Skip to content
CreatePricing
Kessan Underfoot - AI-generated fantasy Character

Kessan Underfoot

Halfling · Rogue · Level 1 · Criminal

Kessan Underfoot

Kessan is quick-witted, restless, and disarmingly friendly when he wants something.
AC15
HP11/11
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 15 · HP 11 · 30 ft.
AlignmentChaotic GoodGenderMaleAge28 years old
STR
DEX
CON
INT
WIS
CHA

Saving throws

STRDEXCONINTWISCHA

Skills

  • AcrobaticsDEX
  • AthleticsSTR
  • DeceptionCHA
  • InsightWIS
  • IntimidationCHA
  • InvestigationINT
  • PerceptionWIS
  • PersuasionCHA
  • Sleight of HandDEX
  • StealthDEX

Armor

Light armor

Weapons

Simple weapons,
Martial weapons with the Finesse or Light property

Tools

Thieves' Tools

Languages

Common,
Halfling,
Thieves' Cant

Features

9 features

Action

  • Naturally StealthyHalflingYou can take the Hide action even when you are obscured only by a creature that is at least one size larger than you.

Always on

  • ExpertiseLevel 1

    You gain Expertise in two of your skill proficiencies. Your proficiency bonus is doubled for ability checks using Sleight of Hand and Stealth.

  • Sneak AttackLevel 1

    Once per turn, when you hit a creature with a Finesse or Ranged weapon and have Advantage on the attack roll, or when an ally is within 5 feet of the target and you do not have Disadvantage, you deal an extra 1d6 damage. The extra damage is the weapon's damage type.

  • Thieves' CantLevel 1

    You know Thieves' Cant, a secret mixture of dialect, jargon, and coded signs used by criminals. You also know one additional language, chosen from the available language tables.

  • Weapon MasteryLevel 1

    You gain the Weapon Mastery properties of two kinds of weapons with which you are proficient. Your chosen weapons are Daggers and Shortbows, and you can change these choices whenever you finish a Long Rest.

  • BraveHalflingYou have Advantage on saving throws you make to avoid or end the Frightened condition.
  • Halfling NimblenessHalflingYou can move through the space of any creature that is a size larger than you, but you cannot stop in the same space.
  • LuckHalflingWhen you roll a 1 on the d20 of a D20 Test, you can reroll the die, and you must use the new roll.
  • AlertCriminal

    You gain the Alert Origin feat. You add your Proficiency Bonus to Initiative rolls. Immediately after rolling Initiative, you can swap your Initiative with that of one willing ally in the same combat, provided neither of you is Incapacitated.

Gear

13 items

Weapons

  • 2×
    Dagger
    Finesse, Light, and Thrown weapon. A dagger deals 1d4 piercing damage.
  • Shortsword
    Finesse weapon. A shortsword deals 1d6 piercing damage.
  • Shortbow
    Ammunition and Ranged weapon. A shortbow deals 1d6 piercing damage and has a normal range of 80 feet and a long range of 320 feet.

Armor

  • Leather Armor
    Light armor made from supple, worn leather.

Tools

  • 2×
    Thieves' Tools
    Tools used to pick locks and disable traps.

Gear

  • 20×
    Arrows
    Arrows sized for the shortbow.
  • Quiver
    A container for the arrows.
  • Burglar's Pack
    A pack containing common equipment for breaking and entering, including a backpack, ball bearings, string, bell, candles, crowbar, hammer, pitons, hooded lantern, oil, rations, tinderbox, and waterskin.
  • Crowbar
    A sturdy bar useful for prying open doors, crates, and shutters.
  • 2×
    Pouch
    Small containers for coins, trinkets, or stolen goods.
  • Traveler's Clothes
    Plain, durable clothing suitable for travel and avoiding notice.

Purse

  • 8×
    Gold Pieces
    Money from the rogue starting package.
  • 16×
    Gold Pieces
    Money from the criminal starting package.

Appearance

A wiry male halfling standing just under three feet tall, with weathered olive-brown skin, sharp hazel eyes, and tousled dark hair tied back with a strip of red cloth. His clothes are practical and patched, layered beneath a well-worn leather coat fitted for easy movement. A pair of daggers rests at his belt, while a shortbow and quiver ride across his back. His smile is quick, crooked, and usually one second away from trouble.

Mannerisms

Kessan constantly checks exits, windows, and nearby hands before settling anywhere. He speaks quickly when nervous, rolls a coin across his knuckles when thinking, and gives a theatrical little bow after successfully picking a lock.

Personality

Kessan is quick-witted, restless, and disarmingly friendly when he wants something. He treats danger like a card game, bluffing first and improvising the rules afterward. Beneath the jokes is a watchful survivor who notices small changes in tone, posture, and expression. He is suspicious of promises but deeply loyal once someone has earned his trust.

Ideals

Freedom. No one owns me, no one gets to decide where I belong, and no one should be trapped by the circumstances of their birth. If I have to break a few laws to give someone a chance, so be it.

Bonds

He carries the brass button left behind by his mother and secretly hopes to learn why she abandoned him. He is fiercely protective of the few friends who treated him like family, and he will risk far more than is sensible to keep them safe.

Flaws

He assumes every authority figure is one betrayal away from becoming an enemy. His anger toward his mother can make him reckless, especially when someone threatens to abandon, exploit, or control him. He also has a habit of taking unnecessary risks simply because a safe solution feels too much like surrender.

Quirks

Names every lock before opening it, usually with an insult.
Keeps the brass button from his mother wrapped in cloth inside his left boot.
Collects unusual keys even when he has no idea what they open.
Refuses to sit with his back to a door.
Calls close friends his 'crew' even when there are only two of them.

Background

Kessan Underfoot was born in a cramped, unimpressive town where the streets were muddy, the roofs leaked, and anyone with ambition eventually learned to leave. His mother abandoned him before he was old enough to remember her face clearly, leaving behind only a battered brass button and a resentment that hardened as he grew. He survived by sleeping beneath market stalls, running errands for shopkeepers, carrying messages for smugglers, and learning which doors were locked, which guards were lazy, and which smiles meant danger. He was never strong enough to win a fair fight, so he learned to avoid fair fights entirely.

“He was never strong enough to win a fair fight, so he learned to avoid fair fights entirely.”
From their backstory
Background
Criminal

Connections

Species

Halfling

Media

0 images

No images yet.

Visual sheet

Turn Kessan Underfoot into a sheet

A high-res, share-ready sheet you can post or print.