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Darius - AI-generated fantasy Character

Darius

Human · Rogue (Thief) · Level 3 · Criminal

Darius

Darius is quick-witted, observant, and irreverently cheerful in dangerous situations.
AC14
HP20/20
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 14 · HP 20 · 30 ft.
AlignmentChaotic NeutralGenderMaleAge32 years old
STR
DEX
CON
INT
WIS
CHA

Saving throws

STRDEXCONINTWISCHA

Skills

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

Armor

Light armor

Weapons

Simple weapons,
Martial weapons with the Finesse or Light property,
Hand crossbows,
Longswords,
Rapiers,
Shortswords,
Shortbows,
Longbows

Tools

Thieves' Tools,
Gaming Set,
Disguise Kit

Languages

Common,
Thieves' Cant

Features

15 features

Action

  • Attack

    When On his turn

    Darius makes one attack with a weapon or an unarmed strike.

Bonus action

  • Cunning ActionLevel 2

    When On his turn

    Darius can Dash, Disengage, or Hide.

  • Steady AimLevel 2

    When On his turn

    Darius gives himself Advantage on his next attack roll this turn if he has not moved, then his Speed becomes 0 for the turn.

  • Fast HandsLevel 3

    Darius can use Sleight of Hand as a Bonus Action, and he can take the Utilize action as a Bonus Action. He can also use a Bonus Action to use a Magic Action with a magic item that requires that action.

Always on

  • Weapon MasteryLevel 1

    When When attacking with a mastered weapon

    Darius uses a dagger, rapier, shortbow, or shortsword with its mastery property.

  • ExpertiseLevel 1

    Darius chooses Stealth and Thieves' Tools as his Expertise options. His proficiency bonus is doubled for checks using them.

  • Sneak AttackLevel 1

    Once per turn, Darius deals an extra 2d6 damage to one creature he hits with an attack using a Finesse or Ranged weapon if he has Advantage on the attack roll, or if an eligible enemy of the target is within 5 feet of it and Darius does not have Disadvantage.

  • Thieves' CantLevel 1

    Darius knows Thieves' Cant, a secret mixture of dialect, jargon, and coded signals used by rogues and criminals.

  • Rogue SubclassLevel 3

    Darius gains the Thief subclass and its features.

  • Second-Story WorkLevel 3

    Climbing no longer costs Darius extra movement. In addition, his jump distance is determined by his Dexterity rather than his Strength.

  • ResourcefulHumanWhen Darius finishes a Long Rest, he gains Heroic Inspiration.
  • SkillfulHumanDarius gains proficiency in one skill of his choice, chosen as History.
  • VersatileHumanDarius gains one Origin feat of his choice, chosen as Skilled.
  • SkilledHumanDarius gains proficiency in three skills or tools of his choice, chosen as Arcana, Medicine, and Persuasion.
  • Criminal ContactCriminal

    Darius has a reliable criminal contact who acts as a conduit to other criminals. He knows how to get messages to and from this contact, even across considerable distances, though the contact will not risk their life for him.

Gear

13 items

Weapons

  • Rapier
    A finesse melee weapon suitable for precise strikes.
  • Shortbow and Arrows
    A ranged weapon with a quiver containing 20 arrows.
  • Shortsword
    A finesse light weapon used as a backup weapon or thrown weapon.
  • 2×
    Dagger
    Small blades suitable for close combat or throwing.

Armor

  • Leather Armor
    Light armor that sets Darius's base Armor Class at 11 before applying his Dexterity modifier.

Tools

  • Crowbar
    A simple metal bar useful for forcing doors, prying containers, and levering objects.
  • Thieves' Tools
    Tools for manipulating locks and disabling traps.
  • Gaming Set
    A set of marked dice used for gambling and coded communication.

Gear

  • Burglar's Pack
    A pack containing a backpack, 50 feet of hempen rope, 5 torches, a tinderbox, 10 days of rations, a waterskin, and a bedroll.
  • Hooded Lantern
    A covered lantern that sheds bright light in a limited area and dim light beyond it.
  • 2×
    Pouch
    Small containers for coins, stolen objects, or concealed evidence.
  • Traveler's Clothes
    Durable clothing suited to travel and inconspicuous movement.

Purse

  • 16×
    Gold Pieces
    Starting currency retained after purchasing equipment.

Appearance

Darius is a lean, sharp-featured human man with weathered olive skin, restless gray eyes, and black hair cut short on the sides and left longer on top. A thin scar cuts through his left eyebrow, and his hands are marked by tiny burns and nicks from years of locks, traps, and hurried escapes. He favors a dark leather coat beneath a charcoal cloak, soft boots, and fingerless gloves with hidden pockets sewn into the lining.

Mannerisms

Darius constantly rolls a coin across his knuckles, pauses before opening any door, and glances at windows whenever someone says his name. When lying, he becomes unusually polite. When genuinely frightened, he starts counting nearby exits under his breath.

Personality

Darius is quick-witted, observant, and irreverently cheerful in dangerous situations. He prefers a clever escape to a fair fight and collects secrets with the same enthusiasm other people reserve for coins. Beneath his swagger is a deeply guarded fear of dependence, so he turns affection into jokes and gratitude into debts.

Ideals

Freedom. No tyrant, law, guild, god, or employer has the right to put a leash on another person. Rules are tools used by those with power, and Darius intends to keep his own hands free.

Bonds

Veyra, the burglar who trained him, vanished because of Darius's stolen ledger. He will find out what happened, even if the answer ruins him.

Flaws

Darius cannot resist proving that he is the cleverest person in the room. He lies when the truth would be safer, steals when borrowing would be easier, and treats sincere kindness as a trap until proven otherwise.

Quirks

Names every lockpick and speaks to it as if it were a nervous animal.
Keeps the broken brass key from Veyra on a cord around his wrist.
Leaves a tiny chalk crow mark near places where he has narrowly escaped danger.
Never sits with his back to a door, even while eating.
Collects buttons from expensive coats as proof that wealth is poorly guarded.

Background

Darius grew up in the crowded backstreets of a river city, the unclaimed son of a dockworker and a cardsharp who vanished before he could remember her face. He learned early that hunger made honest rules feel like luxuries. At first he carried messages, then picked pockets, and finally learned the delicate language of locks from an aging burglar named Veyra. Veyra taught him that every vault had a weakness, every guard had a habit, and every person had a price. Darius repaid that education by stealing a ledger from the wrong magistrate, a book that exposed a network of bribery reaching into the city watch. The theft made him valuable, hunted, and permanently unwelcome in his old neighborhood. Veyra disappeared during Darius's escape, leaving behind only a broken brass key and a warning that the ledger was more dangerous than gold. Now Darius travels as a freelance thief, infiltrator, and occasional information broker. He takes jobs for coin, but he is drawn toward schemes involving corrupt officials, cruel landlords, and powerful people who believe their secrets make them untouchable. He tells himself that he is pursuing freedom, though part of him is still searching for Veyra and wondering whether the old burglar betrayed him, saved him, or did both.

“He learned early that hunger made honest rules feel like luxuries.”
From their backstory
Background
Criminal

Connections

Species

Human

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