Zornesk
Zornesk
Sheet
AC 15 · HP 66 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingWIS
- ArcanaINT
- AthleticsSTR
- DeceptionCHA
- HistorySTR
- InsightWIS
- IntimidationCHA
- InvestigationINT
- MedicineINT
- NatureWIS
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- ReligionINT
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
21 featuresBonus action
- Cunning ActionLevel 2
Zornesk can take the Dash, Disengage, or Hide action as a Bonus Action.
- Steady AimLevel 2
Zornesk can use a Bonus Action to Steady Aim, giving himself Advantage on his next attack roll this turn if he has not moved during the turn and does not move afterward. The attack must use a Ranged weapon or a Finesse weapon.
- Fast HandsLevel 3
Zornesk can use a Bonus Action to make a Dexterity (Sleight of Hand) check, use Thieves' Tools to pick a lock or disable a trap, or take the Utilize action to interact with an object.
- Draconic CryKoboldAs a Bonus Action, Zornesk can unleash a cry at creatures within 10 feet. Until the start of his next turn, he and his allies have Advantage on attack rolls against those creatures. He can use this trait a number of times equal to his Proficiency Bonus, regaining all uses after a Long Rest.
Always on
- Calculated Ambush
When When Zornesk has Advantage or an eligible ally is within 5 feet of the target.
Zornesk strikes a distracted target with a precise rapier thrust, adding 1d6 Sneak Attack damage once per turn.
- Contractual Withdrawal
When When Zornesk deals Sneak Attack damage and expends one Sneak Attack die.
Zornesk turns a successful Sneak Attack into a sudden retreat, moving up to half his Speed without provoking Opportunity Attacks.
- Draconic Cry
When As a Bonus Action, a number of times per Long Rest equal to his Proficiency Bonus.
Zornesk releases a sharp, draconic shriek that rattles nearby enemies and gives his allies an opening.
- Rogue ProficienciesLevel 1
Zornesk gains proficiency with light armor, simple weapons, hand crossbows, longswords, rapiers, and shortswords. He is proficient in Dexterity and Intelligence saving throws, and with four skills of his choice.
- Sneak AttackLevel 1
Once per turn, Zornesk deals an extra 1d6 damage to a creature hit with an attack using a Finesse or Ranged weapon if he has Advantage on the attack roll, or if an eligible enemy of the target is within 5 feet of it. He does not need Advantage if he is not suffering Disadvantage.
- Thieves' CantLevel 1
Zornesk knows Thieves' Cant and one other language of his choice, allowing him to communicate in coded criminal jargon and recognize hidden messages.
- Roguish SubclassLevel 3
Zornesk can choose the Thief archetype, gaining its features.
- Weapon MasteryLevel 4
Zornesk can use a weapon's Mastery property when wielding a weapon for which he has proficiency, including Nick with daggers and Vex with rapiers or shortbows if those weapons are mastered.
- Ability Score ImprovementLevel 4
Zornesk gains the Alert Origin feat from his Criminal background.
- Cunning StrikeLevel 5
When Zornesk deals Sneak Attack damage, he can apply one Cunning Strike effect by expending one of his Sneak Attack dice. He can use Withdraw to move up to half his Speed without provoking Opportunity Attacks, or Trip to force the target to make a Dexterity saving throw or fall Prone.
- ExpertiseLevel 6
Zornesk gains Expertise in two additional proficient skills or tools. His expertise applies to Acrobatics and Sleight of Hand, doubling his Proficiency Bonus for those checks.
- EvasionLevel 7
When Zornesk makes a Dexterity saving throw to take half damage from an area effect, he instead takes no damage on a success and half damage on a failure. He also gains Advantage on saving throws against effects that impose the Blinded, Charmed, Deafened, Frightened, Poisoned, or Stunned conditions.
- Second-Story WorkLevel 3
Climbing no longer costs Zornesk extra movement, and he can make a running jump after moving only 5 feet on foot.
- DarkvisionKoboldZornesk can see in dim light within 60 feet as if it were bright light, and in darkness as if it were dim light. He sees darkness in shades of gray.
- Kobold Legacy, CraftinessKoboldZornesk gains proficiency in Medicine, reflecting his experience treating injured clutch-mates and recognizing poisons, exhaustion, and common injuries.
- Small CreatureKoboldZornesk is a Small humanoid with the Kobold subtype.
- Criminal ContactCriminal
Zornesk has a reliable criminal contact who can provide information, pass messages, or arrange introductions within underworld circles, though favors may carry risks or obligations.
Gear
10 itemsWeapons
- RapierLight martial blade with a narrow, balanced point. Zornesk uses it for precise strikes and relies on its Vex mastery.
- ShortbowShortbow suitable for ambushes and rooftop work.
- 3×DaggerSmall knives balanced for throwing or close combat. One is included with rogue equipment and two more come from the Criminal background.
Armor
- Leather ArmorStudded leather armor treated with dark wax and fitted with hidden interior pockets.
Tools
- CrowbarA metal crowbar used for forcing doors, prying floorboards, and occasionally making a point.
Gear
- 20×ArrowsAmmunition for the shortbow.
- Burglar's PackPack containing a backpack, 10 feet of string, a bell, five candles, a crowbar, a hammer, 10 pitons, a hooded lantern, two flasks of oil, five days of rations, a tinderbox, and a waterskin.
- Dark Common ClothesDark common clothing with a deep hood and reinforced seams.
- Belt PouchA small belt pouch containing the remnants of his criminal starting funds.
Purse
- 16×Gold PiecesStarting currency retained from the Criminal background.
Appearance
Zornesk is a compact, broad-chested kobold with rust-red scales, a pale cream throat, and alert amber eyes. He keeps his horns polished and wears his dark hood low, though his expressive ears and constantly swiveling snout make it impossible for him to appear truly inconspicuous. He moves with a precise, side-stepping gait, favoring his left side when navigating crowded rooms. Rather than fidgeting, he becomes unnervingly still when watching someone, standing just close enough to make them aware of his presence. His leather armor is carefully maintained, and every buckle, blade, and pouch has a specific place.
Mannerisms
Zornesk pauses before answering important questions and silently counts the exits, windows, and armed individuals in the room. He taps two claws against his wrist when calculating risk, and he addresses agreements with formal phrases such as, "State the terms," or, "That is not what we contracted."
Personality
Zornesk is methodical, observant, and startlingly polite for someone who makes a living breaking into places. He prefers clear terms, dislikes improvisation without a purpose, and notices small inconsistencies in speech, clothing, and room layout. Beneath his controlled manner is a fierce protective instinct for outsiders, especially anyone being exploited by a stronger group.
Ideals
Order. A rule honestly stated is better than a promise left to interpretation. If laws are unjust, they should be changed through evidence, leverage, and deliberate action, not chaotic violence.
Bonds
He protects the surviving members of his old clutch and secretly sends them a portion of every worthwhile payment. He also keeps the stolen ledger that exposed the smuggling ring, because its final page names the person who ordered the betrayals.
Flaws
Zornesk treats every promise as a contract, even when mercy or changing circumstances would be wiser. He is suspicious of generosity, keeps score of every favor, and becomes coldly vindictive when someone breaks an agreement after he has made himself vulnerable.
Quirks
Background
Zornesk was born beneath the foundations of a prosperous city, where his clutch served as scouts, scavengers, and occasional tunnel guides for a smuggling ring. He learned early that crime was less about cruelty than logistics. A quiet entrance, a memorized patrol route, and an honest inventory of every exit mattered more than bravado. His first successful theft was a pouch of silver taken from a corrupt toll collector, not for personal gain, but to buy medicine for an elder who had been abandoned by the ring. The act earned him both respect and suspicion. When the smugglers began selling members of his clutch to settle debts, Zornesk broke away. He took ledgers, keys, and a coded list of safe houses, then traded them to a city magistrate in exchange for protection for those willing to testify. The bargain saved lives but made him unwelcome among criminals and distrusted by respectable authorities. Now he works as a professional thief and investigator, accepting jobs with clear terms and enforcing his own strict rules. He will steal from the powerful, expose dishonest employers, and never abandon a contract once he has accepted it, unless completing it would violate the terms he considers more important.
“He learned early that crime was less about cruelty than logistics.”
- Background
- Criminal
Connections
Species
Kobold
Media
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