Fenrith Taldren
Fenrith Taldren
Sheet
AC 10 · HP 15 · 30 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
10 featuresBonus action
- Cunning ActionLevel 2
When Bonus action on Fenrith's turn.
Fenrith uses a bonus action to Dash, Disengage, or Hide.
Always on
- Sneak AttackLevel 1
When Once per turn when Fenrith hits with a qualifying weapon attack and has advantage, or an eligible enemy is adjacent to the target.
Fenrith makes a weapon attack with a finesse or ranged weapon, adding 2d6 damage once per turn when the Sneak Attack conditions are met.
- ExpertiseLevel 1
Fenrith chooses two proficient skills, Stealth and Sleight of Hand, and gains double his proficiency bonus for checks using them. He also gains double proficiency with thieves' tools.
- Thieves' CantLevel 1
Fenrith knows the secret language of thieves and can recognize hidden messages and signs used by criminal networks.
- Roguish ArchetypeLevel 3
Fenrith gains the Roguish Archetype feature at 3rd level. No subclass has been selected, so no archetype-specific features are included.
- DarkvisionTieflingFenrith can see in dim light within 60 feet as if it were bright light, and in darkness as if it were dim light, treating darkness as dim light.
- Hellish ResistanceTieflingFenrith has resistance to fire damage.
- Infernal LegacyTieflingFenrith knows the Thaumaturgy cantrip. At 3rd level, he can cast Hellish Rebuke once per long rest as a 2nd-level spell. These spells use Charisma as the spellcasting ability.
- LanguagesTieflingFenrith can speak, read, and write Common and Infernal.
- Criminal ContactCriminal
Fenrith has a reliable contact among criminals who can provide information, introductions, or a safe place to hide, provided the request does not endanger the contact.
Spells
2 spellsSpellcasting. Fenrith Taldren casts with Charisma (spell save DC 10, to hit with spell attacks).
Cantrips (at will):
2nd level:
Gear
10 itemsWeapons
- RapierA light, flexible blade suitable for quick and precise attacks.
- Shortbow and arrowsA compact ranged weapon with a quiver containing 20 arrows.
- 2×DaggerBalanced throwing knives kept in hidden sheaths.
Armor
- Leather armorLight protective armor made from supple, dark leather.
Tools
- Thieves' toolsTools for opening locks and disabling traps. Fenrith has Expertise with these tools.
- CrowbarA sturdy iron bar useful for prying open doors and crates.
- Gaming setA set of weighted dice and marked cards used for gambling.
Gear
- Burglar's PackA pack containing a bedroll, mess kit, tinderbox, torches, rations, waterskin, and rope.
- Dark common clothes with hoodDark common clothes with a hood, chosen to blend into alleys and crowds.
Purse
- 15×Gold piecesStarting currency from the Criminal background.
Appearance
Fenrith is a slight, carefully groomed tiefling with deep crimson skin, swept-back black horns polished to a subtle sheen, and a long tail usually curled neatly around one ankle. His black hair is cut close at the sides and combed into a precise wave. He wears a well-maintained leather cuirass beneath a dark burgundy coat, soft gloves, and spotless boots that seem too refined for a common burglar. He is shorter and thinner than many expect, but carries himself with deliberate stillness, making people notice how little space he appears to occupy until he is suddenly standing beside them.
Mannerisms
He straightens his cuffs before answering difficult questions, keeps his tail wrapped around his ankle when anxious, and addresses locked doors as if they are stubborn acquaintances. When entering a room, he first notes the exits, then the most expensive object, then who is watching him.
Personality
Fenrith is controlled, observant, and unfailingly polite in the manner of someone who has already measured every person in the room. He prefers practical arrangements to emotional promises, speaks in a low even voice, and treats conversation as another form of lockpicking. Despite his reserved nature, he has a dry sense of humor and a soft spot for people who are overlooked or underestimated.
Ideals
Freedom. No law, gang, church, or patron has the right to own another person's choices. Fenrith will accept almost any risk rather than become someone's property.
Bonds
He protects the unnamed families whose debts he erased, even though they do not know he saved them. He also owes a dangerous former associate one final favor, and that debt may eventually find him.
Flaws
Fenrith cannot resist improving a lie, even when the truth would be safer. He judges people by their usefulness under pressure and quietly assumes that anyone offering kindness must want something in return.
Quirks
Background
Fenrith Taldren was raised in the back rooms of a gambling house where his mother dealt cards and his father kept accounts for a quiet criminal syndicate. As a tiefling child, he learned early that people often decided what he was before he spoke. He answered by becoming difficult to remember. He learned to move without disturbing curtains, to read a room by the direction of every glance, and to keep his horns polished enough that no one could mistake his fastidiousness for shame. By adolescence, he was carrying messages, lifting keys, and identifying which patrons could be robbed without provoking a feud. His most profitable assignment involved stealing a ledger from a magistrate who secretly paid protection to the syndicate. Fenrith discovered that the ledger contained names of poor families being squeezed for impossible debts. Instead of delivering it, he copied the names, altered the accounts, and returned the original. The syndicate blamed him when several collections failed, forcing him to flee with only his tools, a few coins, and the identity of the contact who had once taught him the value of a well-timed lie. Now he works as a burglar and occasional information broker, choosing jobs according to opportunity rather than morality. He tells himself that neutrality is freedom, though part of him is still waiting to learn whether he can ever belong anywhere without first making himself useful.
“As a tiefling child, he learned early that people often decided what he was before he spoke.”
- Background
- Criminal
Connections
Species
Tiefling
Media
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