Dagmar Von Bogenhafen
Dagmar Von Bogenhafen
Sheet
AC 14 · HP 38 · 25 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingWIS
- ArcanaINT
- AthleticsSTR
- DeceptionCHA
- HistoryINT
- InsightWIS
- IntimidationCHA
- InvestigationINT
- MedicineWIS
- NatureINT
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- ReligionINT
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
15 featuresBonus action
- Cunning ActionLevel 2
When Bonus action on her turn.
Dagmar uses a bonus action to Dash, Disengage, or Hide.
Reaction
- Uncanny DodgeLevel 5
When When hit by an attack from a visible attacker.
Dagmar uses her reaction to halve the damage from an attack that hits her, provided she can see the attacker.
Always on
- Sneak AttackLevel 1
When Once per turn when hitting with a finesse or ranged weapon under the required conditions.
Dagmar makes one weapon attack with a finesse or ranged weapon and adds 3d6 damage once per turn when the Sneak Attack conditions are met.
- Mage Hand LegerdemainLevel 3
When When using Mage Hand for delicate manipulation.
Dagmar makes her invisible spectral Mage Hand perform remote thievery, including manipulating thieves' tools at range.
- ExpertiseLevel 1
Dagmar chooses two of her skill proficiencies, Stealth and Deception, to gain double her proficiency bonus on checks using them.
- Thieves' CantLevel 1
Dagmar knows the secret language and coded signs of thieves, allowing her to recognize and communicate discreetly with other rogues.
- Charlatan TrainingLevel 3
Dagmar gains proficiency with disguise and forgery tools and can create false identities, documents, and convincing personas.
- False IdentityLevel 3
Dagmar gains proficiency with disguise kit and forgery kit through her background and maintains a functional false identity.
- SpellcastingLevel 3
Dagmar learns wizard cantrips and spells, using Intelligence as her spellcasting ability. She can cast spells through a spellbook-like collection of memorized tricks, with Mage Hand as a required cantrip.
- Ability Score ImprovementLevel 4
Dagmar increases one ability score by 2, increasing Dexterity from 15 to 17.
- LuckyLightfoot HalflingWhen Dagmar rolls a 1 on an attack roll, ability check, or saving throw, she can reroll the die and must use the new roll.
- BraveLightfoot HalflingDagmar has advantage on saving throws against being frightened.
- Halfling NimblenessLightfoot HalflingDagmar can move through the space of any creature that is at least one size larger than her.
- Naturally StealthyLightfoot HalflingDagmar can attempt to hide even when obscured only by a creature at least one size larger than her.
- False IdentityCharlatan
Dagmar has an established false identity, complete with forged papers, familiar mannerisms, and contacts who can vouch for her in places where her real name would draw suspicion.
Spells
7 spellsSpellcasting. Dagmar Von Bogenhafen casts with Intelligence (spell save DC 12, to hit with spell attacks).
Cantrips (at will): , ,
1st level (3 slots): , , ,
Gear
11 itemsWeapons
- RapierA light, balanced blade suitable for precise strikes and concealed work.
- ShortbowA compact ranged weapon with a quiver of twenty arrows.
- 2×DaggerBackup blades hidden in boots, sleeves, and luggage.
Armor
- Leather armorFlexible leather armor, carefully tailored to avoid noise.
Tools
- Thieves' toolsTools for opening locks and disarming traps.
- Disguise kitCosmetics, wigs, false facial hair, and other supplies for changing appearance.
- Forgery kitInk, parchment, seals, and engraving implements used to counterfeit documents.
Gear
- 20×ArrowsAmmunition for the shortbow.
- Burglar's packA pack containing a bedroll, tinderbox, rations, rope, and other adventuring necessities.
- Fine clothesFine but slightly outdated clothing used to support several false identities.
Purse
- 15×Gold piecesA purse containing the wealth Dagmar carried when she left home.
Appearance
Dagmar is a compact lightfoot halfling with a broad, confident stance that makes her seem larger than she is. She dresses in a well-maintained burgundy coat, soft leather armor, and polished boots, with a silver-threaded scarf tucked beneath her collar. Her dark hair is cropped close on one side and pinned into a neat braid on the other. Within a minute of meeting her, most people notice that she studies the exits, windows, pockets, and hands in the room before she looks at anyone's face. She smiles warmly while doing it.
Mannerisms
Dagmar keeps one hand occupied at all times, shuffling a coin, folding paper, or adjusting a cuff. She gives people her full attention only after checking the room, and when she lies she becomes unusually formal, addressing strangers by surname and using precise little bows.
Personality
Dagmar is genial, observant, and almost offensively composed. She treats every conversation as a negotiation, but she genuinely enjoys helping people who have been outmaneuvered by wealthier or more powerful opponents. She prefers a clever entrance to a dramatic one and considers direct violence a sign that someone failed to prepare.
Ideals
Information is freedom. Anyone who controls the story controls the people trapped inside it, so every secret deserves to be dragged into the light, preferably by someone clever enough to survive the consequences.
Bonds
Dagmar protects her mother and younger cousins, who believe she is working as a traveling courier. She also keeps one torn page from the missing ledger and refuses to rest until she knows who ordered its destruction.
Flaws
Dagmar lies reflexively, even when the truth would be easier. She cannot resist improving a con that is already working, and she sometimes risks real danger simply to prove that she was the cleverest person in the room.
Quirks
Background
Dagmar Von Bogenhafen was born in a riverside halfling quarter where names mattered less than knowing who could be trusted with a locked door. Her mother ran a respectable laundry, while her father sold counterfeit seals to merchants who wanted their cargo inspected less closely. Dagmar learned early that the difference between a thief and a professional was paperwork, posture, and making the victim feel grateful. She became the family's most convincing impersonator, able to pass as a minor clerk, a nervous widow, or an overconfident courier with equal ease. Her life changed when she stole a coded ledger from a traveling magistrate and discovered that several charitable houses were being used to move people and forbidden relics through the city. The ledger vanished before she could decipher it, taken by the same unknown organization that had hired her father years earlier. Dagmar followed the trail into a hidden society of spies, smugglers, and occult brokers. There she acquired a talent for subtle magic, especially illusions and the unnerving little hand of force that now follows her gestures. She left after realizing the society intended to erase everyone connected to the ledger, including her family. Dagmar now travels under the name she was born with, which she considers her most elaborate disguise, seeking the missing ledger while quietly dismantling the network that wants it back.
“Her mother ran a respectable laundry, while her father sold counterfeit seals to merchants who wanted their cargo inspected less closely.”
- Background
- Charlatan
Connections
Species
Lightfoot Halfling
Media
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