Mihály Técpan
Mihály Técpan
Sheet
AC 14 · HP 182 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- AthleticsSTR
- DeceptionCHA
- InsightWIS
- IntimidationCHA
- InvestigationINT
- PerceptionWIS
- PersuasionCHA
- Sleight of HandDEX
- StealthDEX
Armor
Weapons
Tools
Languages
Features
34 featuresBonus action
- Cunning ActionLevel 2
When Bonus Action
You can take the Dash, Disengage, or Hide action as a Bonus Action.
- Envenom WeaponsLevel 13
When Bonus Action
Use a Bonus Action to apply poison to a weapon with your Poisoner’s Kit.
Always on
- Steady AimLevel 3
When Bonus Action
You can gain Advantage on your next attack this turn if you have not moved, then your Speed becomes 0.
- Uncanny DodgeLevel 5
When Reaction
Halve the damage from a visible attacker that hits you.
- Sneak AttackLevel 1
When Once per Turn
Add 9d6 damage once per turn when Sneak Attack conditions are met.
- ExpertiseLevel 1
You gain Expertise in Sleight of Hand and Stealth, doubling your proficiency bonus for checks using those proficiencies.
- Thieves' CantLevel 1
You know Thieves' Cant, a secret mix of dialect, code, and signs used by criminals.
- Weapon MasteryLevel 1
You gain mastery with four Simple or Martial weapons. Chosen weapons: Dagger, Shortsword, Shortbow, and Scimitar.
- Rogue SubclassLevel 3
You gain the Assassin subclass features.
- AlertLevel 3
You gain the Alert Origin feat, which grants a +2 bonus to Initiative rolls and allows you to swap Initiative with a willing ally after rolling Initiative.
- ToughLevel 3
You gain the Tough Origin feat, increasing your hit point maximum by twice your level, for a total of 36 additional hit points at level 18.
- Ability Score ImprovementLevel 4
You gain an Ability Score Improvement or another feat for which you qualify. The provided ability scores are treated as final.
- Cunning StrikeLevel 5
When you deal Sneak Attack damage, you can forgo Sneak Attack dice to apply Cunning Strike effects such as Poison, Trip, or Withdraw.
- ExpertiseLevel 6
You gain Expertise in Perception and Investigation, doubling your proficiency bonus for checks using those proficiencies.
- EvasionLevel 7
When you make a Dexterity saving throw to take half damage, you instead take no damage on a success and half damage on a failure.
- Reliable TalentLevel 7
Whenever you make an ability check using a proficient skill or tool, a d20 roll of 9 or lower counts as a 10.
- Ability Score ImprovementLevel 8
You gain an Ability Score Improvement or another feat for which you qualify. The provided ability scores are treated as final.
- Infiltration ExpertiseLevel 9
You gain additional infiltration expertise, allowing you to create false identities with established histories, appropriate documentation, and convincing social details.
- Ability Score ImprovementLevel 10
You gain an Ability Score Improvement or another feat for which you qualify. The provided ability scores are treated as final.
- Improved Cunning StrikeLevel 11
Your Cunning Strike gains additional options, including Daze and Knock Out, with their specified Sneak Attack die costs.
- Ability Score ImprovementLevel 12
You gain an Ability Score Improvement or another feat for which you qualify. The provided ability scores are treated as final.
- Devious StrikesLevel 14
You gain additional Devious Strike options, allowing you to forgo Sneak Attack dice to inflict powerful conditions and tactical effects.
- Slippery MindLevel 15
You gain proficiency in Wisdom saving throws and Intelligence saving throws. Intelligence saving throw proficiency is already granted by your Rogue class.
- Ability Score ImprovementLevel 16
You gain an Ability Score Improvement or another feat for which you qualify. The provided ability scores are treated as final.
- AssassinateLevel 17
When you hit a creature with Sneak Attack during the first round of combat, the attack deals extra damage equal to your Rogue level. You also have Advantage on Initiative rolls.
- ElusiveLevel 18
Attack rolls against you cannot have Advantage unless you are Incapacitated.
- ImpostorLevel 17
You gain the Assassin feature that lets you study and imitate a creature's appearance, speech, handwriting, and mannerisms well enough to pass as that person with preparation.
- Death StrikeLevel 17
When you hit a creature with an attack during the first round of combat and the attack qualifies for Assassinate, the target must succeed on a Constitution saving throw or suffer the Assassin's devastating additional effect.
- ResourcefulHumanYou gain Heroic Inspiration whenever you finish a Long Rest.
- SkillfulHumanYou gain proficiency in one skill of your choice, chosen here as Insight.
- VersatileHumanYou gain one Origin feat of your choice, chosen here as Tough.
- TraitHumanMedium size.
- TraitHumanSpeed of 30 feet.
- Criminal ContactCriminal
You know how to find or create illicit contacts, safe houses, fences, and other criminal services. In a settlement, you can usually identify a person willing to provide discreet assistance, provided the request does not place them in immediate danger.
Gear
13 itemsWeapons
- 2×DaggerFinesse weapons suitable for close work and concealed attacks.
- ShortswordA light Finesse blade.
- ShortbowA compact ranged weapon.
Armor
- Leather ArmorFlexible leather protection worn beneath a coat.
Tools
- Thieves’ ToolsTools for picking locks and disabling traps.
- CrowbarA sturdy iron lever useful for forced entry and improvised work.
- Disguise KitA small kit of disguising materials and cosmetics.
- Poisoner’s KitA kit for preparing and applying poisons.
- Gaming SetA set used for games of chance and coded wagers.
Gear
- 20×ArrowsAmmunition for the shortbow.
- QuiverA container for arrows.
- Burglar’s PackIncludes a backpack, ball bearings, string, bell, candles, crowbar, hammer, pitons, hooded lantern, oil, rations, tinderbox, and waterskin.
Purse
- 23×Gold PiecesStarting currency retained from his former criminal work.
Appearance
Mihály is a broad-shouldered, medium-height human man with a sturdy build, warm brown skin, close-cropped black hair, and a neatly trimmed beard beginning to silver at the chin. His hands are unusually steady and expressive, with ink-darkened fingertips from years of handling ledgers, locks, and forged documents. He dresses in practical dark green and brown layers beneath a well-maintained leather jerkin. Within a minute of meeting him, people notice that he leaves a deliberate half-second pause before answering, as if weighing not only his words but every possible consequence. He stands close enough to make quiet conversation feel private, yet never quite touches anyone.
Mannerisms
Before answering a difficult question, he takes a quiet breath through his nose and looks slightly to the side. He speaks softly, forcing people to lean closer, and unconsciously positions himself where he can see both the nearest exit and the hands of everyone present.
Personality
Mihály is calm, observant, and unfailingly polite in the way of someone who has spent years learning that anger makes people careless. He enjoys precise work, dry jokes, and conversations where nobody says exactly what they mean. He is generous toward the desperate, suspicious of the comfortable, and happiest when he has three escape routes, two false names, and one honest ally.
Ideals
Freedom. No law deserves obedience merely because it is written down. People should be judged by whom they protect when obedience becomes dangerous.
Bonds
He maintains a secret fund and a network of safe houses for people trapped by debts, corrupt courts, or criminal syndicates. He will risk almost anything to keep his former apprentice, a young fence named Panni, from inheriting the gang that trained him.
Flaws
He assumes every kindness has a hidden price and often ruins honest relationships by searching for the angle. When frightened, he becomes controlling and starts making plans for everyone in the room. He also has a private contempt for people who boast about their principles but have never had to choose between two bad outcomes.
Quirks
Background
Mihály grew up in a crowded riverside district where every locked door represented someone else's certainty that they were safe. His mother kept accounts for a grain merchant, and his father repaired carts, but Mihály learned early that the city's real economy moved through back rooms, coded chalk marks, and favors owed by people who never appeared in official records. He began as a runner, carrying messages through alleys and market crowds, then graduated to burglary when a local gang discovered that he could remember a floor plan after seeing it once. He never considered himself cruel, only practical, until a job arranged by his former employer left an innocent family facing the gallows for a crime he had committed.
- Background
- Criminal
Connections
Species
Human
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