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Mairin Cade - AI-generated fantasy Character

Mairin Cade

Human · Rogue (Swashbuckler) · Level 20 · Entertainer

Mairin Cade

Warm, irreverent, and fearless in public, Mairin treats every confrontation as a performance that can be won through timing and nerve.
AC15
HP183/183
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 15 · HP 183 · 30 ft.
AlignmentChaotic GoodGenderFemaleAge32 years old
STR
DEX
CON
INT
WIS
CHA

Saving throws

STRDEXCONINTWISCHA

Skills

  • AcrobaticsDEX
  • AthleticsSTR
  • DeceptionCHA
  • InsightWIS
  • IntimidationCHA
  • InvestigationINT
  • PerceptionWIS
  • PerformanceCHA
  • PersuasionCHA
  • Sleight of HandDEX
  • StealthDEX

Armor

Light armor

Weapons

Simple weapons,
Hand crossbows,
Longswords,
Rapiers,
Shortswords

Tools

Thieves' tools,
Disguise kit,
Drum

Languages

Common

Features

32 features

Action

  • Uncanny DodgeLevel 5

    You can attack twice, instead of once, whenever you take the Attack action on your turn.

Bonus action

  • Cunning ActionLevel 2

    You can take a Bonus Action to Dash, Disengage, or Hide.

  • Blindsense and Reliable TalentLevel 9

    Your movements become difficult to track. You can move stealthily at a normal pace, and you can make a special Wisdom (Perception) check to find hidden creatures or objects as a Bonus Action.

  • Fast HandsLevel 1

    You can use a Bonus Action to make a Dexterity check with thieves' tools, take the Use an Object action, or make a weapon attack with a weapon that lacks the Two-Handed property.

  • PanacheLevel 9

    As a Bonus Action, you can make a Charisma (Persuasion) check contested by a creature's Wisdom (Insight) check. On a success, it is charmed by you for 1 minute or until you are more than 60 feet away or attack it.

Reaction

  • Uncanny DodgeLevel 5

    When an attacker you can see hits you with an attack, you can use your Reaction to halve the attack's damage against you.

Always on

  • Expertise and Thieves' CantLevel 1

    You gain proficiency with thieves' tools. You can add your proficiency bonus to checks made with thieves' tools when you are proficient with them.

  • Roguish Archetype: SwashbucklerLevel 3

    You choose the Swashbuckler archetype, gaining its features at the indicated rogue levels.

  • Ability Score ImprovementLevel 4

    You can improve two ability scores by 2 each, improve one ability score by 1 each, or select feats for which you qualify. Human ability increases are included in the final scores.

  • ExpertiseLevel 6

    You gain Expertise in two additional proficient skills or with thieves' tools.

  • EvasionLevel 7

    You can evade certain area effects with great agility. On a successful Dexterity saving throw against an effect that normally deals half damage, you take no damage, and on a failed save you take half damage.

  • Ability Score ImprovementLevel 8

    You can improve two ability scores by 2 each, improve one ability score by 1 each, or select feats for which you qualify.

  • Skiilled? Arcane Trickster feature not applicableLevel 9

    You have advantage on saving throws against being charmed, and magic cannot put you to sleep.

  • Reliable TalentLevel 11

    Whenever you make an ability check that lets you add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10.

  • Ability Score ImprovementLevel 12

    You can improve two ability scores by 2 each, improve one ability score by 1 each, or select feats for which you qualify.

  • Slippery MindLevel 15

    You gain proficiency in Wisdom saving throws.

  • Ability Score ImprovementLevel 16

    You can improve two ability scores by 2 each, improve one ability score by 1 each, or select feats for which you qualify.

  • ElusiveLevel 18

    Your attacks ignore resistance to nonmagical bludgeoning, piercing, and slashing damage.

  • ElusiveLevel 18

    No attack roll has advantage against you while you are not incapacitated.

  • Ability Score ImprovementLevel 19

    You can improve two ability scores by 2 each, improve one ability score by 1 each, or select feats for which you qualify.

  • Stroke of LuckLevel 20

    If your attack misses a target within range, or if you fail an ability check, you can treat the d20 roll as a 20. Once used, this feature cannot be used again until you finish a short or long rest.

  • Sneak AttackLevel 1

    You can deal an extra 10d6 damage once per turn when you hit with a finesse or ranged weapon attack, provided you have advantage or the target meets another Sneak Attack condition.

  • Second-Story WorkLevel 3

    You can climb faster than normal, and climbing no longer costs extra movement.

  • Fancy Footwork and Rakish AudacityLevel 3

    When you make a melee attack against a creature, that creature cannot make opportunity attacks against you for the rest of your turn. You can also add your Charisma modifier to initiative rolls.

  • Rakish AudacityLevel 3

    You can use Sneak Attack against a creature if you are within 5 feet of it, no other creatures are within 5 feet of you, and you do not have disadvantage on the attack roll.

  • Slippery MindLevel 15

    You gain proficiency with Wisdom saving throws.

  • Ability Score IncreaseHuman+1 to all six ability scores.
  • SizeHumanMedium.
  • SpeedHuman30 feet.
  • TraitHumanOne additional language of choice, represented here as Common only because no specific second language was selected.
  • TraitHumanHuman versatility provides broad aptitude rather than a specialized species feature.
  • By Popular DemandEntertainer

    By popular demand, she can usually find a place to perform, earn modest lodging and food, and attract attention when she needs an audience, distraction, or introduction.

Gear

12 items

Weapons

  • Rapier
    A finely balanced finesse weapon suitable for stage combat and real violence.
  • Shortbow
    Light ranged weapons used for emergencies, intimidation, and trick shots.
  • 2×
    Daggers
    Backup blades concealed in boots, belts, and costume seams.

Armor

  • Leather Armor
    Flexible leather armor worn beneath or integrated into her ring costume. Her calculated AC is based on wearing no armor, since her Iron Chin inspired fighting style and costume are primarily unarmored.

Tools

  • Thieves' Tools
    Tools for opening locks and disarming traps.
  • Disguise Kit
    A disguise kit used to create stage personas, false identities, and quick visual changes.
  • Drum
    A battered hand drum used for entrances, crowd work, and coded signals.

Gear

  • 20×
    Arrows
    A quiver containing 20 arrows.
  • Burglar's Pack
    A compact pack containing a bedroll, mess kit, tinderbox, torches, rations, rope, and basic adventuring supplies.
  • Entertainer's Costume
    A brightly colored ring costume with chain accents, reinforced wraps, boots, and spare fasteners.
  • Favor from an Admirer
    A small favor from an admirer after one of her earliest performances.
  • Pouch of Coins
    A belt pouch containing the standard entertainer starting allowance.

Appearance

A powerfully built human woman with a broad-shouldered, buxom frame and sharply defined six-pack abs. She wears scant ring gear reinforced with leather straps and bright metal chains connecting the pieces, with a thong-backed cut and flexible wraps around her hands and forearms. Her straight dark-brown hair hangs past her eyes in heavy bangs. Several small silver piercings line one eyebrow, her lower lip, and one ear. Her expression is usually a crooked grin that suggests she has already found the nearest exit, the weakest opponent, and the funniest possible insult.

Mannerisms

Mairin rolls her shoulders before a fight as if stepping onto a stage, taps rhythms against her thigh when thinking, and bows theatrically after landing a particularly humiliating hit. She calls strangers dear friend until they prove they are not.

Personality

Warm, irreverent, and fearless in public, Mairin treats every confrontation as a performance that can be won through timing and nerve. She is generous with food, quick with a joke, and unusually attentive to frightened people in a crowd. She loves applause but trusts quiet loyalty more than praise.

Ideals

Freedom. No contract, crown, gang, or god has the right to own another person's body or future. If someone is being cornered, I open the circle.

Bonds

The old traveling troupe is her family, and she sends part of every reward to keep its younger performers fed and free from predatory contracts. She also keeps her mother's cracked silver throat charm and will risk almost anything to recover the troupe's stolen records.

Flaws

She cannot resist answering an insult, challenge, or obvious injustice, even when silence would be safer. She confuses confidence with preparation and sometimes commits to a stunt before deciding how to survive it. She also has a deep fear of becoming dependent on anyone, so she would rather suffer privately than admit that she needs help.

Quirks

Names every improvised weapon before using it.
Keeps a running tally of tavern stools broken in fights.
Hums drum rhythms when casing a room.
Never sits with her back to a door.
Collects unusual buttons from costumes and disguises.

Background

Mairin Cade grew up around dockside taverns, cheap theaters, and rough market squares, the daughter of a human rope-maker who could splice a line blindfolded and a singer who could make a room quiet with one verse. Mairin learned early that applause and survival were related skills. She started as a tumbler and comic bruiser in a traveling troupe, taking falls for laughs, settling arguments with her fists, and learning how to lift a purse while pretending to stumble. The troupe taught her stagecraft, disguise, and the value of knowing exactly where every door led. Her real education came after a promoter sold the troupe's debts to a criminal bookmaker. Mairin fought her way out of the arrangement during a packed performance, using a stool, a lantern hook, and the bookmaker's own signboard as weapons. She disappeared before dawn, leaving behind a ruined gambling house and a crowd that still tells the story as if it were a planned show. Since then, she has worked as a performer, scout, confidence artist, and occasional burglar. She favors audacity over secrecy, but beneath the swagger is a fierce instinct for protecting people who are being exploited. She now travels under her own name, taking dangerous jobs that let her stand between the powerful and those who cannot hit back.

“Mairin learned early that applause and survival were related skills.”
From their backstory
Background
Entertainer

Connections

Species

Human

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