Keresz Vilt
Keresz Vilt
Sheet
AC 11 · HP 16 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingWIS
- ArcanaINT
- AthleticsSTR
- DeceptionCHA
- HistoryINT
- InsightWIS
- IntimidationCHA
- InvestigationINT
- MedicineWIS
- NatureINT
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- ReligionWIS
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
16 featuresBonus action
- Cunning ActionLevel 2
As a Bonus Action, Keresz can Dash, Disengage, or Hide.
- Steady AimLevel 3
As a Bonus Action, if Keresz has not moved during the turn, they gain Advantage on their next attack roll that turn. Their Speed becomes 0 until the end of the turn.
- Fast HandsLevel 3
As a Bonus Action, Keresz can make a Dexterity (Sleight of Hand) check, use Thieves' Tools to disarm a trap or open a lock, or take the Utilize action.
Always on
- ExpertiseLevel 1
You gain Expertise in two proficiencies. Keresz has Expertise in Stealth and Investigation.
- Sneak AttackLevel 1
Once per turn, Keresz can deal an extra 2d6 damage when hitting with a Finesse or Ranged weapon while having Advantage, or when an ally is within 5 feet of the target and Keresz does not have Disadvantage.
- Thieves' CantLevel 1
Keresz knows Thieves' Cant, a secret language of signs, phrases, and coded marks, and one additional language of choice.
- Weapon MasteryLevel 1
Keresz can use the mastery properties of two proficient weapon types, chosen as Daggers and Shortbows. The choices can be changed after a Long Rest.
- Rogue SubclassLevel 3
Keresz gains a Rogue subclass, Thief, and receives its level 3 features.
- Second-Story WorkLevel 3
Keresz has a climbing Speed equal to their Speed and uses Dexterity instead of Strength when determining their jump distance.
- Creature TypeHumanHumanoid.
- SizeHumanMedium, about 4 to 7 feet tall.
- SpeedHuman30 feet.
- ResourcefulHumanKeresz gains Heroic Inspiration whenever they finish a Long Rest.
- SkillfulHumanKeresz gains proficiency in one skill of their choice, chosen as Athletics.
- VersatileHumanKeresz gains an Origin feat of their choice, chosen as Skilled. Skilled grants proficiency in three skills or tools, chosen here as History, Medicine, and Survival.
- AlertCriminal
Alert. You add your proficiency bonus to Initiative rolls. Immediately after rolling Initiative, you can swap your Initiative with that of one willing ally in the same combat, provided neither of you has the Incapacitated condition.
Gear
12 itemsWeapons
- 2×DaggerFinesse, Light weapon, 1d4 piercing damage, Nick mastery.
- ShortswordFinesse weapon, 1d6 piercing damage, Vex mastery.
- ShortbowAmmunition, Finesse, and Ranged weapon, 1d6 piercing damage, Vex mastery.
Armor
- Leather ArmorLight armor made of supple, dark leather. While worn, it gives AC 11 plus Dexterity modifier.
Tools
- Thieves' ToolsA case containing picks, tension wrenches, and small probes. Keresz is proficient with these tools and has Expertise with them.
- CrowbarUseful for prying boards, windows, crates, and stubborn locks.
- Gaming SetA compact gaming set chosen as part of the Skilled origin feat's tool training.
Gear
- 20×ArrowsAmmunition for the shortbow.
- Burglar's PackA pack containing practical adventuring supplies such as a bedroll, mess kit, tinderbox, torches, and rope.
- 2×PouchSmall pouches for coins, keys, chalk, and other compact objects.
- Traveler's ClothesPlain, durable clothing suitable for travel and disappearing into a crowd.
Purse
- 16×Gold PiecesStarting currency from the Criminal background.
Appearance
A small-framed human with weather-browned skin, narrow shoulders, and a compact, work-hardened build. Their dark hair is cut close at the sides and left longer on top, usually flattened beneath a soft charcoal cap. Their hands are rough from rope, hinges, stone, and cold iron, with fingertips permanently darkened by oil and graphite. Within a minute of meeting them, people notice their voice, a low, dry murmur that becomes almost breathless when they are startled. They dress in layered gray-brown clothing chosen to disappear against walls, alleys, and dusty stairwells.
Mannerisms
Keresz keeps their thumb pressed against the first joint of their index finger while listening, as if testing an invisible lock. They pause before entering any room, count the exits under their breath, and speak more quickly when rattled, their sentences thinning into quiet, clipped breaths.
Personality
Reserved, observant, and dryly funny, Keresz treats conversation like a locked box. They rarely volunteer the first truth that comes to mind, but they notice who is being ignored, who is underpaid, and which door has recently been forced. Their calm is not confidence so much as practiced economy. They dislike grand speeches and prefer a useful warning, a pocketed key, or a quietly opened escape route.
Ideals
Practicality. A rule is only useful if it protects someone who cannot protect themselves. I will not worship laws, traditions, causes, or criminals merely because they call themselves necessary.
Bonds
A packet of coded court records is hidden inside Keresz's old tool roll. They intend to find the family whose wrongful conviction began the chain of events and return the evidence to them, even if doing so reopens the hunt.
Flaws
Keresz assumes every kindness has a hidden price and often ruins genuine alliances by searching for the angle. When frightened, they become stingy with information, even when silence places others in danger. They are also incapable of leaving a lock, sealed drawer, or unattended set of keys alone.
Quirks
Background
Keresz Vilt was raised in a steep market district where every stair had a toll, every landlord had a second lock, and every respectable merchant kept an unofficial ledger. Their family repaired shutters, shutters became doors, doors became vaults, and eventually Keresz learned that a lock was only a conversation conducted in metal. They began as a courier for neighborhood thieves, carrying messages through rain channels and roof gardens, then graduated to opening windows for people who could not afford official help. Keresz never saw crime as noble, but neither did they believe ownership was sacred. To them, a full pantry mattered more than a sealed counting room. A burglary went wrong when Keresz discovered that the target was not a wealthy spice dealer, but a magistrate keeping evidence from a wrongful conviction. Keresz stole the records, exposed the magistrate, and became wanted by both the city watch and the criminal crew that had hired them. The evidence saved one family, but the crew retaliated by burning Keresz's old workshop. Now they travel under borrowed names, taking jobs that involve doors, secrets, and people who have been priced out of justice. Their neutrality is practical rather than philosophical. Keresz helps when the cost is bearable, walks away when it is not, and trusts neither law nor rebellion to remain clean for long.
“Keresz never saw crime as noble, but neither did they believe ownership was sacred.”
- Background
- Criminal
Connections
Species
Human
Media
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