Strength 9(-1)
Dexterity 16(+3)
Constitution 12 (+1)
Intelligence 10 (+0)
Wisdom 13 (+1)
Charisma 16 (+3)
Languages: Common Elvish
Unarmed strike [+2 to hit; 1 bludgeoning]
Dagger [+5 to hit; 1d4+3 piercing, 1 lb, finesse, light, thrown (range 20/60)]
Short Sword [+5 to hit; 1d6+3 piercing, 2 lb, finesse, light]
Short bow [ +5 to hit; 1D6+3 }
Leather armor [light; + 1 AC; 10 lb.]
Feats: none
Proficiency bonus: +2
Initiative modifier: + 4 = + 3 [dexterity]
Attack (handheld / thrown): + 2 + 2 [proficiency]
Attack (missile / finesse): + 5 = + 3 [dexterity] + 2 [proficiency]
Strength save: + 0
Dexterity save: + 5 = + 3 [dexterity] + 2 [proficiency]
Constitution save: + 1 = + 1 [constitution]
Intelligence save: + 0
Wisdom save: + 4= + 2 [wisdom] +2 prof
Charisma save: + 5 = + 3 [charisma] + 2 [proficiency]
Insight (passive): 12 (17 with advantage)
Investigation (passive): 10 (15 with advantage)
Perception (passive): 12 (17 with advantage)
Carry: 150 lb maximum
Acrobatic Dex 5 =+3+ 2
Animal Handling Wis 1+1= +2
Arcana Int 2= +2 prof
Athletics Str 0= +1 -1
Deception Cha 5 =+3+ 2
History Int 1= +1
Insight Wis 1+1= +2
Intimidation Cha 4= +3 +1
Investigation Int +1=+1
Medicine Wis 1+1= +2
Nature Int 2=+2 prof
Perception Wis 1+1= +2
Performance Cha 5 = +3+ 2
Persuasion Cha 5=+3+ 2
Religion Int 1=+0"1
Sleight of Hand Dex 1+3 =+4
Stealth. Dex 5 =+3+ 2
Survival Wis 1+1=+2
No feat due to standard human.
Human racial abilities: +1 to each ability.
Proficiency: acrobatics
Perform
Stealth
Persuasion
Deception
Light armor
Disguise kit
Simple weapons
Rapiers
Long swords
Hand crossbows
Short swords
Lute
Flute
Lyre