Empire of Sand
Proficiency Bonus +2
Saves: Dex +5 Cha +5
DEX: 15 2]
Sleight of Hand +4
Mameluk 5 (dex)
Dagger 5 (dex)
Known: 2 cantrips, 4 spells
Spell Slots: 2 1st level
Spell Save DC: 13
True Strike (cantrip): advantage on next turn against a target
Light (cantrip): touch one target and it emits bright light for 20ft and dim light for additional 20ft. Can be any color.
Charm Person (1st): You attempt to charm a humanoid you can see within range. It must make a Wisdom saving throw, and does so with advantage if you or your companions are fighting it. If it fails it is charmed by you until the spell ends or until you or your companions do something harmful to it. The charmed creature regards you as a friendly acquaintance. When the spell ends it knows it has been charmed.
Cure Wounds (1st): A creature you touch regains a number of hit points equal to 1d8 + CHA.
Disguise Self (1st): You make yourself—including your clothing, armor, weapons, and other belongings on your person—look different until the spell ends or until you use your action to dismiss it. Creatures can inspect with a INT check against your spell DC
Unseen Servant (1st; ritual): This spell creates an invisible, mindless, shapeless force that performs simple tasks at your command until the spell ends. The servant springs into existence in an unoccupied space on the ground within range. It has AC 10, 1 hit point, and a Strength of 2, and it can’t attack.