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Qasimon - AI-generated fantasy Character

Qasimon

Dragonborn · Rogue (Thief) · Level 6 · Acolyte

Qasimon

Qasimon is soft-spoken but intense, with the controlled focus of someone trained to make silence feel like authority.
AC12
HP50/50
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 12 · HP 50 · 30 ft.
AlignmentChaotic GoodGenderMaleAge31 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,
Calligrapher's supplies

Languages

Common,
Draconic,
Celestial,
Undercommon

Features

24 features

Bonus action

  • Draconic Flight

    When Bonus Action

    As a Bonus Action, fly with spectral shadow-dragon wings for up to 10 minutes. This can be used once per Long Rest.

  • Cunning ActionLevel 2

    As a Bonus Action, Qasimon can Dash, Disengage, or Hide.

  • Steady AimLevel 3

    As a Bonus Action, Qasimon can give himself Advantage on his next attack this turn if he has not moved during the turn, and his Speed is 0 for the rest of the turn.

  • Fast HandsLevel 3

    Qasimon can use the Bonus Action from Cunning Action to make a Dexterity (Sleight of Hand) check, use Thieves' Tools to open a lock or disarm a trap, take the Utilize action, or use the Magic action to activate a magic item.

Always on

  • Withdraw

    When After hitting with a weapon attack and dealing Sneak Attack damage

    After dealing Sneak Attack damage, sacrifice one or more Sneak Attack dice to apply a Cunning Strike effect. Withdraw costs 1d6 and lets Qasimon move up to half his Speed without provoking Opportunity Attacks from the target.

  • Trip

    When After hitting a Large or smaller creature with a weapon attack and dealing Sneak Attack damage

    After dealing Sneak Attack damage, sacrifice one Sneak Attack die. The target must succeed on a Strength saving throw or fall Prone.

  • Breath Weapon

    When Action

    Exhale destructive energy in a 15-foot cone. Creatures in the area make a Dexterity saving throw, taking 2d10 acid damage on a failure or half on a success. The damage increases with level. Usable a number of times equal to Proficiency Bonus per Long Rest.

  • ExpertiseLevel 1

    Choose two proficient skills or tools. Your proficiency bonus is doubled for checks using them. Qasimon has Expertise in Stealth and Thieves' Tools.

  • Sneak AttackLevel 1

    Once per turn, when Qasimon hits with a Finesse or Ranged weapon and has Advantage, or when an enemy of the target is within 5 feet of it and Qasimon does not have Disadvantage, he deals an extra 3d6 damage.

  • Thieves' CantLevel 1

    Qasimon knows the secret language and coded signs used by rogues to conceal messages.

  • Weapon MasteryLevel 1

    Qasimon has Weapon Mastery with the Dagger and Shortbow. Daggers use Nick, and shortbows use Vex.

  • Second-Story WorkLevel 3

    Qasimon has a Climb Speed equal to his Speed and can calculate his jump distance using Dexterity instead of Strength.

  • Ability Score ImprovementLevel 4

    Qasimon gained the Skulker feat. He can hide when lightly obscured, remain hidden when missing with an attack, and make ranged attacks without revealing his position when hidden, subject to the feat's other limitations.

  • Cunning StrikeLevel 5

    When Qasimon hits with a weapon attack, he can forgo one or more Sneak Attack dice to apply Cunning Strike effects. He can use Withdraw by spending 1d6, or Trip by spending 1d6 if the target is Large or smaller and fails a Strength saving throw.

  • Uncanny DodgeLevel 5

    When an attacker Qasimon can see hits him with an attack roll, he can use his Reaction to halve the attack's damage against him.

  • ExpertiseLevel 6

    Qasimon gains Expertise in two additional proficient skills or tools. He has Expertise in Investigation and Insight.

  • Magic Initiate, ClericLevel 1

    Qasimon can cast Guidance and Thaumaturgy as Cleric cantrips. He always has Bless prepared, can cast it once without a spell slot per Long Rest, and uses Wisdom as his spellcasting ability for these spells.

  • TraitDragonbornDraconic Ancestry, Black Dragon ancestry, granting Acid resistance and an Acid Breath Weapon.
  • Breath Weapon, exhale acid in a 15-foot coneDragonbornCreatures in the area make a Dexterity saving throw, taking 2d10 acid damage on a failed save or half damage on a successful one. Uses equal Proficiency Bonus per Long Rest.
  • TraitDragonbornDamage Resistance, Acid.
  • TraitDragonbornDarkvision, see in dim light within 60 feet as if it were bright light and in darkness as if it were dim light.
  • TraitDragonbornDraconic Flight, manifest spectral wings and gain a Fly Speed equal to your Speed for up to 10 minutes, once per Long Rest.
  • TraitDragonbornDragonborn determination grants a powerful draconic presence despite Qasimon's reserved manner.
  • Shelter of the FaithfulAcolyte

    You and your companions can usually find free shelter at temples, shrines, and other religious communities of your faith. The priests there may provide basic assistance, though they do not risk their lives for you and may expect religious service, donations, or useful information in return.

Spells

3 spells

Spellcasting. Qasimon casts with Wisdom (spell save DC 15, to hit with spell attacks).

Cantrips (at will): ,

1st level:

Gear

14 items

Weapons

  • 2×
    Dagger
    A finesse melee weapon with the Nick mastery property.
  • Shortsword
    A finesse melee weapon used for close combat.
  • Shortbow
    A ranged weapon with the Vex mastery property.

Armor

  • Studded leather armor
    Studded leather armor, AC 12 plus Dexterity modifier.

Tools

  • Thieves' tools
    Tools for opening locks and disarming traps.
  • Calligrapher's supplies
    Used for writing prayers and ciphered records.

Gear

  • 20×
    Arrows
    Ammunition for the shortbow.
  • Quiver
    A container for the arrows.
  • Burglar's pack
    Contains a backpack, 10 feet of rope, 10 torches, tinderbox, 10 days of rations, waterskin, and bedroll.
  • Book of prayers
    A collection of devotional texts.
  • Holy symbol
    A symbol of Mask, worn beneath his clothing.
  • 10×
    Parchment
    Blank sheets for coded notes and copied documents.
  • Robe
    A dark ceremonial garment retained from the temple.

Purse

  • 8×
    Gold pieces
    Unspent starting currency.

Appearance

A tall, lean male dragonborn with matte charcoal scales that seem to swallow the edges of nearby light. His scales are carefully polished but never glossy, giving him the appearance of carved volcanic glass. He keeps his horns wrapped with narrow black prayer cords and wears his robe and leather armor in immaculate order. He takes up very little space around others, standing near walls, pillars, and doorways even in open rooms. His eyes are dark amber, his voice is low and formal, and his expression is usually composed except when daylight forces him to squint. A ciphered journal hangs beneath his tunic, secured by three tiny locks.

Mannerisms

He speaks without contractions and uses a low, rumbling voice that makes even quiet statements feel like formal judgments. Before opening a lock, he blesses each tool under his breath. Before violence, he quotes a fragment of temple scripture. When nervous or confused, he refers to himself in the third person and says, “Qasimon does not understand.” In bright sunlight he squints, lowers his head, and seeks the nearest strip of shade.

Personality

Qasimon is soft-spoken but intense, with the controlled focus of someone trained to make silence feel like authority. He is proud of his discipline and ashamed of how easily that discipline served cruel masters. He distrusts grand declarations of virtue, preferring small acts that cost something. He is uncomfortable in daylight and most at ease in dim chapels, alleys, moonlit rooftops, and crowded markets where shadows overlap. Despite his profession, he is gentle with street children, injured animals, and anyone who has been made powerless by another person's authority.

Ideals

Mercy is the only offering that does not demand a victim. Faith and shadow can coexist, but only if power is used to shelter the vulnerable rather than excuse the powerful.

Bonds

Sister Mira, the half-elf nun who taught him to read, believes he is still the frightened child from the temple undercroft. Qasimon sends her anonymous donations and quietly protects her congregation. Her disappointment would wound him more deeply than any blade. He also guards his father's journal, the last proof that someone once searched for him.

Flaws

When cornered, trapped, or caught in a lie, Qasimon becomes compulsively truthful. He has revealed temple secrets to captors, confessed information that should have remained hidden, and once talked his way into an execution chamber because he could not stop answering questions honestly. He usually escapes, but his enemies often leave knowing far too much. He also cannot destroy a secret, even when keeping it endangers him or others.

Quirks

Collects secrets instead of coins and records every witnessed sin in a ciphered journal.
Leaves a small temple coin on the bodies of corrupt people he kills.
Treats crow calls, moving shadows, and whispers in empty rooms as possible messages from Mask.
Polishes his scales before important conversations, but never allows them to shine.
Donates stolen or recovered wealth anonymously to poor neighborhoods.
Cannot throw away a written document, even when it has no apparent value.

Background

Qasimon was born beneath a lunar eclipse in the crowded temple district of a corrupt city-state. His charcoal scales reflected almost no light, and the priests who found him called the trait a curse. The Temple of Mask called it an opportunity. Sister Mira, a half-elf nun with ink-stained fingers, taught him to read while the temple trained him in silence beneath the sanctuary. His first blessing ceremony, at age twelve, was actually his first burglary. He stole sealed documents from a rival temple, returned without being seen, and was thereafter named the Midnight Tithe. Gold taken from corrupt officials fed the hungry. Secrets taken from powerful men protected the powerless. Assassinations were called acts of purification, and Qasimon learned to treat every prayer as a report, every shadow as a witness, and every knife as a sacrament. His faith broke when the temple ordered him to kill a nobleman selling its secrets. Qasimon found the man praying to Mask for protection from the assassin. The nobleman was devout, and he had sold the secrets only to pay for his daughter's treatment during a plague. The temple knew this and sent Qasimon anyway, testing whether obedience mattered more than mercy. He completed the killing, then left the city before dawn. In the dead man's journal, he discovered the truth. The nobleman had been his biological father, and he had spent years searching for the child taken by the temple. Qasimon now wanders as a rogue, exposing religious corruption and hunting those who use faith as a shield for cruelty. He has never told anyone the truth about his father. He continues to pray to Mask, though he no longer knows whether the whispers are divine signs or the echo of his own guilt.

“His charcoal scales reflected almost no light, and the priests who found him called the trait a curse.”
From their backstory
Background
Acolyte

Connections

Species

Dragonborn

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