Ronjin Palecheek
Ronjin Palecheek
Sheet
AC 14 · HP 16 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- AthleticsSTR
- DeceptionCHA
- HistoryINT
- InsightWIS
- IntimidationCHA
- InvestigationINT
- NatureINT
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- ReligionINT
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
18 featuresBonus action
- Cunning ActionLevel 2
When On Ronjin’s turn
Ronjin can take the Dash, Disengage, or Hide action as a Bonus Action.
- Steady AimLevel 3
When On Ronjin’s turn before making an attack
Ronjin gains Advantage on his next attack roll if he has not moved, but his Speed becomes 0 for the turn.
- Fast HandsLevel 3
When On Ronjin’s turn
Ronjin can make a Dexterity (Sleight of Hand) check to pick a lock, disarm a trap with Thieves’ Tools, or pick a pocket. He can also take the Utilize action or activate a magic item.
Always on
- Sneak AttackLevel 1
When Once per turn when Ronjin hits with an eligible attack
If Ronjin hits with a Finesse or Ranged weapon and meets the Sneak Attack conditions, he deals an extra 2d6 damage once per turn.
- ExpertiseLevel 1
Ronjin gains Expertise in two proficient skills, Sleight of Hand and Stealth. His proficiency bonus is doubled for checks using those skills.
- Thieves’ CantLevel 1
Ronjin knows Thieves’ Cant, a secret language of signs, symbols, coded phrases, and specialized vocabulary used by criminal networks.
- Weapon MasteryLevel 1
Ronjin can use the mastery properties of two proficient weapons, chosen as Dagger and Shortbow. He can change these choices after a Long Rest.
- Rogue Subclass, ThiefLevel 3
Ronjin chooses the Thief subclass. He gains its level 3 features, Fast Hands and Second-Story Work.
- Second-Story WorkLevel 3
Ronjin has a Climb Speed equal to his Speed, and he can determine his jump distance using Dexterity rather than Strength.
- TraitGnomeHumanoid
- TraitGnomeSmall size
- TraitGnomeSpeed 30 feet
- TraitGnomeDarkvision 60 feet
- TraitGnomeGnomish Cunning, Advantage on Intelligence, Wisdom, and Charisma saving throws
- TraitGnomeForest Gnome lineage
- TraitGnomeMinor Illusion cantrip, using Intelligence as the spellcasting ability
- TraitGnomeSpeak with Animals always prepared, cast without a spell slot a number of times equal to Proficiency Bonus per Long Rest, or with spell slots
- AlertCriminal
Alert. Ronjin adds his Proficiency Bonus to Initiative rolls and can swap his Initiative with a willing ally immediately after rolling Initiative, provided neither creature is Incapacitated.
Spells
2 spellsSpellcasting. Ronjin Palecheek casts with Intelligence (spell save DC 13, to hit with spell attacks).
Cantrips (at will):
1st level:
Gear
12 itemsWeapons
- 4×DaggerFinesse, Light, Thrown, Nick. A small balanced blade suitable for close combat or throwing.
- ShortswordFinesse, Light, Vex. A short sword designed for quick, precise strikes.
- ShortbowA light ranged weapon with ammunition for use at a distance.
Armor
- Leather ArmorLight armor, AC 11 plus Dexterity modifier.
Tools
- Thieves’ ToolsUsed to pick locks and disarm traps.
Gear
- 20×ArrowsStandard arrows for the shortbow.
- QuiverContainer for carrying arrows.
- Burglar’s PackContains a bedroll, mess kit, tinderbox, torches, rations, rope, and other basic adventuring supplies.
- CrowbarUseful for prying open doors, crates, and shutters.
- 2×PouchSmall containers for coins, tools, or stolen objects.
- Traveler’s ClothesPractical clothing suitable for travel and inconspicuous work.
Purse
- 24×Gold PiecesStarting funds remaining after taking the listed equipment.
Appearance
Ronjin is a three-foot-six-inch forest gnome with pale, almost ivory skin, large gray-green eyes, and unruly ash-brown hair tied back with a strip of faded blue cloth. He stands with his weight on the balls of his feet, as though every quiet moment might become a sudden escape. His leather armor is carefully maintained but visibly patched, and one oversized traveler’s coat has been cut down and resewn several times. The most noticeable item he owns is a small brass locket containing a pressed blackthorn leaf, the last thing he remembers receiving from his sister Lildya.
Mannerisms
When waiting, Ronjin balances on the balls of his feet and silently counts exits, windows, and loose floorboards. He taps the brass locket twice before opening any unfamiliar door. When lying, he becomes unusually polite and begins explaining simple things in excessive detail.
Personality
Ronjin is watchful, quick-witted, and unfailingly curious. He treats every room as a puzzle and every stranger as a story with missing pages. Though his trade is theft, he dislikes cruelty and has a soft spot for hungry children, frightened animals, and anyone being bullied by someone richer or stronger. He jokes when frightened, bargains when angry, and becomes intensely focused whenever magic, hidden doors, or rumors of Lildya are involved.
Ideals
Freedom. No one should be owned by a gang, a noble house, a lawkeeper, or a prophecy. People deserve the chance to choose their own path, even if that path is messy and dangerous.
Bonds
Lildya is the center of Ronjin’s life. He carries her brass locket and refuses to abandon any clue connected to her disappearance. Blackburn is also his responsibility, and he sends part of every worthwhile reward back to the village.
Flaws
Ronjin cannot resist investigating a suspicious lock, hidden compartment, or coded message, even when doing so is tactically foolish. He is slow to trust authority, quick to assume the worst from wealthy strangers, and becomes evasive whenever anyone asks whether he has truly accepted that Lildya may be dead.
Quirks
Background
Ronjin Palecheek was born in Blackburn, a small village pressed against the cold northern roads. When he was still young, bandits raided the village, and his parents died fighting to keep the attackers away from their home. Ronjin was left with his older sister, Lildya, who became his guardian, teacher, and closest friend. They survived by scavenging, repairing discarded tools, and taking whatever honest work the village could offer. Lildya also taught him the first scraps of forest magic, simple illusions, whispered words for birds and mice, and the patient art of noticing what other people overlooked. As they grew older, hunger pushed them toward theft. Lildya taught Ronjin how to read a lock, cross a roof without shaking loose snow, and leave a rich merchant poorer without leaving a victim destitute. Ronjin became a clever burglar rather than a cruel one, stealing from those who could afford the loss and quietly redirecting food, medicine, and coin toward Blackburn’s poorest families. One night, Lildya went alone to investigate a wealthy target whose estate was rumored to hide evidence of a much larger criminal network. She never returned. Ronjin found no body, no clear trail, and no trustworthy witness. Years later, he still follows scraps of rumor from city to city, taking dangerous jobs when they place him near old contacts, hidden ledgers, or anyone who might know what happened to Lildya. He tells himself that he seeks answers, but beneath that is a promise made to the only family he had left, he will bring her home if she is alive, and expose the people who took her if she is not.
“When he was still young, bandits raided the village, and his parents died fighting to keep the attackers away from their home.”
- Background
- Criminal
Connections
Species
Gnome
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