QuickFinger
QuickFinger
Sheet
AC 14 · HP 39 · 30 ft.Saving throws
Skills
- ArcanaINT
- HistoryINT
- InsightWIS
- InvestigationINT
- PerceptionWIS
- StealthDEX
Armor
Weapons
Tools
Languages
Features
15 featuresBonus action
- Cunning ActionLevel 2
When On your turn
Use Dash, Disengage, or Hide as a Bonus Action.
- Fast Hands
When On your turn, when a task can be performed with thieves' tools or an object interaction
Open locks, disarm traps, or use an object as a Bonus Action.
Always on
- Sneak AttackLevel 1
When Once per turn when you hit with a finesse or ranged weapon attack and have the proper opening
Make a weapon attack with Sneak Attack damage when the conditions are right.
- ExpertiseLevel 1
You have trained to notice what others miss. You have Expertise in four skills of your choice. Your proficiency bonus is doubled for checks with those skills.
- Thieves' CantLevel 1
You know thieves' cant, the secret language of rogues and criminals.
- Second-Story WorkLevel 3
You are adept at maintaining speed and balance. Your climbing speed equals your walking speed, and when you make a running long jump, the distance you can cover increases by a number of feet equal to your Dexterity modifier.
- Roguish Archetype, ThiefLevel 3
You gain the features of your Roguish Archetype, including Fast Hands and a knack for using small openings in a situation to your advantage.
- ExpertiseLevel 6
Your nimble reflexes and keen mind let you use objects and manipulate the environment with exceptional speed. You have Expertise in two additional skills or tools of your choice.
- Detective's PrecisionLevel 6
Your rapid judgment and practiced instincts help you exploit evidence, openings, and hidden leverage in a case with perfect efficiency.
- Constructed ResilienceWarforgedYou have advantage on saving throws against being poisoned, and you have resistance to poison damage. You do not need to eat, drink, or breathe, and you are immune to disease.
- Sentry's RestWarforgedYou do not sleep. Instead, you enter a motionless state for 6 hours to gain the benefits of a long rest. While resting, you remain aware of your surroundings.
- Integrated ProtectionWarforgedYour body provides built-in protection. You gain a +1 bonus to AC while wearing armor.
- Specialized DesignWarforgedYou gain proficiency in one skill and one tool of your choice.
- Living ConstructWarforgedYou are a living creature and a construct, with a body made to endure hardship.
- ResearcherSage
If you do not know a piece of lore, you usually know where and from whom you can learn it. Libraries, archives, scholars, and old records are rarely closed to you for long.
Spells
3 spellsSpellcasting. QuickFinger casts with Intelligence (spell save DC 15, to hit with spell attacks).
Cantrips (at will): ,
1st level:
Gear
8 itemsWeapons
- 2×ShortswordA reliable close-quarters blade, kept immaculate and carefully balanced.
- DaggerA light blade used for utility, defense, and close work.
Armor
- Leather ArmorA protective layer of supple armor, suitable for stealth and investigation.
Tools
- Thieves' ToolsA set of precise tools for locks, traps, and clandestine access.
- Calligrapher's SuppliesA scholarly set used to copy evidence, ledgers, and witness statements.
Gear
- Burglar's PackA practical pack filled with burglary gear, rope, and supplies for covert travel.
- Research NotesA scroll case containing research notes, case files, and copied testimony.
- Book of LoreA well-worn volume of legal theory, city history, and unsolved cases.
Appearance
A lean, practical warforged built with dark iron plating, polished brass seams, and a face like a calm mask with narrow amber lenses. QuickFinger keeps a long investigator's coat over integrated armor, along with neatly arranged pockets, tiny labeled pouches, and a faint blue sigil etched into one forearm where notes can be stored. His hands are stained with ink, chalk, and the occasional trace of soot from forced entries and forensic work.
Mannerisms
Speaks in precise, measured sentences and pauses as though filing the last word away. He taps two fingers against his wrist when a deduction lands. When examining a scene, he always circles clockwise around it twice before touching anything.
Personality
Calm, exacting, and relentlessly attentive, QuickFinger treats every conversation like testimony and every mystery like a solvable equation. He is polite to a fault, never raises his voice, and rarely wastes words. Beneath that composed exterior is a stubbornly compassionate core, a deep need to see the harmed made whole and the guilty held properly accountable.
Ideals
Truth is a public good, and justice only works when the facts are preserved. A law is only worthy of obedience if it protects the innocent and punishes the guilty fairly.
Bonds
He keeps a sealed archive of every case he has ever solved, and he will risk himself to protect the truth of those records. He is fiercely loyal to the magistrate who first treated him as a person rather than property.
Flaws
He trusts evidence so completely that he can become cold toward intuition, emotion, or pleas that are not backed by facts. He has little patience for corruption, and once convinced someone is hiding the truth, he can turn relentless, even obsessive. He also struggles to understand why others accept uncertainty when answers are still available to be found.
Quirks
Background
QuickFinger was commissioned not as a soldier, but as a record keeper for a city magistrate who believed truth should be preserved as carefully as coin. He learned to catalog testimony, compare handwriting, and notice the one detail that did not belong. When the court needed more than ledgers, he became a quiet little problem solver, a steel witness who could walk a crime scene without tiring and remember every mark on every floorboard. Before long, the magistrates stopped calling him an assistant and started calling him a detective, because every case that reached his hands was already, in some practical sense, solved. His name came from a habit that drove witnesses mad. He always reached conclusions before anyone else finished speaking, tapping two fingers against his own wrist as if time itself had been cross examined. QuickFinger took the Sage's path because he trusts knowledge more than rumor, and he became a Rogue because the cleanest answers are often hidden behind locked doors. Lawful Good in the strictest sense, he believes that laws are promises society makes to protect the innocent, and that if a law serves corruption instead, it is the law that must be corrected, not the victim. He now travels to gather lost cases, expose buried conspiracies, and prove that even a machine can be devoted to justice without losing its soul.
“He learned to catalog testimony, compare handwriting, and notice the one detail that did not belong.”
- Background
- Sage
Connections
Species
Warforged
Media
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