NPCs

Sarkis (Thief)
Class: Rogue (Thief): 12   Proficiency BonusPB: +4
Alignment: Neutral Good Speed: 40 feet
Hit PointsHP: 111   Hit DiceHD: 12d8 AC: 19
STR: 10 (+0) Save: +0
INT: 15 (+2) Save: +6
Investigation: +6
DEX: 20 (+5) Save: +9
Initiative: +9, Acrobatics: +13, Sleight of Hand: +13, Stealth: +13
WIS: 17 (+3) Save: +3
Perception: +11, Survival: +7
CON: 19 (+4) Save: +4
CHA: 8 (-1) Save: -1
Intimidation: +3
Other Info
Height: 6' 0''    Weight: 145 lbs Lineage: Human (humanoid) Gender: Male Size: Medium
AppearanceLooks: A tall slender man of nondescript features, forgettable. Temperament: Quiet, perceptive, poised. Flaws: Hyperfocused and very goal oriented.
Traits: The cause comes first. Ideals: Violence begets more violence...usually. Bonds: Practical De-escalation.
Languages: Common, Common Sign Language, Elvish Proficiencies: Simple Weapons, Finesse & Light Martial Weapons, Light Armor, Forgery Kit, Thieves' Tools
Gear
Attuned: Boots of Striding & Springing (spend 10-feet to jump 30-feet 1/t), Cloak of Invisibility (1c:invisible/1h, 3 charges, regain 1d3/Dawn), Dagger of Outsider Slaying +1 (+3d6 Force dmg vs creatures from a different plane of existence)
Lineage
Human Heroic Inspiration after Long Rest. Perception, Magic Initiate [Cleric].
Background
Torchbearer of Rao: +2 Wisdom, +1 Constitution, Intimidation, Survival, Alert.
Feats
Magic Initiate (Cleric): You know Guidance and Word of Radience. You always have Healing Words prepared and can cast it once without a spell slot per Long Rest.
Alert: You have proficiency with Initiative. Immediately after Initiative is resolved, you can swap yours with a willing non-Incapacitated ally in the same combat.
Sharpshooter: +1 Dexterity. Your ranged attacks with weapons ignore Half and Three-Quarters cover. Being within 5 feet of an enemy doesn't impose Disadvantage on your attack rolls with Ranged weapons. Attacking at Long Range doesn't impose Disadvantage on your attack rolls with Ranged weapons.
Defensive Duelist: +1 Dexterity. If you are holding a Finesse weapon and another creature hits you with a melee attack, you can take a Reaction to add your Proficiency Bonus to your Armor Class until the start of your next turn. This can cause the triggering attack to miss.
Skulker: +1 Dexterity. You have Blindsight with a range of 10 feet. You have Advantage on Dexterity (Stealth) checks to Hide during combat. If you make an attack roll while hidden and miss, making the attack roll doesn't reveal your location.
Speedy: +1 Constitution. Your Speed increases by 10 feet. When you take the Dash action on your turn, Difficult Terrain doesn't cost you extra movement for the rest of that turn. Opportunity Attacks have Disadvantage against you.
Archery: You gain a +2 bonus to attack rolls you make with Ranged Weapons.
Class: Rogue (Thief)
Class Features: Expertise [Stealth, Sleight of Hand, Acrobatics, Perception], Sneak Attack 6d6, Thieves' Cant, Weapon Mastery (Dagger, Shortsword), Cunning Action (Bonus Action Dash, Disengage, Hide), Fighting Style (Archery), Steady Aim (Bonus Action gain Adv on attacks, 0 Speed), Cunning Strikes [Poison (-1d6), Trip (-1d6), Stealth Attack (-1d6)], Uncanny Dodge (Reaction to take half damage vs 1 attack), Evasion (Dex save for half damage == no damage), Reliable Talent (Proficient d20 rolls can't be less than 10)
Cantrips: Cleric Initiate [Guidance, Word of Radience]
Spells: Cleric Initiate [Healing Words /LR]
Subclass Features
Level 3: Fast Hands: As a Bonus Action you can do one of the following.
  Sleight of Hand: Make a Dexterity (Sleight of Hand) check to pick a lock or disarm a trap with Theives' Tools, or to pick a pocket.
  Use an Object: Take the Utilize action, or take a Magic action to use a magic item that requires that action.
Level 3: Second Story Work: You have a Climb Speed equal to your Speed, and you can determine your jump distance using your Dexterity instead of your Strength.
Level 9: Supreme Sneak: You gain the following Cunning Strike option.
  Stealth Attack (Cost: 1d6): If you have the Hide action's Invisible condition, this attack does not end that condition on you if you end the turn behind Three-Quarters Cover or Total Cover.
Armor and Attacks
Armor: Studded Leather +2 19 AC
Attacks: Shortsword +2 [Vex]
  1h, 5-feet, +11 to hit, 1d6+7 Piercing damage, Finesse, Light
Dagger of Outsider Slaying +1 [Nick]
  1h, 5-feet, 20/60, +10 to hit, 1d4+5 Piercing damage, Finesse, Light, Thrown
  +3d6 Force dmg vs creatures from a different plane of existence
Throwing Darts (plenty)
  1h, 5-feet, 20/60, +11 to hit, 1d4+5 Piercing damage, Finesse, Thrown, Archery
Word of Radience
  5-feet, DC 15 Con save, 3d6 Radiant damage, 5-foot Sphere
Boons
Crookfinder
Sarkis knows the general direction to the Crook of Rao while on the same plane of existence. He also has a vague sense of when it is in danger.