Emberlynn Highbranch
Emberlynn Highbranch
Sheet
AC 15 · HP 27 · 35 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingWIS
- ArcanaINT
- AthleticsSTR
- DeceptionCHA
- HistoryINT
- InsightWIS
- IntimidationCHA
- InvestigationINT
- MedicineWIS
- NatureINT
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- ReligionINT
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
14 featuresBonus action
- Cunning ActionLevel 2
Use a bonus action on each of your turns in combat to Dash, Disengage, or Hide.
- Fast HandsLevel 3
Use the bonus action granted by Cunning Action to make a Dexterity (Sleight of Hand) check, use your thieves' tools to disarm a trap or open a lock, or take the Use an Object action.
Always on
- ExpertiseLevel 1
Double proficiency bonus for Stealth and Sleight of Hand.
- Sneak AttackLevel 1
Deal an extra 2d6 damage to one creature you hit with an attack if you have advantage or if another enemy of the target is within 5 feet of it and you don't have disadvantage.
- Thieves' CantLevel 1
A secret mix of dialect, jargon, and code.
- Second-Story WorkLevel 3
Climbing no longer costs you extra movement. When you make a running jump, the distance you cover increases by a number of feet equal to your Dexterity modifier.
- TraitWood ElfDarkvision
- TraitWood ElfKeen Senses
- TraitWood ElfFey Ancestry
- TraitWood ElfTrance
- TraitWood ElfElf Weapon Training
- TraitWood ElfFleet of Foot
- TraitWood ElfMask of the Wild
- Position of PrivilegeNoble
Thanks to your noble birth, people are inclined to think the best of you. You are welcome in high society, and people assume you have the right to be wherever you are.
Gear
7 itemsWeapons
- 2×ShortswordFinesse weapon, 1d6 piercing.
- Hand CrossbowLight, loading, 1d6 piercing, range 30/120.
- 2×DaggerFinesse, light, thrown, 1d4 piercing.
Armor
- Leather ArmorLight armor made of stiffened leather.
Tools
- Thieves' ToolsA set of tools for picking locks and disarming traps.
Gear
- Signet RingA ring signifying your noble house.
- Fine ClothesSilken garments in autumn colors.
Appearance
Emberlynn is a striking Wood Elf with waist length, fiery red hair that seems to glow in the sunlight. Her eyes are the color of polished amber, always darting about with curiosity. She wears high quality leather armor over her noble silks, and despite the grime of travel, she maintains an air of effortless elegance. Her movements are fluid and predator-like.
Mannerisms
She has a habit of checking her reflection in any shiny surface she finds, not out of vanity, but to see if she's missed any dirt from her latest climb.
Personality
She is as warm and welcoming as a hearth fire when in good spirits, but she possesses a scorching temper if insulted. She finds high society rituals boring but loves the aesthetic of luxury. She is a collector of curiosities and 'unclaimed' finery, driven by a chaotic need to see how things work rather than a simple desire for wealth.
Ideals
Freedom. No person or lock should be able to keep anyone caged. Life is too short for stagnant rules and heavy crowns.
Bonds
I carry my family's signet ring, not out of loyalty to the house, but as a reminder of the one person who didn't judge me, my younger brother.
Flaws
I cannot resist a complex mechanism or a beautiful object. If it looks expensive and is hidden away, I feel a physical compulsion to see it for myself.
Quirks
Background
Born into the noble House Highbranch, Emberlynn was always the wildfire of the family. While her siblings practiced diplomacy and floral arrangement, she was busy mapping the castle ventilation shafts and picking the locks on her father's private library. She never felt a need for her inheritance, but she certainly enjoyed the 'collection' of glittering trinkets she accumulated from her family's rivals during boring galas. To her, a locked door is a personal invitation, and a guarded vault is a riddle that needs solving. She does not steal for greed, but for the thrill of the touch and the beauty of the object. Her imprisonment was a result of being in the wrong study at the wrong time. While she was attempting to crack a particularly complex puzzle box belonging to a corrupt magistrate, the magistrate was assassinated in the adjoining room. Found with her tools out and her hands in the safe, Emberlynn was the perfect scapegoat. Despite her protests of 'I was only looking at the mechanism,' she was thrown into the depths of the prison to await a trial that likely won't be fair. She finds the prison locks disappointingly simple, and she is mostly just bored by the lack of shiny things to look at in her cell.
“To her, a locked door is a personal invitation, and a guarded vault is a riddle that needs solving.”
- Background
- Noble
Connections
Species
Wood Elf
Media
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