5th Edition Character Sheet
Skills
Racial
Immunity to magic sleep effects: Elves do not sleep
+2 saving throw bonus against: enchantment spells or effects
+2 bonus on:Listen, Search, Spot checks
Low light vision:A wood elf can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination.
Class
Expertise: At 6th level choose 4 of your proficiencies or three and your thieves tools proficiencies and double proficiency bonus.
Sneak Attack: Once per turn, you can deal an extra 4d6 damage to one creature you hit with an attack if you have an advantage on the attack roll. The attack must use finesse or a ranged weapon.
Theives' Cant:During your rogue training you learned a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversations. Only another creature that knows thieves's cant understand the message. It takes four times longer to use this method.
Cunning Action:Your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.
Uncanny Dodge:When an attacker that you can see hits you with an attack, you can use your reaction to halve the attacker's damage against you.
Evasion:You can nimbly dodge out of the way of certain area effects, such as a red dragon's fiery breath or an ice storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you take no damage if you succeed the saving throw, and only half if you fail.
Fast Hands:You can use the bonus action granted by Cunning Action to make a Dexterity(Slight of Hand) check, use your thieves' tools to disarm a trap or open a lock, or take the Use an Object action.
Second-Story Work:You gain the ability to climb faster than normal; climbing no longer costs extra movement. When you make a running jump, the distance you cover increases by a number of feet equal to your Dexterity modifier.
Features
Miner's Eye: You know the best ways to drain water from shafts and tunnels, support weak tunnels, and process ores using cupellation. You can also find work and housing in most mountainous towns
[b]Immunity to magic sleep effects:[/b] Elves do not sleep
[b]+2 saving throw bonus against:[/b] enchantment spells or effects
[b]+2 bonus on:[/b]Listen, Search, Spot checks
[b]Low light vision:[/b]A wood elf can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination.
[b]Class[/b]
[b]Expertise:[/b] At 6th level choose 4 of your proficiencies or three and your thieves tools proficiencies and double proficiency bonus.
[b]Sneak Attack:[/b] Once per turn, you can deal an extra [4d6] damage to one creature you hit with an attack if you have an advantage on the attack roll. The attack must use finesse or a ranged weapon.
[b]Theives' Cant:[/b]During your rogue training you learned a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversations. Only another creature that knows thieves's cant understand the message. It takes four times longer to use this method.
[b]Cunning Action:[/b]Your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.
[b]Uncanny Dodge:[/b]When an attacker that you can see hits you with an attack, you can use your reaction to halve the attacker's damage against you.
[b]Evasion:[/b]You can nimbly dodge out of the way of certain area effects, such as a red dragon's fiery breath or an ice storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you take no damage if you succeed the saving throw, and only half if you fail.
[b]Fast Hands:[/b]You can use the bonus action granted by Cunning Action to make a Dexterity(Slight of Hand) check, use your thieves' tools to disarm a trap or open a lock, or take the Use an Object action.
[b]Second-Story Work:[/b]You gain the ability to climb faster than normal; climbing no longer costs extra movement. When you make a running jump, the distance you cover increases by a number of feet equal to your Dexterity modifier.
[b]Features[/b]
[b]Miner's Eye:[/b] You know the best ways to drain water from shafts and tunnels, support weak tunnels, and process ores using cupellation. You can also find work and housing in most mountainous towns
Languages: Common, Elven, Goblin, Dwarvish
✪ He will ponder the pros and cons before making a decision.
✪ Hates snakes
✪ He occasionally thinks aloud.
Volka was born into a family of miners, and from a young age, he learned to wield a pickaxe with precision. His father, a wise and experienced miner, passed down the knowledge of the earth’s secrets, teaching Volka how to find the richest veins and how to distinguish between precious and common stones.
Life was peaceful, and the village flourished, until ominous rumors began to circulate. Miners, returning from the deeper tunnels, whispered of strange occurrences. They spoke of eerie voices echoing through the caverns, and unnatural tremors that shook the earth. Many believed that malevolent spirits had been disturbed by their mining activities.
Volka’s father, a pillar of strength in the community, led an expedition to investigate. What they discovered deep beneath the surface shook them to the core. A cavern to the Abyss, a nightmarish hole of echoing screams and slithers, had cracked open within the heart of their mines. Foul creatures, hundreds of Marliths, large and hungry, wreaked havoc on the village.
A fierce battle ensued as the wood elves defended their homes, but the Maraliths were relentless. The village was left in ruins, and many lives were lost, including Volka’s father. In the aftermath, the portal was sealed, but the damage was done.
Volka, now bereaved and filled with a burning desire for vengeance, knew that he needed to act. He had heard legends of demons with rare gems embedded in their skin, and he believed that harvesting these gems could be the key to restoring his hometown. He set out as an adventurer, driven by a solemn vow to recover the precious gems and bring prosperity back to his people. He hoped that if he had enough gold, he could hire enough adventurers to save his town.
The fall of his village left a deep mark on Volka. He became cautious, always considering the consequences of his actions. His faith in Kelemvor, the God of Death, grew as he was constantly reminded of the impermanence of life. The longer he traveled, the less he feared death. Almost as if he craved it. His tendency to occasionally think aloud and his inability to keep a secret are remnants of the trauma he experienced during the invasion.
As he embarks on his quest, Volka Gazlindin carries not only his pickaxe but also the weight of his village’s destruction, and a determination to right the wrongs inflicted upon his people.
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