All Eyes
All Eyes
Sheet
AC 12 · HP 23 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingWIS
- ArcanaINT
- AthleticsSTR
- DeceptionCHA
- HistoryINT
- InsightWIS
- InvestigationINT
- MedicineWIS
- NatureINT
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- ReligionINT
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
14 featuresBonus action
- Cunning ActionLevel 2
When Bonus action
As a bonus action, All Eyes Dashes, Disengages, or Hides.
- Fast HandsLevel 3
When Bonus action
As a bonus action, All Eyes can use thieves' tools to open a lock or disarm a trap, or take the Use an Object action.
Always on
- Sneak AttackLevel 1
When Once per turn when hitting with a qualifying weapon attack
All Eyes deals an extra 2d6 damage once per turn when the attack qualifies for Sneak Attack.
- False Identity
When Downtime or social interaction
All Eyes can draw on his practiced deception to adopt a false identity, complete with documentation and a personal history.
- ExpertiseLevel 1
All Eyes chooses Deception and Stealth as expertise skills, doubling his proficiency bonus for checks using them.
- Thieves' CantLevel 1
All Eyes knows the secret mixed language and coded signals used by rogues to exchange hidden messages.
- Second-Story WorkLevel 3
All Eyes gains the ability to climb faster than normal. Climbing no longer costs him extra movement. He can also make a running jump after moving only 5 feet on foot instead of 10 feet.
- Ability Score ImprovementLevel 4
All Eyes gains an Ability Score Improvement. He has not applied it to his ability scores in this profile.
- TraitElfDarkvision, able to see in dim light within 60 feet as if it were bright light and in darkness as if it were dim light.
- TraitElfKeen Senses, proficiency in the Perception skill.
- TraitElfFey Ancestry, advantage on saving throws against being charmed, and magic cannot put him to sleep.
- TraitElfTrance, he does not need to sleep and can finish a long rest in 4 hours of meditation.
- TraitElfAbility Score Increase, Dexterity increases by 2.
- False IdentityCharlatan
All Eyes maintains multiple false identities and forged credentials. He can produce convincing documentation and adopt a plausible persona when given sufficient time and materials. He also knows how to locate marks who are vulnerable to a confidence trick.
Gear
10 itemsWeapons
- RapierA finely balanced one-handed blade with a narrow point, carried in a worn leather scabbard.
- Shortbow and arrowsA shortbow with a quiver containing twenty arrows.
- 2×DaggersBalanced backup blades hidden beneath his coat and at his belt.
Armor
- Leather armorA light protective coat of cured leather, carefully patched in several places.
Tools
- Thieves' toolsA set of specialized picks, wires, hooks, and tension tools.
- Disguise kitA kit containing cosmetics, wigs, false facial hair, altered clothing pieces, and small props for disguises.
- Forgery kitA kit containing inks, parchment, seals, blank forms, and tools for producing convincing false documents.
Gear
- Burglar's packA compact pack containing a backpack, ball bearings, string, bell, candles, crowbar, hammer, pitons, hooded lantern, oil, rations, tinderbox, and waterskin.
- Fine clothesA collection of tailored garments used to support his false identities.
Purse
- Pouch of 15 gpCoins saved from several identities and at least three different explanations for their origin.
Appearance
All Eyes is a lean male elf with ash-brown hair tied back in a narrow leather cord and alert green eyes that seem to measure every exit, pocket, and expression in the room. His patched traveling coat fits poorly at the shoulders but has been meticulously brushed and repaired, with bright thread used wherever dark thread would have been more practical. He wears a rapier at his hip, two daggers hidden in his belt, and a brass signet ring that he constantly turns around his finger. His most noticeable habit is checking the ring whenever he tells a lie, as if the metal itself might object.
Mannerisms
He watches hands more than faces and subtly mirrors the posture of whoever seems most powerful in the room. While speaking, he rotates his brass signet ring, taps twice against the nearest hard surface before entering a doorway, and occasionally addresses people by the wrong name to see whether they correct him.
Personality
All Eyes is charming, observant, and impossible to pin down. He treats conversation like a card game, offering small truths to make larger lies feel safe. He enjoys dangerous improvisation, dislikes solemn authority, and becomes unusually sincere when discussing people who have been exploited by those with greater power. He would rather be thought clever than good, but he quietly measures his success by whether the vulnerable person in the room leaves with more than they arrived with.
Ideals
Freedom. No lord, law, temple, family, or prophecy owns my name. A person should be able to become whoever they have the courage to pretend to be.
Bonds
He protects the traveling caravan that taught him the trade, even though he left it under disgrace. He also intends to return the stolen brass signet ring to its original owner someday, preferably after using it to ruin the noble family that made him a scapegoat.
Flaws
He cannot resist improving a story once it has begun, even when the original lie was already convincing. He assumes every offer contains a hidden trap, yet his own curiosity repeatedly leads him into obvious ones. When cornered, he may sacrifice trust, money, or someone else's reputation before risking his freedom.
Quirks
Background
All Eyes was raised among an elven caravan that moved between river towns, border markets, and noble estates. His family traded maps, perfumes, and carefully selected rumors, teaching him early that people rarely buy what they need. They buy what they hope is true. He learned to read posture before letters, to recognize a wealthy person's fear from the way they held a cup, and to make a cheap trinket seem priceless by giving it a history. His talent for languages and mimicry made him useful, but his fascination with locks, pockets, and unattended documents made him dangerous even to his own relatives. His most successful identity was a supposed junior inspector for a minor noble house. For several months, he exposed imaginary smuggling rings, collected fees from frightened merchants, and redirected stolen goods into the hands of people who could pay him more. The scheme collapsed when one of his forged seals reached a real magistrate. All Eyes escaped with his life, his rapier, and the brass signet ring he had borrowed from the noble house. He now travels under a name that is not quite false and not quite real, taking adventurous work because honest danger feels refreshingly simpler than dishonest safety. He still hopes to discover who sold him out, though he changes the story of that betrayal whenever anyone asks.
“His family traded maps, perfumes, and carefully selected rumors, teaching him early that people rarely buy what they need.”
- Background
- Charlatan
Connections
Species
Elf
Media
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