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Merrit Copperwhistle - AI-generated fantasy Character

Merrit Copperwhistle

Gnome · Rogue (Thief) · Level 5 · Criminal

Merrit Copperwhistle

Merrit is intensely curious, practical, and quietly compassionate.
AC14
HP40/40
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 14 · HP 40 · 25 ft.
AlignmentNeutral GoodGenderFemaleAge47 years
STR
DEX
CON
INT
WIS
CHA

Saving throws

STRDEXCONINTWISCHA

Skills

  • AcrobaticsDEX
  • AthleticsSTR
  • DeceptionCHA
  • InsightWIS
  • InvestigationINT
  • PerceptionWIS
  • Sleight of HandDEX
  • StealthDEX

Armor

Light armor

Weapons

Simple weapons,
Martial weapons that have the Finesse or Light property,
Shortswords,
Longswords,
Rapiers,
Shortbows,
Longbows,
Hand crossbows

Tools

Thieves' tools,
Tinker's tools,
One gaming set

Languages

Common,
Gnomish,
Thieves' Cant,
Dwarvish

Features

18 features

Bonus action

  • Cunning ActionLevel 2

    When On your turn

    Take the Dash, Disengage, or Hide action as a Bonus Action.

  • Fast HandsLevel 3

    When On your turn

    Use the Utilize or Search action, or use thieves' tools to disarm a trap or open a lock, as a Bonus Action.

Reaction

  • Uncanny DodgeLevel 5

    When When a visible attacker hits you

    Use a Reaction to halve the damage from an attack that hits you.

Always on

  • Sneak AttackLevel 1

    When Once per turn when hitting with a qualifying attack

    Make a weapon attack with a Finesse or ranged weapon while meeting the requirements for Sneak Attack, dealing an extra 3d6 damage once per turn.

  • Poison Cunning Strike

    When When dealing Sneak Attack damage

    Expend one Sneak Attack die to force the target to make a Constitution saving throw or become Poisoned until the end of your next turn.

  • Trip Cunning Strike

    When When dealing Sneak Attack damage

    Expend one Sneak Attack die to force the target to make a Strength saving throw or fall Prone.

  • Withdraw Cunning Strike

    When When dealing Sneak Attack damage

    Expend one Sneak Attack die to move up to half your Speed without provoking Opportunity Attacks.

  • ExpertiseLevel 1

    You gain proficiency with martial weapons, light armor, one gaming set, and thieves' tools. You also gain four Rogue skill proficiencies of your choice. You gain Expertise in two skill or tool proficiencies, doubling your Proficiency Bonus for them.

  • Thieves' CantLevel 1

    You know Thieves' Cant and one other language of your choice.

  • Rogue SubclassLevel 3

    You gain a subclass at this level. The Thief specializes in rapid interaction with objects and unconventional movement.

  • Second-Story WorkLevel 3

    You gain a Climb Speed equal to your Speed. In addition, climbing no longer costs you extra movement.

  • Ability Score ImprovementLevel 4

    You gain the ability score improvement or feat granted by your chosen advancement.

  • Cunning StrikeLevel 5

    When you deal Sneak Attack damage, you can apply one Cunning Strike option by expending one of your Sneak Attack dice. You know the Poison, Trip, and Withdraw options.

  • TraitGnomeDarkvision, 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 darkness appears as shades of gray.
  • TraitGnomeGnomish Cunning, you have Advantage on Intelligence, Wisdom, and Charisma saving throws.
  • TraitGnomeGnome Lineage, Rock Gnome.
  • Tinker, you know the Mending cantripGnomeUsing tinker's tools, you can create a Tiny clockwork device during a Long Rest. The device can produce a harmless sensory effect, play a recorded sound, or display a small moving image, and it stops functioning after 24 hours unless you use the feature again.
  • AlertCriminal

    You have Alert as your Origin feat. You gain a bonus to initiative rolls equal to your Proficiency Bonus, and you can switch your initiative with a willing ally after rolling initiative, provided neither of you is incapacitated.

Gear

10 items

Weapons

  • 2×
    Dagger
    A light finesse weapon balanced for close work and easily concealed.
  • Shortsword
    A versatile finesse weapon used when a target cannot be reached safely with a dagger.
  • Shortbow
    A compact ranged weapon with a case of ammunition.

Armor

  • Leather armor
    Flexible protective clothing reinforced with thin metal plates, suitable for moving through tight spaces.

Tools

  • Thieves' tools
    A kit containing picks, tension tools, probes, files, small mirrors, and specialized implements for locks and traps.

Gear

  • 20×
    Arrows
    Arrows carried in a wooden quiver.
  • Burglar's pack
    A pack containing a bedroll, mess kit, tinderbox, torches, rations, waterskin, rope, and other adventuring necessities.
  • Crowbar
    A heavy iron bar useful for prying open crates, doors, and mechanisms.
  • Gaming set
    A set of marked bone tiles used for gambling and exchanging coded signals.

Purse

  • 16×
    Gold pieces
    The money saved from discreet contract work and inherited from her former criminal associates.

Appearance

A compact rock gnome with slate-gray skin, bright copper eyes, and a swept-back shock of white hair threaded with brass wire. Her left forearm is protected by a leather-and-metal brace fitted with tiny gauges, folding picks, and a spring-loaded magnifying lens. She wears reinforced dark leather armor beneath a stained technician's coat, its pockets packed with screws, chalk, wire, oil, and carefully labeled components.

Mannerisms

She taps metal surfaces three times before opening them, mutters measurements under her breath, and addresses complicated mechanisms as if they are stubborn apprentices.

Personality

Merrit is intensely curious, practical, and quietly compassionate. She speaks to machines with more patience than she gives to nobles, and she prefers a clean diagram to a heroic speech. She is happiest when everyone else is panicking, because panic makes hidden flaws easier to spot.

Ideals

Precision. A problem deserves a correct solution, not the loudest solution or the fastest one. Every tool should be used with care, and every life saved through careful work matters.

Bonds

The first ruin-delving crew that trusted her died because a sealed mechanism was misidentified. Merrit carries the broken brass key that caused the disaster and will risk almost anything to find the ruin and finish the repair.

Flaws

Merrit cannot leave a mechanism alone once she has noticed it. She will risk stealth, safety, and sometimes the entire plan to determine what a suspicious lever does. She also assumes that anyone who says a device is impossible is either lying or insufficiently qualified.

Quirks

Labels every tool, even tools that are obviously identifiable.
Keeps a private notebook ranking dungeon traps by elegance.
Collects broken clockwork toys and repairs them for children.
Snaps her fingers once whenever she solves a technical problem.
Refuses to sleep near an unattended ticking sound.

Background

Merrit Copperwhistle was never interested in building machines that merely worked. She wanted to know why they worked, what would make them fail, and how to repair them in the dark while someone was trying to kill her. She apprenticed under a locksmith, a siege engineer, and finally a traveling ruin-delver, acquiring a talent for bypassing mechanisms that were designed by people far more arrogant than clever. Her specialty became impossible mechanisms, devices with missing parts, hidden safeties, false inscriptions, and traps that punished anyone who trusted the obvious solution. Her criminal career began when a wealthy collector purchased a relic engine from an expedition and refused to pay the surviving crew. Merrit broke into his estate, dismantled the engine before his eyes, and returned every component to the people who had earned it. Since then, she has taken contracts that require precision rather than bloodshed, recovering stolen inventions, disabling warded vaults, and making dangerous technology safe enough for ordinary people to survive. She adventures because every dungeon is a workshop built by a dead genius, and she refuses to let an unsolved mechanism remain unsolved.

“She wanted to know why they worked, what would make them fail, and how to repair them in the dark while someone was trying to kill her.”
From their backstory
Background
Criminal

Connections

Species

Gnome

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