Kaelith Duskmere

Level 1 Wood Elf Rogue

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STR
8 (-1)
DEX
17 (+3)
CON
14 (+2)
INT
10
WIS
13 (+1)
CHA
12 (+1)

Defense

Armor Class 14 (Leather armor (+2 DEX))
Hit Points 10 (1d8 + 2 +2)
Speed 35 ft.

Proficiencies & Skills

Saving Throws Dexterity, Intelligence
Skills Stealth +7, Deception +3, Acrobatics +5, Perception +3, Sleight of hand +7

Features

Sneak Attack

Rogue class Level 1
at-will

Once per turn, deal an extra 1d6 damage when you hit with a finesse or ranged weapon and have Advantage on the roll, or when another enemy of the target is within 5 feet of it.

Darkvision

Wood Elf species Level 1
at-will

You can see in Dim Light within 60 feet as if it were Bright Light and in Darkness as if it were Dim Light (colors appear in shades of gray).

Weapon Mastery

Rogue class Level 1
at-will

You can use the mastery property of one weapon: the Shortbow (Vex) or Dagger (Nick). Kaelith has chosen the Shortbow (Vex).

Alert (Origin Feat)

Criminal background Level 1
at-will

You can add your Proficiency Bonus to Initiative rolls, and you can swap Initiative with one willing ally after rolling.

Expertise

Rogue class Level 1
at-will

Choose two skill proficiencies (Stealth and Sleight of Hand); your proficiency bonus is doubled for checks with them.

Stealthy Nature

Wood Elf species Level 1
at-will

You can attempt to Hide even when only lightly obscured by foliage, rain, snow, mist, or other natural phenomena.

Thieves' Cant

Rogue class Level 1
at-will

You know Thieves' Cant and can pass secret messages using a mixture of slang, code, and hidden signs.

Fey Ancestry

Wood Elf species Level 1
at-will

You have Advantage on saving throws against the Charmed condition, and magic can't put you to sleep.

Keen Senses

Wood Elf species Level 1
at-will

You have proficiency with the Insight, Perception, or Survival skill (Perception selected).

Elf Speed (35 ft.)

Wood Elf species Level 1
at-will

Your base walking speed is 35 feet.

Behind the character

Character Information

Kaelith Duskmere is a slim, agile wood elf woman of twenty, built for speed and silence rather than strength. She stands slightly shorter than human women, with the light, deliberate movements of someone who learned early that being seen can be fatal. Her ash-brown hair falls loose past her shoulders, catching a faint silver sheen in moonlight — the one soft, almost beautiful thing about her that she never bothers to hide.

Her fair skin carries the faint weathering of years spent outdoors and in, and her dull green eyes are her most striking feature: watchful, flat, and always moving, reading exits and hands and shadows before she reads faces. Her slightly pointed ears peek through her hair, and she has a habit of angling one toward a conversation she pretends not to be part of.

She dresses practically, in layers that don't rustle: a moss-green blouse under a light brown leather vest with hidden pockets, charcoal pants that disappear into darkness, and scuffed light brown boots worn soft enough to make no sound on stone. A shortbow is slung across her back, strung and ready, and two daggers rest at her belt — one at her hip, one hidden at the small of her back that she'll deny owning. Everything she carries is maintained obsessively; her blades are sharp, her bowstring waxed, her thieves' tools oiled. In a life where everything can be taken, her gear is the one thing she controls.

Her expression is guarded but sharp, resting somewhere between boredom and assessment. She rarely smiles with her whole face, and when she does, it's usually a warning sign rather than an invitation. She speaks little, watches much, and has the quiet, coiled confidence of someone who survived the streets at thirteen and built a legend in the guild before she could legally drink in most taverns. She trusts slowly, values loyalty fiercely, and has never forgiven herself for the one friend whose loyalty cost him everything.

Beneath the cynicism is a chaotic good heart: she steals from those who won't miss it, protects the helpless when no one's watching, and runs from attachment almost as fast as she runs from the guard.

Before the adventure

Character Background

Kaelith Duskmere was born in a wood elf enclave at the edge of the great forest, raised on hunting trails, elvish songs, and the quiet expectation that she would grow up, take a trade, and stay. It was a good life by any reasonable measure — safe, beautiful, and suffocating. Her parents were weavers, respected and unremarkable, and from her earliest years Kaelith chafed against the slow rhythm of enclave life.

She was the child who climbed the tallest tree, who crept out to watch the trading caravans pass on the far road, who asked too many questions about the cities beyond the trees. The elders called it restlessness. Her mother called it a phase. Kaelith called it hunger.

At thirteen, she ran. Not with a plan — with a stolen pouch of coins, a hunting knife, and the absolute conviction that somewhere in the human cities was a life that would actually fit her. The reality was colder. The city she reached was nothing like the stories: it was mud and smoke and hunger, and a wood elf child with pointed ears and no papers had exactly two options — starve honestly or survive dishonestly.

She chose survival. For three years she lived by her wits: sleeping in haylofts and temple eaves, picking pockets in market crowds, learning which guards could be bribed and which alleys ended in knives. She learned to move silently, lie smoothly, and trust no one farther than she could run.

Then she met Fen. A human street boy two years older, all crooked grins and terrible plans, Fen took one look at the sharp-eared girl who'd just lifted his purse and decided they were partners. He taught her the city's real map — the rooftops, the sewers, the words beneath words. For two years they were inseparable, and for the first time since the forest, Kaelith was something other than alone.

When a job went wrong — a merchant's guards, a blocked alley, a window too narrow for two — Fen made the choice before she could argue. He held the guards off. She went through the window. He didn't come out.

Kaelith doesn't talk about Fen. She carries his old lucky copper, worn smooth, in a pouch she never spends. His death is the scar under everything: the reason she flinches from partnership, the reason she's reckless with her own life and pathological about not being responsible for anyone else's. She ran from the city for a season, drifted, and might have died hungry and anonymous if a thieves' guild fence hadn't noticed her lifting marks in a crowd without being noticed — and made her an offer.

The guild was the first place since Fen where her talents were currency instead of shame. She rose fast. Her elvish sharpness made her the best scout and lookout the guild had; her silence made her the one sent through windows no one else would touch. Within a year, younger thieves were telling stories about her — the elf who walked through locked doors, who vanished in open daylight, who once stole a ring off a magistrate's hand mid-sentence. She became a legend in the guild before she turned twenty, a name whispered with a grin.

But legends are cages of a different kind. Kaelith has begun to feel the same restlessness that drove her from the forest — the sense that she's climbed the tallest tree in this forest too, and there's nothing left above her. When the opportunity arose to join an adventuring company, she took it against the guildmaster's advice, telling herself it was a job. It isn't, quite. It's a chance to be someone without a legend attached — and, though she'd never say it, a chance to decide whether she's the kind of person who watches through the window, or the kind who goes back through it for someone else.

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