Husckle
Husckle
Sheet
AC 15 · HP 31 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingWIS
- ArcanaINT
- AthleticsSTR
- DeceptionCHA
- HistoryINT
- InsightWIS
- IntimidationCHA
- InvestigationINT
- MedicineWIS
- NatureINT
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- ReligionINT
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
14 featuresAction
- Weapon Attack
When On his turn
Husckle makes a weapon attack using his rapier, dagger, or shortbow.
Bonus action
- Cunning ActionLevel 2
When On his turn
Husckle uses a bonus action to Dash, Disengage, or Hide.
- Fast HandsLevel 3
When On his turn
Husckle uses a bonus action to make a Dexterity check with thieves' tools to open a lock or disarm a trap, or to take the Use an Object action.
Always on
- Sneak AttackLevel 1
When When he hits with an eligible weapon attack and meets the requirements
Once per turn, Husckle adds 2d6 damage to an eligible finesse or ranged weapon hit when Sneak Attack conditions are met.
- Thieves' CantLevel 1
Husckle knows the secret language of rogues and can communicate hidden meanings through coded speech, marks, and signs.
- ExpertiseLevel 1
Husckle has expertise in Stealth and with thieves' tools, doubling his proficiency bonus for checks using them.
- Ability Score ImprovementLevel 4
Husckle increases his Dexterity by 2, reflected in his final ability score.
- Second-Story WorkLevel 3
Husckle gains a climbing speed equal to his walking speed, and climbing no longer costs him extra movement. He can also make running jumps after moving only 5 feet on foot instead of 10 feet.
- Ability Score IncreaseHuman+1 to Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma, already included in the final scores.
- SizeHumanMedium.
- SpeedHuman30 feet.
- LanguagesHumanCommon and one additional language, Elvish chosen.
- TraitHumanVariant human traits are not used because this character uses the standard 2014 human species rules.
- Criminal ContactCriminal
Husckle has a reliable and discreet criminal contact who can pass messages, arrange introductions, provide rumors, or help him acquire information through underworld channels, provided the request does not place the contact in immediate danger.
Gear
9 itemsWeapons
- RapierA finely balanced one-handed blade concealed in a sheath at his back.
- DaggerA compact off-hand blade suited for close quarters and thrown attacks.
- DaggerA second dagger hidden inside his coat.
- Shortbow and arrowsA shortbow with a leather grip and a quiver of twenty arrows.
Armor
- Leather armorA light suit of supple leather armor reinforced at the shoulders and ribs.
Tools
- Thieves' toolsA set of thieves' tools, including picks, tension wrenches, small files, and probes.
- Gaming setA set of marked cards used for gambling and coded signals.
Gear
- Burglar's packA burglar's pack containing a backpack, 1,000 ball bearings, 10 feet of string, a bell, five candles, a crowbar, a hammer, ten pitons, a hooded lantern, two flasks of oil, five days of rations, tinderbox, and a waterskin.
Purse
- Criminal's pack and starting goldA dark hooded cloak, a set of common clothes, and a belt pouch containing 15 gold pieces.
Appearance
Husckle is a lean, sharp-featured human man with a quick smile and an alert, restless posture. His dark brown hair is cut short at the sides and left longer on top, usually pushed back with his fingers. He has warm hazel eyes, a narrow jaw, and prominent canine teeth that show whenever he laughs or bites into food. His hands are long-fingered and nimble, with flattened fingertips, ink stains in the creases, and small hardened patches from years of lockwork, climbing, and handling concealed blades. He dresses in a well-fitted charcoal coat over a burgundy vest, soft leather armor, close-fitting trousers, and quiet boots. Several pockets are sewn into his clothing, none of them where an honest tailor would put them.
Mannerisms
Husckle rolls coins across his knuckles while thinking, taps twice on any locked door before opening it, and smiles with his teeth when lying. He rarely sits with his back to a wall, and he habitually counts exits whenever he enters a room.
Personality
Husckle is charming, observant, and theatrically confident. He treats conversation like a card game, always holding something back and watching for the moment another person reveals too much. He is generous toward desperate people, suspicious of authority, and genuinely delighted by clever plans, especially when they are his own.
Ideals
Freedom. No ruler, magistrate, guildmaster, or crime boss should have the power to decide who deserves a second chance.
Bonds
Husckle carries a coded ledger stolen from the magistrate who imprisoned his former partner. He will risk nearly anything to free that companion and expose the corruption hidden in its pages.
Flaws
Husckle cannot resist proving that he is the cleverest person in the room, especially when someone questions his competence. He also keeps too many secrets, including from allies who have earned his trust.
Quirks
Background
Husckle grew up in a crowded riverside district where human families, travelers, dockhands, and smugglers all competed for the same narrow streets. His mother repaired fine clothing for merchants, while his father disappeared for weeks at a time working as a courier for people who preferred not to be seen. Husckle learned early that a loose button, a copied key, or a well-timed compliment could be worth more than a day of honest labor. By thirteen, he was carrying messages through taverns and markets. By sixteen, he had learned how to open a lock without leaving a mark. His criminal career became serious when he joined the Velvet Knives, a small burglary crew known for stealing ledgers, letters, and blackmail material rather than jewels. Husckle was the face of the operation, charming guards and distracting household staff while the others worked. The crew eventually betrayed one of its own clients, a magistrate whose records exposed a powerful trafficking ring. The magistrate retaliated by arresting nearly everyone connected to the Velvet Knives. Husckle escaped with a stolen ledger and a promise to one imprisoned companion that he would return. Now he travels as a rogue-for-hire, using his charm and skill to survive while searching for proof that can buy his friend's freedom and bring down the magistrate who destroyed his old life.
“Husckle learned early that a loose button, a copied key, or a well-timed compliment could be worth more than a day of honest labor.”
- Background
- Criminal
Connections
Species
Human
Media
0 imagesNo images yet.
Turn Husckle into a sheet
A high-res, share-ready sheet you can post or print.