Pip Quicklock
Pip Quicklock
Sheet
AC 14 · HP 10 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- AthleticsSTR
- DeceptionCHA
- InsightWIS
- IntimidationCHA
- InvestigationINT
- PerceptionWIS
- PersuasionCHA
- Sleight of HandDEX
- StealthDEX
Armor
Weapons
Tools
Languages
Features
11 featuresAction
- 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 itemsWeapons
- 4×DaggerFinesse, light melee weapons
- ShortswordFinesse melee weapon
- ShortbowFinesse, ranged weapon
Armor
- Leather ArmorLight armor made of supple leather
Tools
- Thieves' ToolsTools used to pick locks and disable traps
Gear
- 20×ArrowAmmunition for the shortbow
- QuiverContainer for arrows
- Burglar's PackA pack containing a bedroll, mess kit, tinderbox, ten torches, ten days of rations, a waterskin, and 50 feet of rope
- CrowbarA sturdy iron bar useful for forcing doors and containers
- 2×PouchSmall containers for holding coins and valuables
- Traveler's ClothesDurable clothing suitable for travel
Purse
- 16×Gold PiecesStarting 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
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.”
- Background
- Criminal
Connections
Species
Halfling
Media
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