Razim
Razim
Sheet
AC 13 · HP 10 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- AthleticsSTR
- DeceptionCHA
- InsightWIS
- IntimidationCHA
- InvestigationINT
- PerceptionWIS
- PersuasionCHA
- Sleight of HandDEX
- StealthDEX
Armor
Weapons
Tools
Languages
Features
14 featuresBonus action
- Nick
When Make an attack with a Light weapon after attacking with another Light weapon.
Razim can make an extra attack with a Light weapon as part of the Attack action instead of using a Bonus Action, provided he meets the weapon's requirements.
Always on
- Sneak AttackLevel 1
When Hit with a Finesse or Ranged weapon while having Advantage, or while an ally is within 5 feet of the target.
Razim makes a weapon attack with a dagger or shortbow and can add 1d6 damage once per turn when the Sneak Attack conditions are met.
- Vex
When Hit a creature with a shortbow and deal damage.
After hitting a creature with a shortbow and dealing damage, Razim gains Advantage on his next attack roll against that creature before the end of his next turn.
- ExpertiseLevel 1
Razim can designate two of his proficient skills for Expertise. His proficiency bonus is doubled for ability checks using Sleight of Hand and Stealth.
- Thieves' CantLevel 1
Razim knows the secret language of thieves and can recognize and communicate covert messages used by criminal communities. He also learns one additional language, Infernal.
- Weapon MasteryLevel 1
Razim chooses two proficient weapon types to use their mastery properties. His current choices are Daggers, using Nick, and Shortbows, using Vex. He can change these choices after finishing a Long Rest.
- Creature TypeTieflingHumanoid.
- SizeTieflingMedium.
- SpeedTiefling30 feet.
- DarkvisionTieflingRazim can see in dim light within 60 feet as if it were bright light, and in darkness as if it were dim light.
- Fiendish Legacy, InfernalTieflingRazim has Resistance to Fire damage and knows the Fire Bolt cantrip. At character level 3, he will learn Hellish Rebuke, and at character level 5, he will learn Darkness. Charisma is his spellcasting ability for these spells.
- Otherworldly PresenceTieflingRazim knows the Thaumaturgy cantrip, using Charisma as his spellcasting ability.
- TraitTieflingNo species ability score increases are applied.
- AlertCriminal
Alert. Razim adds his Proficiency Bonus to Initiative rolls. Immediately after rolling Initiative, he can swap his Initiative with a willing ally in the same combat, provided neither of them is Incapacitated.
Spells
2 spellsSpellcasting. Razim casts with Charisma (spell save DC 12, to hit with spell attacks).
Cantrips (at will): ,
Gear
11 itemsWeapons
- 2×DaggerA balanced blade favored for concealed attacks.
- ShortswordA short, straight-bladed martial weapon.
- ShortbowA compact ranged weapon suitable for ambushes and rooftop attacks.
Armor
- Leather ArmorLight armor made from supple leather, worn beneath a dark cloak.
Tools
- Thieves' ToolsProfessional tools for opening locks and disabling traps.
Gear
- 20×ArrowsAmmunition for the shortbow.
- Burglar's PackA pack containing a backpack, 10 feet of rope, 5 torches, a tinderbox, 10 days of rations, a waterskin, and a bedroll.
- CrowbarA sturdy iron bar useful for forcing doors and prying containers.
- 2×PouchSmall pouches for coins, tools, and stolen valuables.
- Traveler's ClothesPlain but serviceable clothing suitable for travel and avoiding attention.
Purse
- 16×Gold PiecesCoin kept from Razim's former work and recent jobs.
Appearance
Razim is a lean, sharp-featured male tiefling with dark crimson skin, swept-back black horns, a long forked tail, and pale gold eyes with vertical pupils. His black hair is cropped close on the sides and tied into a short topknot. He favors practical dark leather, a weathered hooded cloak, and fingerless gloves with hidden stitching pockets. A thin silver chain circles one horn, a keepsake from his old criminal crew.
Mannerisms
Razim constantly rolls a coin across his knuckles, pauses before entering any room to study the exits, and leans slightly toward people when they lie. When nervous, he taps the tip of his tail against the ground in a steady rhythm.
Personality
Quick-witted, irreverent, and intensely observant, Razim treats danger as a puzzle and authority as an invitation to misbehave. He is charming when he wants something, sarcastic when he is afraid, and surprisingly protective of anyone being bullied by people with more power than sense.
Ideals
Freedom. No lord, guildmaster, priest, or lawmaker owns my choices. Anyone who tries to put a chain around another person's life deserves to lose something precious.
Bonds
The orphan he saved is hidden under a false name, and Razim sends money and coded messages whenever he can. He also keeps the brass key left by his missing father, convinced it will eventually reveal the truth.
Flaws
Razim assumes every kindness conceals a demand, and he often ruins genuine relationships by looking for the hidden angle. He cannot resist investigating a locked door, a suspicious ledger, or a secret that clearly has nothing to do with him.
Quirks
Background
Razim grew up in the narrow lanes beneath a wealthy city district, where the rich threw away enough food to keep the desperate alive and the watch treated every tiefling as a suspect. His mother taught him to read faces, footsteps, and locked doors. His father disappeared before Razim was old enough to remember him, leaving behind only a brass key that opened nothing Razim could find. By adolescence, Razim had become a skilled pickpocket, lookout, and occasional burglar, relying on speed and nerve more than careful planning. He eventually joined the Ash Knives, a small criminal crew that specialized in robbing merchants who insured their goods twice over. The crew gave him a family, but it also taught him that loyalty often has a price. When the Ash Knives framed a young street orphan for one of their crimes, Razim stole the evidence and fled rather than let the child take the punishment. The crew marked him for betrayal, while the city watch marked him for theft. Now he works as an adventurer, taking jobs that offer coin, escape routes, and the occasional chance to ruin someone richer and crueler than himself. He claims he wants freedom, but secretly he is still searching for the lock that matches his father's brass key.
“His mother taught him to read faces, footsteps, and locked doors.”
- Background
- Criminal
Connections
Species
Tiefling
Media
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