She is slow to trust others and keeps to herself, because of how she has been treated and even betrayed in the past. Yet she feels drawn to the desire of belonging, that everyone has a place in the world and she just has to find hers. With the past is behind her, she will work towards a better future for herself. Deep down, though she will try to hide it, the drow is fearful of abandonment and hates to be alone.
Having seen first hand how brutal drow society could be, of being taught to use every advantage that she have the always expect betrayals and lies, as well how one might be killed for the smallest of slights, she felt somehow none of it was right.
Even in her youth, there was a certain rebellious inquisitiveness about her. That while her mother was able to general keep this in check with strict discipline and punshment for misbehavior, and she was too young to resist her guidance, the drow slipped away to learn what she could in scrolls or books.
At one point, she actually found where a few studied wizardry and while most tried shooing her away there was one who actually seemed not to be bothered by her presence and even answered many of the questions she asked. Still, even he would advise for her to leave after too long so neither of them got in trouble.
The problem was that two were especially keen to make sure she grew up properly, the her family's matriarch as well their high priestess, who wishes for her to join Lolth's clergy. When brought before the matriarch, she was found asking far to many question and I'm her rider's eyes not showing the respect expected, leading her to be sent away.
Yeah that was not long until she was given warning of what to was to come, of how the matriarch went to the high priestess and it being decided she was to be killed for her behavior, mother one wizard gave her any attention in her youth. Through such, she was able to flee before being captured, and make her wait out of the city and out of the underdark after grabbing a few belongings.
Her first experience above ground was painful, her eyes unable to adjust to the sunlight and forcing her to the shadows. Finding it best to travel when the was beyond the horizon, she made her way to the nearest city though finding her experience grew ugly when people found out she was a drow.
Through such, she tried to be much more careful in disguising her appearance as she traveled from town and city. And one place though, early on in her time above ground, she met a half orc willing to give her employ and even a item called sundark goggles to protect her eyes. This finally allowing her to travel about during the day more easily, leading her to eventually given a thankful goodbye.
The issue was though, for every one who showed the drow trust, acceptance, and kindness, there was dozens of others who showed her hatred, distrust, and discrimination. Worse though were those she thought stood by her yet then betray and stab her in the back. This leading her to generally be quiet and unfriendly to any she first meets as she searches for a place to belong.
Fey Ancestry: You have advantage on saving throws against being charmed and magic can't put you to sleep
Trance: Elves don't need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The common word for such meditation is 'trance.') While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become re exive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.
Darkvision: Accustomed to twilight forests and the night sky, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
Sunlight Sensitivity: See the Players Handbook for details. Drow Magic. See the Players Handbook for details.
Drow Magic: See the Players Handbook for details.
Sneak Attack: You know how to strike subtly and exploit a foe's distraction. 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.
Thieves' Cant: 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' cannot 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.
Mage Hand Legerdemain: See the Players Handbook for details.
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 attack's damage against you.
Evasion: 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.
* The content here is exposed unless you get a Guardian to protect it.
Deity / Allegiance / Cult
Familiar / Side Kick / Craft
A rapier, a +1 hand crossbow and quiver of 20 bolts, +2 longbow, bracers of archery, elven chain, an explorer's pack, +1 studded leather armor, two vials of antitoxin, two daggers, a necklace she has had ever since she was a child, a cloak of elvenkind, sundark goggles, a walking stick (Quarterstaff), a compass, a winter blanket, set of 10 pitons, a grappling hook, a crowbar, a hammer, 20 sheets of paper, a bottle of ink, inkpen, 2 set of traveler's clothes, a set of fine clothes, and a small pouch containing 266 gp.
Was never one for keeping much that couldn't fit on person.
Game Master Notes*
Nice one Thomaslee, your character is starting to take form, thank you for joining my game.
Last nag (warning): --
* The Game Master's notes to you are exposed, get a Guardian to protect it.
At some point in this Character's life a foe became known - the history behind this rival can be written here.
Name: Zarra Glannath
Age: 141 years
Weight: 116 lbs.
Class: Arcane Trickster (Rogue) 6
Race: Dark Elf (Drow)
Strength: 10, Dexterity: 18, Constitution: 10, Intelligence: 14, Wisdom: 12, Charisma: 14
Saving Throws: Dexterity and Intelligence
Languages: Elvish, Common
Armour Proficiencies: Light armour
Weapon Proficiencies: Simple weapons, hand crossbow, longswords, rapier, and shortswords.
Skill Proficiencies: Insight (Expertise), Survival (Expertise), Acrobatics, Deception (Expertise), Perception, Sleight of Hand, and Stealth (Expertise).
Tool Proficiencies: Navigator's tools, cartographers tools, and thieves' tools.
You are expert at slinking through shadows. You gain the following benefits:
* You can try to hide when you are lightly obscured from the creature from which you are hiding.
* When you are hidden from a creature and miss it with a ranged weapon attack, making the attack doesn't reveal your position.
* Dim light doesnt impose disadvantage on your Wisdom (Perception) checks relying on sight.
* Uncanny Dodge - Can halve incoming attack damage once per round as a reaction.
* Evasion - Makes Zarra automatically take half damage from Dexterity saves and NO damage if she passes the save.
* Mage Hand - Is invisible and can be used to disarm traps, pickpocket, etc from a distance.
* Magical Ambush - If Zarra are hidden, perhaps via Cunning Action - Hide or Skulker feat, and unseen to a target, she can impose disadvantage on their saving throw against a spell she cast on them.
Attack (+2 longbow with BoA) +10
Damage (+2 longbow with BoA) +8
Sneak Atrack 5d6