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Guy Fawkes - AI-generated fantasy Character

Guy Fawkes

Human · Monk (Way of Shadow) · Level 10 · Criminal

Guy Fawkes

Guy is patient, observant, and unnervingly courteous.
AC16
HP83/83
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 16 · HP 83 · 45 ft.
AlignmentTrue NeutralGenderMaleAge42 years old
STR
DEX
CON
INT
WIS
CHA

Saving throws

STRDEXCONINTWISCHA

Skills

  • AcrobaticsDEX
  • ArcanaINT
  • AthleticsSTR
  • DeceptionCHA
  • HistoryINT
  • InsightWIS
  • IntimidationCHA
  • InvestigationINT
  • MedicineWIS
  • NatureINT
  • PerceptionWIS
  • PerformanceCHA
  • PersuasionCHA
  • Sleight of HandINT
  • StealthDEX
  • SurvivalWIS

Weapons

Simple weapons,
Shortswords,
Monk weapons,
Darts,
Quarterstaffs,
Light crossbows,
Shortbows,
Light hammers,
Handaxes,
Javelins,
Maces,
Sickles,
Spears,
Slings,
Daggers,
Clubs,
Greatclubs,
Handaxes,
Light hammers,
Maces,
Quarterstaffs,
Sickles,
Spears,
Light crossbows,
Darts,
Shortbows,
Slings,
Whips,
Martial arts weapons of the monk, as determined by the DM

Tools

Thieves' tools,
One gaming set

Languages

Common,
Thieves' Cant,
Elvish

Features

24 features

Action

  • Stillness of MindLevel 7

    Guy can use an action to end one effect causing him to be charmed or frightened.

Bonus action

  • Martial Arts Combination

    When After taking the Attack action with an unarmed strike or monk weapon.

    Guy makes two attacks with unarmed strikes or monk weapons, then can make one unarmed strike as a bonus action.

  • Flurry of Blows

    When After taking the Attack action.

    Guy makes two additional unarmed strikes after taking the Attack action, spending 1 ki point.

  • Patient Defense

    When On his turn.

    Guy takes the Dodge action as a bonus action by spending 1 ki point.

  • Step of the Wind

    When On his turn.

    Guy takes the Dash or Disengage action as a bonus action and doubles his jump distance by spending 1 ki point.

  • Shadow StepLevel 6

    When As a bonus action while in dim light or darkness.

    Guy teleports up to 60 feet between areas of dim light or darkness and gains advantage on his first melee attack that turn.

  • Martial ArtsLevel 1

    Guy's unarmed strikes and monk weapons use a d4 Martial Arts die. He can make one unarmed strike as a bonus action after taking the Attack action with an unarmed strike or monk weapon. He can use Dexterity instead of Strength for monk attacks.

Reaction

  • Deflect MissilesLevel 3

    When When hit by a ranged weapon attack.

    Guy reduces ranged weapon damage by 1d10 + 14 and may catch or throw the missile if the damage is reduced to 0.

  • Slow FallLevel 4

    Guy can slow a fall as a reaction, reducing falling damage by 50.

Always on

  • Stunning StrikeLevel 5

    When After hitting a creature with a melee weapon attack.

    Guy spends 1 ki point after hitting with a melee weapon attack, forcing a DC 14 Constitution saving throw or stunning the target.

  • Unarmored DefenseLevel 1

    While wearing no armor and not wielding a shield, Guy's AC equals 10 + his Dexterity modifier + his Wisdom modifier. He can use Dexterity instead of Strength for monk weapons and unarmed strikes.

  • KiLevel 2

    Guy has 10 ki points, recovered after a short or long rest. Ki powers include Flurry of Blows, Patient Defense, and Step of the Wind. His ki save DC is 14.

  • Unarmored MovementLevel 2

    Guy's speed increases by 15 feet while he is not wearing armor or wielding a shield. He can also move along vertical surfaces and across liquids during his turn without falling during the movement.

  • Monastic Tradition, Way of ShadowLevel 3

    Guy chooses the Way of Shadow, learning to manipulate darkness, silence, and concealment as weapons.

  • Shadow ArtsLevel 3

    Guy can spend 2 ki points to cast darkness, darkvision, pass without trace, or silence without material components.

  • Extra AttackLevel 5

    Guy can attack twice whenever he takes the Attack action on his turn.

  • EvasionLevel 7

    When Guy makes a Dexterity saving throw to take half damage from an effect, he instead takes no damage on a success and half damage on a failure.

  • Purity of BodyLevel 10

    At 10th level, Guy is immune to disease and poison.

  • Ability Score IncreaseHumanStrength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma each increase by 1.
  • SizeHumanMedium.
  • SpeedHuman30 feet.
  • LanguagesHumanCommon and one additional language.
  • TraitHumanHuman versatility and adaptability allow Guy to thrive among both criminal networks and monastic communities.
  • Criminal ContactCriminal

    Guy maintains a network of former associates, informants, fences, and sympathizers who can provide information about local criminal activity, hidden routes, or discreet services, provided he does not expose them to unreasonable danger.

Gear

6 items

Weapons

  • Shortsword
    A light, versatile martial weapon suitable for disciplined close combat.
  • 10×
    Dart
    Balanced throwing darts used for ranged attacks.

Tools

  • Crowbar
    A sturdy iron bar useful for forcing doors, crates, and shutters.

Gear

  • Dungeoneer's Pack
    A pack containing bedroll, mess kit, tinderbox, torches, rations, waterskin, and rope.
  • Dark Common Clothes with Hood
    A set of plain, dark clothing with a hood, suitable for blending into alleys and avoiding notice.

Purse

  • 15×
    Gold Pieces
    Loose currency concealed in a sewn inner pocket.

Appearance

Guy Fawkes is a broad-shouldered human man with a compact, disciplined build and a watchful, unreadable expression. His dark hair is cut severely short, except for a carefully maintained topknot used to keep it out of his eyes during combat. He is meticulously groomed, with clean nails, neatly trimmed facial hair, and clothing brushed free of dust. Within a minute of meeting him, most people notice the sharp scent of clove oil and lamp smoke that clings to his wraps and coat. He wears layered charcoal robes beneath a weathered traveling coat, soft-soled boots, and a red cord tied around his left wrist.

Mannerisms

Guy pauses before answering almost every question, as though checking the words for hidden mechanisms. He rolls a coin across his knuckles when thinking, bows slightly to doors before opening them, and keeps his hands folded behind his back whenever he is angry. He addresses dangerous people with exaggerated politeness and harmless people with blunt practicality.

Personality

Guy is patient, observant, and unnervingly courteous. He prefers to let others reveal themselves through silence, small inconsistencies, and careless movements. He rarely raises his voice, but he has a dry sense of humor and a habit of answering threats with precise questions. He is loyal once trust is earned, though he expresses loyalty through preparation, escape routes, and quietly paid debts rather than affection.

Ideals

Balance. Order and chaos are both tools. The world is safest when neither is allowed to become absolute.

Bonds

He owes his life to the monastery that sheltered him, and he will protect its people from anyone who tries to exploit its sanctuary. He also keeps a coded ledger containing the names of criminals and officials who profited from a disastrous fire in his childhood district.

Flaws

Guy is suspicious of generosity and instinctively searches every kindness for a hidden price. He has difficulty admitting fear, guilt, or affection, so he often turns sincere conversations into practical negotiations. When cornered morally, he may choose the clever solution over the compassionate one, then insist that the difference was only sentimental.

Quirks

He counts door hinges and windows whenever he enters a room.
He keeps a small vial of clove oil and applies one drop to his wraps before dangerous work.
He never sits with his back to an open doorway.
He gives every lock he opens a quiet compliment.
He refuses to gamble with dice, but will wager on almost anything else.

Background

Guy Fawkes was born in a crowded human quarter where names were cheap and loyalties were cheaper. His mother kept books for a gambling den, while his father repaired locks for anyone who could pay, including people who preferred not to be seen. Guy learned early that a city had two faces. One wore uniforms and seals, the other moved through kitchens, cellars, and back alleys. He became a courier, then a burglar, and eventually a saboteur whose talent for entering guarded places earned him the nickname Fawkes, after the small firework charges he used to distract watchmen. A failed job left Guy hiding in a monastery devoted to the discipline of the empty hand. The monks did not forgive his crimes, but they recognized his patience, physical control, and strange talent for remaining calm when surrounded by danger. He stayed, first to avoid the law, then because the monastery gave him something the criminal world never had, a purpose that could not be bought. He eventually returned to the roads as a shadow monk, using old criminal contacts to expose corrupt officials, dismantle violent gangs, and occasionally steal from people who deserved the loss more than he deserved the coin. Guy does not consider himself redeemed. He considers himself useful.

“His mother kept books for a gambling den, while his father repaired locks for anyone who could pay, including people who preferred not to be seen.”
From their backstory
Background
Criminal

Connections

Species

Human

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