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thorn - AI-generated fantasy Character

thorn

Human · Rogue (Thief) · Level 5 · Criminal

thorn

Thorn is observant, irreverent, and intensely self-reliant.
AC16
HP63/63
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 16 · HP 63 · 30 ft.
AlignmentChaotic NeutralGenderMaleAge31 years old
STR
DEX
CON
INT
WIS
CHA

Saving throws

STRDEXCONINTWISCHA

Skills

  • AcrobaticsDEX
  • Animal HandlingWIS
  • ArcanaINT
  • AthleticsSTR
  • DeceptionCHA
  • HistoryINT
  • InsightWIS
  • IntimidationCHA
  • InvestigationINT
  • MedicineWIS
  • NatureINT
  • PerceptionWIS
  • PerformanceCHA
  • PersuasionCHA
  • ReligionINT
  • Sleight of HandDEX
  • StealthDEX
  • SurvivalWIS

Armor

Light armor

Weapons

Simple weapons,
Martial weapons with the Finesse or Light property

Tools

Thieves' tools,
Gaming set, dice

Languages

Common,
Goblin

Features

16 features

Bonus action

  • Cunning ActionLevel 2

    When Bonus action

    Thorn can use a bonus action to Dash, Disengage, or Hide.

  • Fast HandsLevel 3

    Thorn can take the Utilize action as a bonus action, and he can use a bonus action to make a Dexterity check to pick a lock or disarm a trap using thieves' tools. He can also use a bonus action to make a Sleight of Hand check.

Reaction

  • Uncanny DodgeLevel 5

    When When a visible attacker hits Thorn

    Thorn can halve the damage from an attack that hits him.

Always on

  • Cunning StrikeLevel 5

    When When dealing Sneak Attack damage

    Thorn can sacrifice Sneak Attack dice to impose a qualifying Cunning Strike effect, including Disarm, Poison, Trip, or Withdraw.

  • Rogue ProficienciesLevel 1

    Thorn gains proficiency with light armor, simple weapons, martial weapons that have the Finesse or Light property, thieves' tools, and one gaming set. He also gains four Rogue skill proficiencies.

  • Sneak AttackLevel 1

    Thorn deals an extra 1d6 damage once per turn when he hits a target with a qualifying attack using a Finesse or ranged weapon, if he has Advantage or an eligible ally is within 5 feet of the target and Thorn does not have Disadvantage.

  • AlertLevel 1

    Thorn has Advantage on checks made to determine initiative, and immediately after rolling initiative he can give himself or one ally within 30 feet Heroic Inspiration if he is not Incapacitated.

  • ExpertiseLevel 1

    Thorn gains Expertise in Stealth and with thieves' tools, doubling his Proficiency Bonus for those proficiencies.

  • Thieves' CantLevel 1

    Thorn knows the secret language of rogues and can recognize coded messages and signs used by criminal networks.

  • Weapon MasteryLevel 1

    Thorn gains mastery with the Dagger and Shortsword. Dagger attacks can use Nick, and Shortsword attacks can use Vex, according to the weapon mastery rules.

  • Second-Story WorkLevel 3

    Thorn gains a Climb Speed equal to his Speed, and climbing no longer costs him extra movement. He can also make a running jump after moving only 5 feet on foot.

  • Feat: ToughLevel 4

    Thorn gains the Tough feat. His Hit Point maximum increases by 2 per level.

  • ResourcefulHumanAfter finishing a Long Rest, Thorn gains Heroic Inspiration.
  • SkillfulHumanThorn gains proficiency in one additional skill, chosen as Performance.
  • VersatileHumanThorn gains the Skilled feat or another 1st-level Origin feat of his choice. Thorn has Skilled, granting three additional skill or tool proficiencies.
  • Criminal ContactCriminal

    Thorn can identify the signs of a criminal operation, locate underworld contacts in settlements, and secure discreet assistance from members of the criminal network, provided he does not openly endanger them.

Gear

10 items

Weapons

  • 4×
    Dagger
    Light finesse weapons suitable for concealed attacks.
  • Shortsword
    A light finesse blade used for close combat.
  • Rapier
    A slender finesse weapon with a long, narrow blade.

Armor

  • Leather armor
    Flexible armor made from treated leather, providing AC 11 plus Dexterity modifier.

Tools

  • Thieves' tools
    A kit for opening locks and disabling traps.
  • Gaming set, dice
    A small set of weighted dice used for gambling and coded communication.

Gear

  • Burglar's pack
    A pack containing a bedroll, mess kit, tinderbox, torches, rations, waterskin, and rope.
  • Crowbar
    A sturdy iron bar useful for forcing doors and prying objects apart.
  • Common clothes
    A set of ordinary dark clothing designed to avoid drawing attention.

Purse

  • 24×
    Gold pieces
    Coin retained from Thorn's criminal work and starting gear.

Appearance

Thorn is a tall, powerfully built human male with a wiry athletic frame, weathered olive skin, sharp green eyes, and black hair cut short on the sides. A thin scar crosses his left eyebrow, while several small silver rings line one ear. He dresses in dark, close-fitting leather armor beneath a charcoal cloak, with daggers hidden at his wrists and a rapier hanging at his hip. Despite his intimidating physique, he moves with unnerving silence and carries himself like someone who is always measuring exits.

Mannerisms

Thorn constantly tests the edges of nearby objects with his fingertips, especially locks, coin rims, and loose stones. He speaks softly when angry, smiles when lying, and habitually positions himself with a clear view of every exit.

Personality

Thorn is observant, irreverent, and intensely self-reliant. He treats danger like a puzzle and conversation like a card game, revealing only what benefits him. Beneath his cynicism is a reluctant protectiveness toward other outcasts, especially anyone who reminds him of the frightened child he used to be.

Ideals

Freedom. No crown, guild, temple, or chain has the right to own another person's choices. Thorn would rather live dangerously on his own terms than safely beneath someone else's control.

Bonds

Thorn keeps a battered brass signet taken from the crime boss who destroyed his family. He intends to uncover what happened to his parents and decide for himself whether the debt has been paid in blood.

Flaws

Thorn assumes every act of kindness conceals a trap. He is quick to betray a plan, ally, or promise if he believes doing so will preserve his freedom, and he cannot resist proving that he is the cleverest person in the room.

Quirks

Names every lock he opens after the person who commissioned it.
Keeps one stolen coin from each successful job.
Flips a dagger through his fingers whenever someone says the word trust.
Refuses to sit with his back to a door.
Can identify most people by the sound of their footsteps.

Background

Thorn grew up in the crowded back alleys of a river city where every locked door was an invitation and every friendly face had a price. His parents vanished after a debt dispute with a local smuggling ring, leaving him to survive by lifting purses, carrying messages, and slipping through places no respectable person would enter. He learned early that strength could break a lock, but patience, timing, and a convincing lie could open an entire household.

“He learned early that strength could break a lock, but patience, timing, and a convincing lie could open an entire household.”
From their backstory
Background
Criminal

Connections

Species

Human

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