Dusty Rhoads
Dusty Rhoads
Sheet
AC 13 · HP 9 · 25 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingWIS
- ArcanaINT
- AthleticsSTR
- DeceptionSTR
- HistoryINT
- InsightWIS
- IntimidationCHA
- InvestigationINT
- NatureINT
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- ReligionINT
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
8 featuresAction
- Magical TinkeringLevel 1
When When Dusty touches a Tiny nonmagical object
As an action, touch a Tiny nonmagical object and imbue it with one minor magical property. The object can shed bright light in a 5-foot radius and dim light for 5 more feet, play a recorded message when tapped, continuously emit an odor or nonverbal sound, or display a visual symbol or short message. A single object can bear only one property at a time.
Always on
- SpellcastingLevel 1
You use thieves' tools or artisan's tools as a spellcasting focus for your artificer spells. Intelligence is your spellcasting ability. You know two artificer cantrips and prepare a number of artificer spells equal to your Intelligence modifier plus half your artificer level, rounded down. You can cast prepared artificer spells using your tools as a focus.
- LuckyHalflingWhen you roll a 1 on the d20 for an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.
- BraveHalflingYou have advantage on saving throws against being frightened.
- Halfling NimblenessHalflingYou can move through the space of any creature that is of a size larger than yours.
- LightfootHalflingYou can attempt to hide even when obscured only by a creature at least one size larger than you.
- Ability Score IncreaseHalflingDexterity increases by 2 and Charisma increases by 1.
- Criminal ContactCriminal
Dusty has a reliable contact within the criminal underworld. The contact can arrange introductions, pass along rumors, provide limited assistance, or help him communicate with other criminals, though they will not risk their life for him.
Spells
4 spellsSpellcasting. Dusty Rhoads casts with Intelligence (spell save DC 12, to hit with spell attacks).
Cantrips (at will): ,
1st level (2 slots): ,
Gear
11 itemsWeapons
- Light crossbowA compact crossbow with a folding stock and a case of ammunition.
- 2×Simple weaponsA set of two simple weapons chosen for concealment and utility, a dagger and a handaxe.
Armor
- Studded leather armorRiveted leather armor modified with hidden pockets and reinforced stitching.
Tools
- Thieves' toolsTools for bypassing locks, disabling traps, and performing discreet mechanical work.
- Tinker's toolsA collection of wire, clamps, lenses, tiny gears, and improvised repair instruments.
- Gaming setA small set of marked cards used for gambling and coded messages.
Gear
- 20×Crossbow boltsStandard bolts sized for the light crossbow.
- CrowbarA crowbar useful for prying open access panels, cargo crates, and stubborn doors.
- Dark common clothes with hoodDark common clothes with a hood, altered to conceal Dusty's tools and equipment.
- Dungeoneer's packRations, a bedroll, flint and steel, waterskin, rope, and other basic travel supplies.
Purse
- 15×Gold piecesCurrency carried over from his final job aboard the starship.
Appearance
Dusty is a compact, broad-shouldered halfling with soot-brown curls, amber-brown eyes, and a perpetually busy expression. He stands with his weight on the balls of his feet, as if every corridor might suddenly tilt or every conversation might require a quick exit. His hands are usually occupied with a spring, wire, coin, or half-disassembled gadget. Within a minute of meeting him, most people notice his voice first, quick and conversational when relaxed, then reduced to a whispery hiss when he is frightened or caught lying. When rattled, his breathing becomes audibly measured, like someone counting down to a controlled detonation.
Mannerisms
Dusty rarely stands still. While waiting, he rocks subtly from heel to toe and checks the same three pockets in sequence. He speaks with his hands, often illustrating mechanical ideas by assembling invisible parts in the air. When considering a lie, he inhales through his nose, pauses for exactly one beat, and becomes suddenly more polite.
Personality
Dusty is bright, restless, and cheerfully suspicious. He treats every lock as an invitation, every machine as a potential friend, and every authority figure as a puzzle with an ego. He is generous with repairs and advice, but he keeps emotional distance by turning serious moments into jokes about engineering. Beneath the bravado, he is deeply observant and more loyal than he wants anyone to know.
Ideals
Freedom. No captain, crime boss, government, or machine gets to decide what I become. If there is a locked door between me and my future, I intend to build the key.
Bonds
My family and the old starship are still part of me. I will return if either is threatened, even if doing so means facing the syndicate I escaped.
Flaws
I cannot resist improving a device, lock, plan, or situation, even when nobody asked me to. I also lie reflexively when cornered, then keep lying because admitting the first lie would be inconvenient.
Quirks
Background
Dusty Rhoads was born in the warm, crowded maintenance warrens of a colossal starship, one small life among a seething population of ratfolk, halflings, deckhands, smugglers, and people who had never once seen a natural horizon. His family kept the ship alive. They repaired coolant lines, tuned navigation gyros, patched pressure doors, and taught Dusty that every machine had a temperament if you listened closely enough. By adolescence, he could identify a failing engine bearing by sound alone, and he had learned to improve almost any device with a bent nail, a stolen spring, or a question nobody else thought to ask. The ship's underworld noticed his talents early. Dusty became useful to the mafia that controlled cargo theft, illicit docking permits, and quiet disappearances in the lower decks. He built concealed compartments, bypassed alarm sigils, forged maintenance credentials, and occasionally made problems disappear through doors that were not supposed to open. He never considered himself cruel, only practical, but practicality became harder to distinguish from loyalty once his family depended on the syndicate's protection. At adulthood, Dusty finally left the ship with a tool roll, a pocketful of dubious contacts, and a desire to discover whether he could become something other than the cleverest criminal in a maintenance tunnel. He now travels the universe looking for impossible machines, profitable opportunities, and a destiny he can assemble with his own hands.
“Dusty became useful to the mafia that controlled cargo theft, illicit docking permits, and quiet disappearances in the lower decks.”
- Background
- Criminal
Connections
Species
Halfling
Media
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