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Nefarious Blackthorne - AI-generated fantasy Character

Nefarious Blackthorne

Half-Elf · Rogue (Thief) · Level 3 · Criminal

Nefarious Blackthorne

Nefarious is watchful, irreverent, and fiercely self-reliant.
AC14
HP28/28
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 14 · HP 28 · 30 ft.
AlignmentChaotic NeutralGenderMaleAge27 years old
STR
DEX
CON
INT
WIS
CHA

Saving throws

STRDEXCONINTWISCHA

Skills

  • AcrobaticsDEX
  • Animal HandlingSTR
  • ArcanaINT
  • AthleticsSTR
  • DeceptionCHA
  • HistoryINT
  • InsightWIS
  • InvestigationINT
  • MedicineWIS
  • NatureINT
  • PerceptionWIS
  • PerformanceCHA
  • PersuasionCHA
  • ReligionINT
  • Sleight of HandDEX
  • StealthDEX
  • SurvivalWIS

Armor

Light armor

Weapons

Simple weapons,
Hand crossbows,
Longswords,
Rapiers,
Shortswords

Tools

Thieves' tools,
Gaming set

Languages

Common,
Elvish,
Thieves' Cant

Features

14 features

Bonus action

  • Cunning ActionLevel 2

    When On your turn

    As a bonus action, Dash, Disengage, or Hide.

  • Fast HandsLevel 3

    When On your turn

    As a bonus action, make a thieves' tools check, disarm a trap, open a lock, or take the Use an Object action.

Always on

  • Sneak Attack

    When Once per turn when you hit with a finesse or ranged weapon

    Make one weapon attack with advantage when you have advantage or when an ally is within 5 feet of the target, adding 2d6 damage once per turn on a hit.

  • Second-Story WorkLevel 3

    When When making a running jump

    Increase the distance of a running jump by 3 feet.

  • ExpertiseLevel 1

    You have proficiency with thieves' tools. Choose two of your skill proficiencies, or one skill proficiency and your proficiency with thieves' tools. Your proficiency bonus is doubled for any ability check you make that uses either chosen proficiency. Nefarious has expertise in Stealth and thieves' tools.

  • Sneak Attack, 2d6Level 1

    Once per turn, you can deal an extra 2d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or ranged weapon. You do not need advantage if another enemy of the target is within 5 feet of it, that enemy is not incapacitated, and you do not have disadvantage on the attack roll.

  • Thieves' CantLevel 1

    You know the secret language of thieves and can recognize hidden signs and messages used by criminal networks.

  • Roguish Archetype, ThiefLevel 3

    You have honed your skills in the larcenous arts. Nefarious has chosen the Thief archetype.

  • TraitHalf-ElfDarkvision, you can see in dim light within 60 feet as if it were bright light, and in darkness as if it were dim light, though you cannot discern color in darkness.
  • TraitHalf-ElfFey Ancestry, you have advantage on saving throws against being charmed, and magic cannot put you to sleep.
  • TraitHalf-ElfSkill Versatility, you are proficient in two skills of your choice, Intimidation and Persuasion.
  • TraitHalf-ElfYou gain a +2 bonus to Charisma and a +1 bonus to Dexterity and Constitution.
  • TraitHalf-ElfYou can speak, read, and write Common and Elvish, and you can speak one additional language, represented here by Thieves' Cant through your criminal upbringing.
  • Criminal ContactCriminal

    You have a reliable and trustworthy contact who acts as your liaison to a network of other criminals. You know how to get messages to and from your contact, even over great distances, though you cannot guarantee the contact's safety or secrecy.

Gear

11 items

Weapons

  • Rapier
    A finely balanced one-handed blade favored by duelists and thieves.
  • Shortbow
    A short-ranged martial bow suitable for ambushes and quiet kills.

Armor

  • Leather Armor
    Light armor made from supple boiled leather.

Tools

  • Thieves' Tools
    A set of tools for opening locks and disabling traps.

Gear

  • 20×
    Arrows
    Twenty arrows stored in a leather quiver.
  • Burglar's Pack
    A compact pack containing a bedroll, mess kit, tinderbox, torches, rations, waterskin, and rope.
  • Crowbar
    A small iron bar useful for prying open doors, crates, and windows.
  • Dark Common Clothes with Hood
    A set of dark common clothes with a hood and concealed inner pockets.
  • Pouch
    A small pouch containing starting currency.
  • Gaming Set
    A set of loaded-looking dice and marked gaming tokens used for gambling and deception.

Purse

  • 15×
    Gold Pieces
    Starting currency from the criminal background.

Appearance

Nefarious is a lean, sharp-featured half-elf with pale olive skin, pointed ears, and unruly black hair streaked with silver at the temples. His narrow green eyes constantly measure exits, pockets, and threats. He wears fitted dark leather armor beneath a weather-stained charcoal cloak, with fine gloves, soft boots, and a red cord tied around his left wrist as the only keepsake from his mother.

Mannerisms

Nefarious habitually checks the nearest exit whenever he enters a room, rolls coins across his knuckles while thinking, and uses exaggerated politeness when he is most suspicious. He rarely sits with his back to a door and tilts his head slightly when someone lies.

Personality

Nefarious is watchful, irreverent, and fiercely self-reliant. He treats conversation like a game of cards, revealing little while carefully studying everyone else. He enjoys clever schemes, hates pompous authority, and prefers a clean escape to a glorious victory. Beneath his cynicism is a guarded need to prove that he is more than the discarded child of a powerful criminal.

Ideals

Freedom. No bloodline, gang, law, or tyrant has the right to decide what I become. I will earn my place with my own hands, even if those hands must sometimes steal it.

Bonds

He carries his mother's red cord and will risk himself to protect anyone treated as an unwanted outsider. He also intends to build a reputation so great that Malrec Blackthorne will be forced to acknowledge him.

Flaws

He assumes every kindness conceals a price and often sabotages genuine relationships before others can betray him. His pride is easily provoked by insults about his parentage, and he is tempted to take reckless risks whenever he sees an opportunity to outshine someone with inherited power.

Quirks

Names every lock he opens after someone who underestimated him.
Keeps small trophies from successful cons, usually buttons, coins, or signet rings.
Whistles a three-note tune when planning an escape.
Refuses to call anyone father, including Malrec Blackthorne.
Sleeps with one hand resting near his dagger.

Background

Nefarious Blackthorne was born in a room above a gambling den, the unwanted bastard son of Malrec Blackthorne, a feared crimelord whose name opened doors and closed throats. His mother was an impoverished elven seamstress who died before Nefarious was old enough to remember her voice. Malrec acknowledged the boy only when it was convenient, placing him among the gang's lowest soldiers and expecting obedience, silence, and useful violence. His elven blood made him visibly different, and the gang never let him forget it. Though he carried the Blackthorne name, he was denied rank, respect, and every opportunity to rise above disposable muscle. Nefarious survived by becoming more observant than the men who bullied him and more careful than the criminals who trained him. He learned to move unseen, open locked doors, read a mark's weaknesses, and make a blade appear only when negotiation had failed. When a robbery went wrong and Malrec ordered him to take the blame, Nefarious finally understood that loyalty would never earn him a place in the family. He fled before dawn with a stolen rapier, a handful of coins, and his mother's red wrist cord. Now he travels the open road seeking fortune, opportunity, and perhaps the power to return one day as someone his father cannot dismiss.

“His mother was an impoverished elven seamstress who died before Nefarious was old enough to remember her voice.”
From their backstory
Background
Criminal

Connections

Species

Half-Elf

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