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Kezran Haddad - AI-generated fantasy Character

Kezran Haddad

Elf · Rogue (Thief) · Level 5 · Criminal

Kezran Haddad

Quietly observant and dryly courteous, Kezran treats every conversation as a negotiation but disguises that habit beneath impeccable manners.
AC14
HP19/19
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 14 · HP 19 · 30 ft.
AlignmentTrue NeutralGenderMaleAge116 years old
STR
DEX
CON
INT
WIS
CHA

Saving throws

STRDEXCONINTWISCHA

Skills

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

Armor

Light armor

Weapons

Simple weapons,
Hand crossbows,
Longswords,
Rapiers,
Shortswords,
Longswords,
Shortbows,
Longbows

Tools

Thieves' tools,
One type of gaming set,
Disguise kit,
Poisoner's kit

Languages

Common,
Elvish,
Thieves' Cant,
One additional language

Features

16 features

Bonus action

  • Cunning ActionLevel 2

    When On your turn

    As a bonus action, take the Dash, Disengage, or Hide action.

  • Fast HandsLevel 3

    When On your turn

    As a bonus action, make a Sleight of Hand check, use thieves' tools to disarm a trap or open a lock, or use an object.

Reaction

  • Uncanny DodgeLevel 5

    When A visible attacker hits you

    When an attacker you can see hits you, use your reaction to halve the attack's damage.

Always on

  • Sneak AttackLevel 1

    When Once per turn when you hit with a qualifying attack

    Once per turn, deal an extra 3d6 damage when you hit with a qualifying finesse or ranged weapon attack and meet the Sneak Attack conditions.

  • ExpertiseLevel 1

    You gain proficiency in thieves' tools. Choose two of your skill proficiencies, or one skill proficiency and your thieves' tools proficiency. Your proficiency bonus is doubled for checks using Stealth and thieves' tools.

  • Thieves' CantLevel 1

    You know thieves' cant, a secret mix of dialect, jargon, and coded signs used by rogues and criminals to conceal messages.

  • Roguish ArchetypeLevel 3

    You can choose the Thief archetype, gaining features at 3rd, 9th, 13th, and 17th level.

  • Second-Story WorkLevel 3

    You gain the ability to climb faster than normal. Climbing no longer costs you extra movement. You can make a running jump after moving only 5 feet on foot rather than 10 feet.

  • Ability Score ImprovementLevel 4

    You can improve two ability scores by 2 each, or increase one ability score by 2 and another by 1, to a maximum of 20. Kezran increased Dexterity by 2.

  • TraitElfDarkvision, you can see in dim light within 60 feet as if it were bright light, and in darkness as if it were dim light.
  • TraitElfKeen Senses, proficiency in the Perception skill.
  • TraitElfFey Ancestry, advantage on saving throws against being charmed, and magic cannot put you to sleep.
  • TraitElfTrance, you do not need to sleep and can finish a long rest in 4 hours by meditating.
  • TraitElfElf Weapon Training, proficiency with longswords, shortswords, shortbows, and longbows.
  • TraitElfAbility Score Increase, Dexterity increases by 2.
  • Criminal ContactCriminal

    You have a reliable and trustworthy contact who acts as your liaison to a network of other criminals. You know how to get messages to and from this contact, even over great distances, though you do not know exactly where the contact is.

Gear

8 items

Weapons

  • Rapier
    A light, finely balanced blade suitable for precise strikes.
  • Shortbow and arrows
    A ranged weapon with a quiver containing 20 arrows.
  • 2×
    Daggers
    Backup blades concealed in easy-to-reach locations.

Armor

  • Leather armor
    Light protective armor made from hardened leather.

Tools

  • Gaming set
    A set of weighted knucklebones used for gambling.
  • Thieves' tools
    A small purse containing starting funds.

Gear

  • Burglar's pack
    Contains a bedroll, mess kit, tinderbox, torches, rations, waterskin, and rope.

Purse

  • 15×
    Gold pieces
    Starting currency retained after purchasing equipment.

Appearance

A lean male elf with warm bronze skin, narrow green-gold eyes, and black hair cut short at the sides and tied at the nape with a leather cord. A thin scar crosses his left eyebrow. He favors practical dark clothing beneath fitted leather armor, with a crimson sash holding his thieves' tools and a plain silver ring taken from his first successful burglary.

Mannerisms

Kezran rarely sits with his back to a door. When thinking, he rolls a coin across his knuckles without looking at it. He pauses before answering direct questions, as though checking the wording for hidden blades.

Personality

Quietly observant and dryly courteous, Kezran treats every conversation as a negotiation but disguises that habit beneath impeccable manners. He is patient with frightened people, suspicious of confident people, and unexpectedly sentimental about small handmade objects. He prefers solutions that leave everyone with a way to walk away, though he has no objection to making that path unpleasant.

Ideals

Balance. The powerful and the powerless both deserve consequences. I do not serve justice, but I enjoy correcting the scales when they lean too far.

Bonds

I carry the hidden ledger that ruined my old crew, and I will expose the person who sold us out before I let it be destroyed.

Flaws

I assume every promise has a hidden price, and I sometimes ruin genuine relationships by searching for the trap instead of accepting the gift.

Quirks

Names every lock he opens after the person who commissioned the job.
Keeps broken keys in a small cloth pouch and studies them when nervous.
Never accepts the first seat offered at a table.
Leaves a single copper coin in places he has robbed, unless the victim was cruel.

Background

Kezran was born in a crowded elven quarter built along the old caravan roads, where his people had learned to survive by making themselves useful to everyone and visible to no one. His mother repaired fine instruments for traveling merchants, while his father copied contracts and maps. Kezran inherited neither patience nor a talent for honest trade. He learned instead to read a room, judge a lock, and recognize which rich travelers would rather lose a purse than endure public embarrassment. His first theft was a silver signet taken from a magistrate who had evicted several elven families. Kezran returned the ring anonymously, but kept the man's key as a reminder that every wall has a weakness. By adulthood, Kezran had become a burglar and courier for a loose criminal network that moved secrets as often as stolen goods. He specialized in entering places thought secure, especially houses protected by pride rather than guards. A job involving a sealed ledger went wrong when the ledger revealed that his own associates were selling names to the authorities. Kezran escaped with the book, but not before watching his closest friend disappear into a prison wagon. Now he travels under assumed arrangements rather than assumed names, taking careful jobs, gathering evidence, and looking for the person who ordered the betrayal. He does not call himself an outlaw or a hero. He considers himself a correction to other people's certainty.

“His mother repaired fine instruments for traveling merchants, while his father copied contracts and maps.”
From their backstory
Background
Criminal

Connections

Species

Elf

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