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Doughtis - AI-generated fantasy Character

Doughtis

Human · Rogue (Assassin) · Level 5 · Criminal, Spy

Doughtis

Quietly humorous, intensely observant, and unexpectedly gentle with servants, street children, and frightened animals.
AC15
HP38/38
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 15 · HP 38 · 30 ft.
AlignmentNeutral GoodGenderMaleAge34
STR
DEX
CON
INT
WIS
CHA

Saving throws

STRDEXCONINTWISCHA

Skills

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

Armor

Light armor

Weapons

Simple weapons,
Hand crossbows,
Longswords,
Rapiers,
Shortswords

Tools

Thieves' Tools,
Disguise Kit,
Poisoner's Kit,
Forgery Kit

Languages

Common

Features

12 features

Bonus action

  • Cunning ActionLevel 2

    When Bonus action on his turn.

    He can vanish into cover, sprint away, or slip past guards as a bonus action, allowing him to reposition before the enemy can respond.

Always on

  • Sneak AttackLevel 1

    When When he hits with an attack under the proper conditions.

    When attacking a creature with advantage, or when an ally is adjacent to the target, Doughtis can strike with surgical precision for extra damage once per turn.

  • AssassinateLevel 3

    When When combat begins and the target has not acted, especially if surprised.

    Against an unsuspecting foe, his first strike is exceptionally lethal, and a surprised target struck by him is subject to a critical hit.

  • Uncanny DodgeLevel 5

    When When he is hit by an attack he can see.

    He can brace, twist, and turn a lethal blow into a survivable one, cutting damage in half with a well-timed reaction.

  • Rogue Weapon and Armor TrainingLevel 1

    You gain proficiency with light armor, simple weapons, hand crossbows, longswords, rapiers, and shortswords.

  • ExpertiseLevel 1

    You choose four skills to be proficient in from the rogue list. You can also choose two of your skill proficiencies to become expert skills, doubling your proficiency bonus for checks with them.

  • Thieves' CantLevel 1

    You know how to communicate in secret with other rogues using thieves' cant, a hidden mix of dialect, code, and symbols.

  • TraitHuman+1 to all ability scores.
  • TraitHumanExtra language of your choice.
  • TraitHumanNo darkvision.
  • TraitHumanAdaptable, determined, and unusually hard to surprise when his instincts are trusted.
  • Criminal ContactCriminal, Spy

    You have contacts in underworld circles. They can provide you with leads, safe houses, and rumors, though they may expect favors in return.

Gear

9 items

Weapons

  • Silvered Shortsword
    A silvered shortsword, kept immaculate and wrapped in a dusty gray cloth when not in use.
  • Shortbow
    A shortbow for silent work at range.
  • 2×
    Daggers
    Two small blades hidden in different sleeves.

Armor

  • Leather Armor
    A light, flexible suit of stitched leather armor.

Tools

  • Thieves' Tools
    A set of thieves' tools used for locks, traps, and delicate work.

Gear

  • Quiver of Arrows
    A bundle of arrows for the shortbow.
  • Burglar's Pack
    A backpack with tools and provisions for covert travel.
  • Dusty Hooded Cape
    A hooded cape dusted in gray powder, more symbol than armor.
  • Eyepatch
    A black eyepatch worn over one eye, more for reputation than necessity.

Appearance

A 5-foot-tall, round-shouldered human with a warm, weather-soft face, one eye hidden behind a worn black eyepatch, and a dust-colored hooded cape that always seems to shed a faint powder when he moves. Doughtis dresses like a grave robber trying to impersonate a stage magician, with practical boots, patched gloves, and a silvered shortsword hung where a duelist might keep a prize blade. His smile is timid, but his posture is alert, as if he is constantly listening for the next betrayal.

Mannerisms

Speaks softly and never wastes a gesture. Before entering a room he habitually brushes his cape cuff, as if wiping away invisible dust. When thinking, he tilts his head so the eyepatch faces people, making them uncomfortable enough to underestimate him.

Personality

Quietly humorous, intensely observant, and unexpectedly gentle with servants, street children, and frightened animals. He prefers clever solutions over loud ones, but once he commits to protecting someone, he becomes stubborn enough to walk into a fortress alone.

Ideals

Mercy through precision. The world is full of people who exploit the weak, and if one sharp decision can save ten lives later, then the hard choice is often the kinder one.

Bonds

He keeps the silvered shortsword polished with absurd care, because it was a gift from someone who trusted him after he had once failed them. He still sends coin to a blind candle-maker in his old district, the only person who ever noticed he was afraid and never mocked him for it.

Flaws

He cannot resist proving that he is more dangerous than he looks, even when subtlety would serve him better. When frightened, he becomes overly polite and starts apologizing for violence he is about to commit. He also hoards tiny tokens from people he has disappointed, as if guilt itself might someday become a useful tool.

Quirks

He counts exits out loud under his breath whenever he enters a building.
He wipes imaginary dust from his cape before important lies.
He refuses to sit with his back to a mirror.
He collects silver buttons from defeated foes and calls them his 'inventory of poor decisions.'

Background

Doughtis was born in a river-town where the alleys smelled of lamp oil, wet rope, and baking bread. He was too short, too soft-bodied, and too kind-eyed for the dockside gangs that recruited every quick-handed child they could find, so he learned early that survival sometimes meant looking harmless. He became useful as a lookout, a courier, and finally as the one sent through back doors with sealed notes and a blank expression. He lost one eye to a shutter splinter during a failed burglary, but the eyepatch became an advantage, since people underestimated him even more after that. His dusty cape began as a prop from a shuttered traveling illusion show he once helped rob, and then, by accident or fate, it became the thing people remembered. Doughtis discovered that a hood, a little road dust, and the right pause could turn him into a rumor instead of a man. When an old fixer taught him how to silence a target with a clean blade and cleaner timing, he found his true trade. Now he works as an assassin, but not for cruelty. He targets slavers, corrupt moneylenders, and the sorts of smug predators who think a gentle-looking human cannot be dangerous. The silvered shortsword was a gift from a grateful widow, given for killing the thing that had been wearing her husband's face.

“He became useful as a lookout, a courier, and finally as the one sent through back doors with sealed notes and a blank expression.”
From their backstory
Background
Criminal, Spy

Connections

Species

Human

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