencies
Skills
Hit Points
Spells & Spell Slots
Cantrips
| Name | School | Cast Time | Range | Duration |
|---|---|---|---|---|
| Acid Splash | Conjuration | 1 action | 60 feet | Instantaneous |
Level 1
| Name | School | Cast Time | Range | Duration |
|---|---|---|---|---|
| Alarm R | Abjuration | 1 minute | 30 feet | 8 hours |
| Animal Friendship | Enchantment | 1 action | 30 feet | 24 hours |
Attacks
| Name | Hit | Damage | Type | Notes |
|---|---|---|---|---|
| Rapier | +2 | 1d8+2 | Piercing | Finesse, Mastery: Vex |
| Shortbow | +4 | 1d6+2 | Piercing | Two-Handed, Mastery: Vex |
| Dagger | +4 | 1d4+2 | Piercing | Finesse, Light, Thrown (Range 20/60), Mastery: Nick |
Features & Traits
As a Bonus Action, let out a cry. Until start of next turn, you and allies within 10 ft have advantage on attack rolls against enemies within 10 ft of you. Uses equal to PB per Long Rest.
Choose one: Defiance (advantage on saves to avoid/end Frightened), Draconic Sorcery (one sorcerer cantrip, CHA), or Craftiness (proficiency in one of: Arcana, Investigation, Medicine, Sleight of Hand,...
Bonus Action: teleport up to 30 ft to an unoccupied space you can see
Equipment & Currency
SP
433
GP
166
PP
3
| Item | Qty | Location |
|---|---|---|
| Rapier Equipped | 1 | carrying |
| Shortbow Equipped | 1 | carrying |
| Dagger Equipped | 1 | carrying |
| Studded Leather Equipped | 1 | carrying |
Backstory & Personality
I always have a plan for what to do when things go wrong. And they always go wrong.
Freedom. Chains are meant to be broken, as are those who would forge them.
I owe everything to my mentor — a swindler who taught me that the best con is the truth told sideways.
When I see something valuable, I can't help but think about how to steal it.
Sera grew up in the flooded lower wards of Silvanus, a port city where the canals smell worse than the politics. She learned to pick pockets before she learned to read, and she learned to read only because stolen letters sometimes contained useful information. The signet ring was supposed to be a routine lift — a fat noble wobbling out of a wine house. But the ring bore the crest of House Valdris, a family that officially went extinct forty years ago, and it fit a keyhole in a door she found beneath the old aqueduct. What she found down there changed everything. Now she's running from people who shouldn't exist, carrying a secret she doesn't fully understand, and discovering that the best scores are the ones that terrify you.