Rhaynah was raised as a spy for the Yuan Ti Clan, a position she served for many years. Her final mission involved assimilating into the Eladrin tribe, more commonly known as Star Elves. After years in deep cover, the order came to wipe out the entire tribe.
By the next morning, there was only one living Eladrin in all the realms. Rhaynah had slain the rest while they slept, but as she prepared to slay the final child she suffered a crisis of morality. Rhaynah had never felt guilt until this moment, and she was completely unprepared for it's peculiar effects.
From there, everything happened so fast. Before she had had time to fully appraise her situation, she had brought the survivor to a trusted smuggler who would see that the child would never be found.
Rhaynah had betrayed her tribe with her disobedience, and she knew that the penalty for treason was death. Despite how well she had concealed the evidence, Rhaynah would never return to the Yuan Ti. Her years among the Star Elves had changed her, and she knew she could never reintegrate with a tribe that was literally devoid of emotion.
She has spent the last seventeen years on the move, certain that Yuan Ti assassins had been dispatched and would catch up with her if she ever slowed down. Unil one day, she heard tell of a free city whose citizens all received a general amnesty. What's more, it is said that no citizen can be killed while within the city walls! She would find this Free City of Dooptopia, where she hoped she may once again find a taste of the peaceful life she knew during her time among the Star Elves.
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Weapons: simple Weapons, hand crossbows, longswords, rapiers, shortswords
You know three cantrips: mage hand and two other cantrips of your choice from the wizard spell list. Cantrips do not cost spell slots.
You know three 1st-level wizard spells of your choice, two of which you must choose from the enchantment and illusion spells on the wizard spell list. You learn level 2 spells at rogue level 7.
You have three level one spell slots. You get a fourth at level 7.
Features that are not available at the current player level appear in crossed out text.
Once per turn, you can deal an extra 1d6 damage to one creature you hit with an Attack if you have advantage on the Attack roll. The Attack must use a Finesse or a ranged weapon. You don't need advantage on the Attack roll if another enemy of the target is within 5 feet of it, that enemy isn't Incapacitated, and you don't have disadvantage on the Attack roll.
The amount of the extra damage increases as you gain levels in this class, as shown in the Sneak Attack column of the Rogue table.
Starting at 2nd level, 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.
Starting at 5th level, 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.
Beginning at 7th level, 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 instead take no damage if you succeed on the saving throw, and only half damage if you fail.
By 11th level, you have refined your chosen skills until they approach perfection. Whenever you make an ability check that lets you add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10.
Starting at 14th level, if you are able to hear, you are aware of the location of any hidden or Invisible creature within 10 feet of you.
By 15th level, you have acquired greater mental Strength. You gain proficiency in Wisdom saving throws.
Beginning at 18th level, you are so evasive that attackers rarely gain the upper hand against you. No Attack roll has advantage against you while you aren't Incapacitated.
At 20th level, you have an uncanny knack for succeeding when you need to. If your Attack misses a target within range, you can turn the miss into a hit. Alternatively, if you fail an ability check, you can treat the d20 roll as a 20.
Once you use this feature, you can't use it again until you finish a short or Long Rest.
Starting at 9th level, if you are hidden from a creature when you cast a spell on it, the creature has disadvantage on any saving throw it makes against the spell this turn.
At 13th level, you gain the ability to distract targets with your mage hand. As a bonus action on your turn, you can designate a creature within 5 feet of the spectral hand created by the spell. Doing so gives you advantage on attack rolls against that creature until the end of the turn.
At 17th level, you gain the ability to magically steal the knowledge of how to cast a spell from another spellcaster.
Immediately after a creature casts a spell that targets you or includes you in its area of effect, you can use your reaction to force the creature to make a saving throw with its spellcasting ability modifier. The DC equals your spell save DC. On a failed save, you negate the spell’s effect against you, and you steal the knowledge of the spell if it is at least 1st level and of a level you can cast (it doesn’t need to be a wizard spell). For the next 8 hours, you know the spell and can cast it using your spell slots. The creature can’t cast that spell until the 8 hours have passed.
Once you use this feature, you can’t use it again until you finish a long rest.
At 1st level, choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with Thieves' Tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies. At 6th level, you can choose two more of your proficiencies (in skills or with thieves' tools) to gain this benefit
During your rogue Training you learned thieves' cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows thieves' cant understands such messages. It takes four times longer to convey such a Message than it does to speak the same idea plainly.
In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves' guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run.
Starting at 3rd level, when you cast mage hand, you can make the spectral hand invisible, and you can perform the following additional tasks with it:
You can perform one of these tasks without being noticed by a creature if you succeed on a Dexterity (Sleight of Hand) check contested by the creature’s Wisdom (Perception) check.
In addition, you can use the bonus action granted by your Cunning Action to control the hand.