Skip to content
CreatePricing
Pip Quicklock - AI-generated fantasy Character

Pip Quicklock

Halfling · Rogue · Level 1 · Criminal

Pip Quicklock

Cheerful, suspicious, and quick with a joke, Pip treats every room as a puzzle and every conversation as a possible escape route.
AC14
HP10/10
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 14 · HP 10 · 30 ft.
AlignmentChaotic GoodGenderNonbinaryAge35 years
STR
DEX
CON
INT
WIS
CHA

Saving throws

STRDEXCONINTWISCHA

Skills

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

Armor

Light armor

Weapons

Simple weapons,
Martial weapons with the Finesse or Light property

Tools

Thieves' Tools

Languages

Common,
Goblin,
Thieves' Cant

Features

11 features

Action

  • Naturally StealthyHalflingYou can take the Hide action even when you are obscured only by a creature that is at least one size larger than you.

Always on

  • ExpertiseLevel 1

    You gain Expertise in two of your proficiencies. Choose Sleight of Hand and Stealth. Your Proficiency Bonus is doubled for any ability check you make using either proficiency.

  • Sneak AttackLevel 1

    Once per turn, when you hit a creature with an attack using a Finesse or Ranged weapon, you can deal an extra 1d6 damage if you have Advantage on the attack roll. You do not need Advantage if at least one of your allies is within 5 feet of the target, that ally is not Incapacitated, and you do not have Disadvantage on the attack roll.

  • Thieves' CantLevel 1

    You know Thieves' Cant, a secret mix of dialect, jargon, and code. You also know one additional language, Goblin.

  • Weapon MasteryLevel 1

    You can use the mastery properties of two kinds of weapons with which you have proficiency. You have chosen Daggers and Shortbows, and can change these choices whenever you finish a Long Rest.

  • BraveHalflingYou have Advantage on saving throws you make to avoid or end the Frightened condition.
  • Halfling NimblenessHalflingYou can move through the space of any creature that is a size larger than you, but you cannot stop in the same space.
  • LuckHalflingWhen you roll a 1 on the d20 of a D20 Test, you can reroll the die, and you must use the new roll.
  • TraitHalflingSmall size, approximately 2 to 3 feet tall.
  • SpeedHalfling30 feet.
  • AlertCriminal

    Alert is an Origin feat. You add your Proficiency Bonus when you roll Initiative. Immediately after rolling Initiative, you can swap your Initiative with that of a willing ally in the same combat, unless you or the ally has the Incapacitated condition.

Gear

12 items

Weapons

  • 4×
    Dagger
    Finesse, light melee weapons
  • Shortsword
    Finesse melee weapon
  • Shortbow
    Finesse, ranged weapon

Armor

  • Leather Armor
    Light armor made of supple leather

Tools

  • Thieves' Tools
    Tools used to pick locks and disable traps

Gear

  • 20×
    Arrow
    Ammunition for the shortbow
  • Quiver
    Container for arrows
  • Burglar's Pack
    A pack containing a bedroll, mess kit, tinderbox, ten torches, ten days of rations, a waterskin, and 50 feet of rope
  • Crowbar
    A sturdy iron bar useful for forcing doors and containers
  • 2×
    Pouch
    Small containers for holding coins and valuables
  • Traveler's Clothes
    Durable clothing suitable for travel

Purse

  • 16×
    Gold Pieces
    Starting currency from the Criminal background

Appearance

A three-foot-tall halfling with warm brown skin, a narrow face, bright hazel eyes, and thick black curls usually tucked beneath a weathered burgundy cap. Their nimble hands are covered in tiny scars from lockpicks, broken windows, and hurried escapes. They wear a close-fitting leather jerkin beneath a dark traveling cloak, soft-soled boots, and a belt crowded with pouches, daggers, and tools. A silver button from their first successful burglary hangs at their throat as a keepsake.

Mannerisms

Pip constantly rolls a copper coin across their knuckles, pauses to listen whenever a door closes, and addresses tall people by their shoes until learning their names. When lying, they become excessively polite.

Personality

Cheerful, suspicious, and quick with a joke, Pip treats every room as a puzzle and every conversation as a possible escape route. They are fiercely protective of underdogs, shamelessly curious about other people's secrets, and far more comfortable dangling from a windowsill than sitting in a chair.

Ideals

No one should be easy prey. I steal from the powerful when I can, and I use my luck to make sure the helpless get another chance.

Bonds

The surviving members of the Lantern Mice are my family, and I will return for them when I am strong enough to break the guild that betrayed us.

Flaws

I assume every kindness has a hidden price, and when frightened I would rather lie, steal, or run than admit I need help.

Quirks

Names every lockpick and apologizes to them when one breaks.
Keeps a ledger of favors owed and favors collected.
Taps doorframes twice before entering unfamiliar rooms.
Collects unusual buttons from important people.
Never sits with their back to a window.

Background

Pip Quicklock grew up in a halfling neighborhood built behind the kitchens, cellars, and servant passages of a wealthy river city. Their family survived by repairing cookware and carrying messages, but Pip discovered early that a small body, a cheerful smile, and a talent for being overlooked could open more doors than any key. They joined a loose crew of burglars who called themselves the Lantern Mice, learning to read guards by their footsteps, lift purses without breaking conversation, and vanish into the legs of larger folk when trouble came near. The crew's luck ended when their leader sold them out to a ruthless guildmaster. Pip escaped through a chimney with nothing but four daggers, a battered set of thieves' tools, and the silver button torn from the guildmaster's coat. The betrayal left Pip wary of organized crime, but not of criminals themselves. They now take jobs that target tyrants, cruel merchants, and anyone who treats the powerless as easy prey. Adventure offers coin, danger, and perhaps enough leverage to free the surviving Lantern Mice from the guild's reach.

“The crew's luck ended when their leader sold them out to a ruthless guildmaster.”
From their backstory
Background
Criminal

Connections

Species

Halfling

Media

0 images

No images yet.

Visual sheet

Turn Pip Quicklock into a sheet

A high-res, share-ready sheet you can post or print.