Measurehead
Measurehead
Sheet
AC 14 · HP 9 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- AthleticsSTR
- DeceptionCHA
- InsightWIS
- IntimidationCHA
- InvestigationINT
- PerceptionWIS
- PersuasionCHA
- Sleight of HandDEX
- StealthDEX
Armor
Weapons
Tools
Languages
Features
11 featuresAlways on
- Exploit the Opening
When You hit with a qualifying Finesse or Ranged weapon attack.
Make one weapon attack with a Dagger or Shortbow when the attack qualifies for Sneak Attack, adding 1d6 damage once per turn.
- Seize the First Moment
When Combat begins.
Use the Alert feat to add your Proficiency Bonus to Initiative and, after rolling, exchange Initiative with a willing ally when useful.
- ExpertiseLevel 1
Choose two of your skill proficiencies or one skill proficiency and your proficiency with Thieves' Tools. Your Proficiency Bonus is doubled for any ability check using the chosen proficiencies. Measurehead has Expertise in Stealth and Thieves' Tools.
- Sneak AttackLevel 1
Once per turn, when you hit a creature with an attack using a Finesse or Ranged weapon and have Advantage, or when an eligible ally is within 5 feet of the target, you deal an extra 1d6 damage of the weapon's type.
- Thieves' CantLevel 1
You know the secret language and coded signs used by criminal networks. You also know one additional language of your choice, Undercommon.
- Weapon MasteryLevel 1
You gain mastery with two proficient weapon types. Measurehead chooses Daggers and Shortbows. He can change these choices whenever he finishes a Long Rest.
- ResourcefulHumanWhen you finish a Long Rest, you gain Heroic Inspiration.
- SkillfulHumanYou gain proficiency in one skill of your choice. Measurehead chose Perception.
- VersatileHumanYou gain an additional Origin feat of your choice. Measurehead chose Skilled, gaining proficiency in Investigation, Intimidation, and a gaming set, Three-Dragon Ante.
- TraitHumanCreature type Humanoid, size Medium, Speed 30 feet.
- AlertCriminal
You gain a bonus to Initiative equal to your Proficiency Bonus. Immediately after you roll Initiative, you can replace your Initiative with the Initiative of one willing ally in the same combat, provided you aren't incapacitated.
Gear
11 itemsWeapons
- 4×DaggerFinesse, light melee weapon, 1d4 piercing damage.
- ShortswordFinesse melee weapon, 1d6 piercing damage.
- ShortbowAmmunition weapon, 1d6 piercing damage, range 80/320.
Armor
- Leather ArmorLight protective armor made from hardened leather.
Tools
- Thieves' ToolsTools for picking locks and disabling traps. Measurehead has Expertise with them.
- CrowbarUseful for prying open doors, crates, and sealed containers.
Gear
- 20×ArrowsAmmunition for the shortbow.
- QuiverContainer for arrows.
- Burglar's PackPack containing gear useful for breaking into buildings, including a backpack, ball bearings, string, bell, candles, crowbar, hammer, pitons, hooded lantern, oil, tinderbox, and waterskin.
- Traveler's ClothesPlain clothing suited to avoiding notice.
Purse
- 16×Gold PiecesMoney kept in a hidden inner pocket.
Appearance
Measurehead is a lean, sharp-featured human man with a narrow face, pale skin, and close-cropped black hair. His gray eyes are watchful and expressionless, constantly measuring exits, valuables, and weaknesses. He wears well-maintained leather armor beneath a weather-stained travel coat, with slim daggers hidden at his wrists and belt. His hands are scarred from lock work and knife fights, but his posture is controlled rather than imposing.
Mannerisms
He silently counts objects in a room, taps twice against his thumb before answering a question, and rarely sits with his back to a door. When someone makes a boast, he tilts his head slightly as if estimating its resale value.
Personality
Cold, observant, and ruthlessly practical. Measurehead speaks in short, precise statements and treats conversation as an interrogation disguised as courtesy. He respects competence, fears dependence, and is most comfortable when he has already planned three ways to escape.
Ideals
Information is power, and power belongs to whoever is ruthless enough to use it. Mercy is merely profit abandoned.
Bonds
He possesses a coded ledger stolen from his former gang, containing enough evidence to ruin nobles, guildmasters, and crime bosses. He will kill to protect it, but he would sell it for the right price.
Flaws
He assumes everyone has a price and becomes contemptuous of anyone who proves otherwise. Measurehead cannot resist exploiting a weakness once he notices it, even when doing so creates needless danger.
Quirks
Background
Measurehead learned early that strength was a poor substitute for preparation. As a boy in the crowded alleys beneath the old market district, he survived by counting footsteps, memorizing patrol routes, and deciding exactly how much betrayal each job could bear. He joined a thieves' crew not because he trusted them, but because their ledgers revealed where the money moved. Within a year he was opening locks for them. Within two, he was selling the names of their clients to a rival gang. By the time the surviving members realized what had happened, Measurehead had vanished with their coin, their blackmail records, and the secrets of several influential patrons. His reputation grew in the underground as a criminal who never needed to be the strongest person in a room. He studies people until their habits become handles, then pulls those handles at the most profitable moment. He has robbed counting houses, forged prison orders, and arranged murders without ever drawing a blade himself, though he is perfectly willing to use one when subtlety fails. Measurehead now travels as an adventurer because dangerous ruins contain the kind of leverage ordinary criminals cannot buy. Every expedition is an investment, every companion a potential asset, and every promise a debt waiting to be collected.
“He joined a thieves' crew not because he trusted them, but because their ledgers revealed where the money moved.”
- Background
- Criminal
Connections
Species
Human
Media
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