Daniel
Daniel
Sheet
AC 16 · HP 83 · 25 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingWIS
- ArcanaINT
- AthleticsSTR
- DeceptionCHA
- HistoryINT
- InsightWIS
- InvestigationINT
- MedicineWIS
- NatureINT
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- ReligionINT
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
22 featuresBonus action
- Cunning ActionLevel 2
When Bonus action on Daniel's turn.
Daniel uses a bonus action to Dash, Disengage, or Hide.
- Mage Hand LegerdemainLevel 3
When Bonus action, using the mage hand cantrip.
Daniel can use a bonus action to manipulate objects, retrieve items, or use thieves' tools through his invisible spectral mage hand.
Reaction
- Uncanny DodgeLevel 5
When When an attacker Daniel can see hits him.
Daniel uses a reaction to halve the damage from an attack that hits him when he can see the attacker.
Always on
- Sneak Attack
When Once per turn when hitting with a finesse or ranged weapon attack under the required conditions.
Daniel deals an extra 5d6 piercing or slashing damage once per turn when he has advantage on the attack, or when an eligible ally is within 5 feet of the target and he does not have disadvantage.
- Magical AmbushLevel 9
When When Daniel casts a spell on a creature while hidden from it.
Daniel uses an illusion or enchantment spell against a creature while hidden, imposing disadvantage on that creature's saving throw.
- Rogue Training and Sneak AttackLevel 1
Daniel gains proficiency in Dexterity and Intelligence saving throws, four rogue skills, thieves' tools, and the features listed below. His Sneak Attack deals an extra 5d6 damage once per turn when he has advantage, or when an eligible ally is adjacent to the target and he is not at disadvantage.
- Arcane Trickster SpellcastingLevel 3
Daniel becomes an Arcane Trickster. He gains spellcasting using Intelligence, three cantrips including mage hand, and eight rogue spells known by 10th level. Most spells must come from the enchantment or illusion schools, with limited choices from other schools.
- ExpertiseLevel 1
Daniel gains expertise in two proficient skills or tools. His proficiency bonus is doubled for Stealth and thieves' tools.
- Rogue ProficienciesLevel 1
Daniel gains proficiency in Intelligence and Dexterity saving throws and four skills of his choice. His chosen rogue skills are Acrobatics, Investigation, Perception, and Sleight of Hand.
- Ability Score ImprovementLevel 4
Daniel gains an Ability Score Improvement. He increases Dexterity by 2, raising it to 17 before later improvements.
- Additional ExpertiseLevel 6
Daniel gains expertise in two additional proficient skills. His proficiency bonus is doubled for Investigation and Perception.
- EvasionLevel 7
Daniel gains Evasion. On a successful Dexterity saving throw against an effect that normally deals half damage, he takes no damage, and on a failure he takes half damage.
- Ability Score ImprovementLevel 8
Daniel gains an Ability Score Improvement. He increases Intelligence by 2, raising it to 16 before the 10th-level improvement.
- Ability Score ImprovementLevel 10
Daniel gains an Ability Score Improvement. He increases Dexterity by 1 and Intelligence by 1, raising them to 18 and 17 respectively.
- TraitMountain DwarfDarkvision, able to see in dim light within 60 feet as if bright light and in darkness as if dim light, in grayscale.
- TraitMountain DwarfDwarven Resilience, advantage on saving throws against poison and resistance to poison damage.
- TraitMountain DwarfDwarven Combat Training, proficiency with battleaxe, handaxe, light hammer, and warhammer.
- TraitMountain DwarfDwarven Armor Training, proficiency with light and medium armor.
- TraitMountain DwarfStonecunning, add twice proficiency bonus to Intelligence History checks related to the origin of stonework.
- TraitMountain DwarfDwarven Toughness is not a mountain dwarf trait in the 2014 rules and is not included.
- TraitMountain DwarfSpeed is not reduced by wearing heavy armor, though Daniel lacks heavy armor proficiency.
- Criminal ContactCriminal
Daniel has a reliable contact among smugglers, fences, and other criminals. He knows how to locate a criminal contact, pass messages through the underworld, and obtain information through established illicit channels.
Spells
12 spellsSpellcasting. Daniel casts with Intelligence (spell save DC 15, to hit with spell attacks).
Cantrips (at will): , , ,
1st level (4 slots): , ,
2nd level (3 slots): , , , ,
3rd level (2 slots): no spells
Gear
12 itemsWeapons
- RapierA finely balanced one-handed weapon kept in a side sheath beneath Daniel's coat.
- ShortswordA short blade designed for close work and silent finishing strikes.
- 2×Hand crossbowCompact ranged weapons with a case of bolts, useful when closing distance would be foolish.
Armor
- Dwarven scale mailFlexible protective armor reinforced with overlapping metal plates, suitable for a dwarf who expects to climb, crawl, and disappear.
Tools
- Thieves' toolsA set of thieves' tools, including picks, tension bars, files, probes, and a folding magnifier.
- Gaming setA small set of gaming stones and carved bone tiles used for gambling and coded messages.
- Smith's toolsA blacksmith's hammer and a compact set of smithing implements inherited from his family.
Gear
- 20×Crossbow boltsA case containing twenty crossbow bolts.
- Burglar's packA burglar's pack containing a backpack, ball bearings, string, bell, candles, crowbar, hammer, pitons, hooded lantern, oil, tinderbox, rations, waterskin, and rope.
- Traveler's clothesA dark green coat with a hidden inner pocket and several careful repairs.
- Belt pouchA pouch containing the modest funds Daniel retained after leaving his hold.
Purse
- 15×Criminal starting goldA purse containing 15 gold pieces from the criminal background.
Appearance
Daniel is a compact mountain dwarf with a broad, powerful frame and a face made distinctive by a meticulously groomed square beard, its copper-brown braids tied with tiny brass wire. He wears a dark green travel coat that is slightly too large through the shoulders and carefully patched at both elbows. Every buckle, button, and tool is polished obsessively, especially the small silver clasp at his throat. His fingernails are kept unusually clean for a thief, though the pads of his fingers are darkened by ink, lampblack, and lock grease. He carries himself with alert economy, always seeming to notice which doors are open, which hinges are new, and who is watching whom.
Mannerisms
Daniel silently tests the weight of any object placed in front of him. When thinking, he rubs the brass clasp at his throat with his thumb and mutters the names of imaginary lock components. He rarely sits with his back to a door, and he straightens crooked pictures, loose buckles, and misaligned tableware without seeming to notice he is doing it.
Personality
Daniel is observant, dryly funny, and intensely practical. He treats conversation like a puzzle box, listening for the hidden catch rather than the obvious meaning. He is generous with people who work with their hands, suspicious of anyone who invokes tradition too quickly, and unexpectedly tender toward broken tools, abandoned animals, and nervous apprentices. He prefers a clever solution to a forceful one, but once committed to a course of action he becomes very difficult to redirect.
Ideals
A locked truth belongs to the person willing to open the lock. Authority deserves scrutiny, especially when it claims that obedience is the same thing as virtue.
Bonds
He keeps the stolen debt ledger that began his exile, hidden inside the false bottom of his tool case. He intends to return it to his hold when he can prove that the clan elders who caused the scandal are still profiting from the same crimes.
Flaws
He cannot leave a lock, mechanism, or secret undisturbed once he knows it exists. Daniel also confuses being proven right with being morally justified, and he is capable of escalating a small deception into a dangerous operation simply because backing down would feel like surrender.
Quirks
Background
Daniel was born in a mountain hold where every family had a trade and every trade had rules. His kin repaired mining engines, lock mechanisms, and the great iron gates that protected the lower halls. Daniel had the hands for that work, but not the patience for leaving a mechanism merely functional when it could be made elegant. As a young apprentice, he began opening sealed maintenance doors just to improve their hinges, then started slipping into restricted galleries to study forgotten dwarven devices. The first crime he committed for money was stealing a ledger from a tax collector who had been falsifying miners' debts. The second was selling the ledger to the miners. After that, people began bringing him problems that could not be solved by honest tools. Exile came when Daniel used an experimental set of clockwork picks to enter a magistrate's private vault and uncover evidence of a smuggling ring protected by several respected clan elders. He exposed the ring, but the revelation embarrassed the hold more than the criminals, and Daniel was sent away with his tools, his coat, and a warning never to return until he had learned the difference between justice and satisfaction. On the road, he joined a loose network of burglars, informants, and arcane experimenters. A wandering illusionist taught him the first principles of wizardry, while Daniel supplied practical lessons in locks, traps, and inconvenient exits. He now works as a thief who targets secrets, weapons, and the possessions of people who believe law is simply another lock they own the key to open.
“His kin repaired mining engines, lock mechanisms, and the great iron gates that protected the lower halls.”
- Background
- Criminal
Connections
Species
Mountain Dwarf
Media
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