Mouse Step
Mouse Step
Sheet
AC 14 · HP 21 · 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 1
When On Mouse Step's turn.
Use a bonus action to Dash, Disengage, or Hide.
- Fast HandsLevel 3
When On Mouse Step's turn.
Use a bonus action to pick a lock, disarm a trap, make a thieves' tools check, or interact with an object.
Always on
- Sneak AttackLevel 1
When Once per turn when Mouse Step has advantage or an ally is within 5 feet of the target.
Make one weapon attack that deals extra damage if the attack qualifies for Sneak Attack.
- ExpertiseLevel 1
When Whenever Mouse Step makes a qualifying ability check.
Double Mouse Step's proficiency bonus on Stealth and Sleight of Hand checks.
- Thieves' CantLevel 1
Mouse Step is proficient in the secret language of rogues and can recognize hidden messages and coded signs.
- Rogue ProficienciesLevel 1
Mouse Step gains proficiency with light armor, thieves' tools, simple weapons, hand crossbows, longswords, rapiers, and shortswords.
- Roguish Archetype: ThiefLevel 3
Mouse Step can choose the Thief archetype. He gains Fast Hands and Second-Story Work.
- Second-Story WorkLevel 3
Mouse Step gains a climbing speed equal to his walking speed. He can make running jumps with a distance increased by his Dexterity modifier.
- DarkvisionTabaxiMouse Step can see in dim light within 60 feet as if it were bright light, and in darkness as if it were dim light.
- Feline AgilityTabaxiWhen Mouse Step moves on his turn in combat, he can double his speed until the end of the turn. He cannot use this trait again until he moves 0 feet on one of his turns.
- Cat's ClawsTabaxiMouse Step has a climbing speed of 20 feet and can use his claws to make unarmed strikes that deal 1d4 slashing damage plus his Strength modifier.
- Cat's TalentTabaxiMouse Step is proficient in Perception and Stealth.
- LanguagesTabaxiMouse Step can speak, read, and write Common and one other language of his choice.
- City SecretsUrchin
Mouse Step knows the secret patterns and shortcuts of cities. He can travel between any two locations in an urban area twice as quickly as others, provided he is not in immediate danger.
Gear
13 itemsWeapons
- RapierA finely balanced one-handed piercing weapon.
- ShortbowA ranged weapon suitable for stealthy attacks.
- 2×DaggerSmall blades balanced for throwing or close combat.
Armor
- Leather ArmorLight protective armor made from boiled and hardened leather.
Tools
- Thieves' ToolsA set of tools for opening locks and disabling traps.
- Small KnifeA small knife carried from Mouse Step's childhood.
Gear
- 20×ArrowsAmmunition for the shortbow.
- Burglar's PackContains a backpack, 10 feet of hempen rope, 5 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.
- Map of a CityA rough map of a familiar city, including hidden alleys and shortcuts.
- Pet MouseA tiny, clever mouse that Mouse Step rescued from a grain store.
- Token of Past ParentsA small token kept from the people who raised him, though he cannot remember them clearly.
- Common ClothesPlain, worn clothing suitable for blending into crowds.
Purse
- Pouch of GoldStarting money from the Urchin background.
Appearance
Mouse Step is a lean, russet-furred male tabaxi with cream-colored markings around his muzzle and bright green eyes that rarely stay focused on one thing for long. His ears are nicked from old close calls, and a thin leather cord around his neck holds several small, unusual trinkets. He wears dark leather armor beneath a weathered travel coat, with daggers tucked into easy-to-reach places and a shortbow slung across his back. His tail is expressive, curling proudly when he is pleased and lashing whenever he is lying.
Mannerisms
Mouse Step refers to himself in the third person when he is excited, nervous, or trying to sound especially wise. He flicks his ears toward every unfamiliar sound, taps his claws against locked containers, and gives his tail a theatrical curl before attempting anything reckless.
Personality
Mouse Step is cheerful, curious, and socially fearless, with an instinctive talent for making strangers feel as though they have known him for years. He treats danger like an invitation to improvise and responds to suspicion with exaggerated innocence. Beneath the jokes and effortless charm, he is intensely observant and quietly protective of anyone who reminds him of the hungry child he once was.
Ideals
Freedom. No one should be owned, trapped, or forgotten. If a cage has a lock, it can be opened, and if a person has been abandoned, they deserve a chance to choose their own path.
Bonds
Auntie Whiskers vanished after one final burglary, leaving Mouse Step her old set of lockpicks and a single brass key whose lock he has never found. He intends to discover what the key opens, and whether she is still alive.
Flaws
Mouse Step cannot resist a locked door, an unattended trinket, or the opportunity to prove that he can escape from somewhere no sensible person would enter. He also lies reflexively when frightened, often adding unnecessary details that make the lie worse.
Quirks
Background
No one remembers where Mouse Step was born, not even Mouse Step. He grew up among caravans, river docks, crowded markets, and alleys where a hungry child learned quickly that a bright smile could open one door, a nimble paw could open another, and fast feet could solve nearly every remaining problem. He survived by carrying messages, watching wagons, distracting guards, and occasionally borrowing food from people who had more than enough of it. He became especially skilled at disappearing into crowds, slipping through narrow spaces, and knowing which streets were safe after sunset. An old cat burglar named Auntie Whiskers eventually took him in and taught him the three lessons that still guide his life. Never steal from someone who truly needs what they have. If you are caught, be charming. If charm fails, run. Mouse Step became her apprentice, learning the quiet work of locks, ledges, rooftops, and guarded vaults. Now he wanders wherever the roads and moons lead, taking odd jobs, exploring forgotten ruins, and collecting curious trinkets that simply looked lonely. He claims he has no grand destiny and no noble quest. Adventure is enough, treasure is nice, and good friends are better than he expected, though he would never admit that aloud.
“He survived by carrying messages, watching wagons, distracting guards, and occasionally borrowing food from people who had more than enough of it.”
- Background
- Urchin
Connections
Species
Tabaxi
Media
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