Joe Mha Mha
Joe Mha Mha
Sheet
AC 14 · HP 30 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- AthleticsSTR
- DeceptionCHA
- InsightWIS
- IntimidationCHA
- InvestigationINT
- PerceptionWIS
- PersuasionCHA
- Sleight of HandDEX
- StealthDEX
Armor
Weapons
Tools
Languages
Features
14 featuresAction
- Naturally StealthyHalflingJoe can take the Hide action even when obscured only by a creature that is at least one size larger than him. He remains hidden until he makes an attack roll, casts a spell, or is no longer hidden by the required cover.
Bonus action
- Cunning ActionLevel 2
Joe can take the Dash, Disengage, or Hide action as a Bonus Action.
- Steady AimLevel 3
Joe can use a Bonus Action to give himself Advantage on his next attack roll on the current turn, provided he has not moved during that turn and his speed is not 0.
Always on
- Weapon Proficiencies and Weapon MasteryLevel 1
Joe has proficiency with simple weapons and martial weapons that have the Finesse or Light property. He can also use two weapon masteries with weapons he is proficient with, chosen from the available Rogue weapon mastery options.
- Sneak AttackLevel 1
Joe deals an extra 1d6 damage once per turn when he hits a target with an attack using a Finesse or Ranged weapon, if he has Advantage on the attack roll or an eligible enemy is within 5 feet of the target. The attack must not have Disadvantage.
- Thieves' CantLevel 1
Joe has learned the secret language of thieves and can recognize hidden signs and coded messages used by rogues and criminals.
- ExpertiseLevel 1
Joe gains Expertise in two skills or with thieves' tools. His proficiency bonus is doubled for those proficiencies. Chosen proficiencies are Stealth and thieves' tools.
- Roguish SubclassLevel 3
Joe can choose a Rogue subclass. No subclass has been selected for this character.
- Uncanny DodgeLevel 5
When Joe takes damage from an attack, he can use his Reaction to halve the attack's damage against him.
- BraveHalflingJoe has Advantage on saving throws to avoid or end the Frightened condition.
- Halfling NimblenessHalflingJoe can move through the space of any creature that is at least one size larger than him, but cannot stop there.
- LuckHalflingWhen Joe rolls a 1 on a D20 test, he can reroll the die and must use the new roll.
- DarkvisionHalflingHalflings have no Darkvision in the 2024 rules.
- Criminal ContactCriminal
Joe has learned how to maintain contact with a criminal network. He knows how to locate criminals, underworld informants, and safe houses, though such contacts are not always reliable or safe.
Gear
13 itemsWeapons
- 2×DaggerA light, finesse weapon suitable for close combat or throwing.
- ShortswordA finesse martial weapon used for quick melee attacks.
- ShortbowA ranged martial weapon with a 80/320-foot normal and long range.
Armor
- Leather ArmorLight armor made from supple leather, providing AC 11 plus Dexterity modifier.
Tools
- Thieves' ToolsTools for opening locks and disabling traps. Joe has Expertise with these tools.
- Gaming SetA compact set used for gambling and blending into criminal circles.
Gear
- 20×ArrowsAmmunition for the shortbow.
- Burglar's PackA pack containing a bedroll, mess kit, tinderbox, 10 torches, 10 days of rations, and a waterskin.
- CrowbarA sturdy lever useful for forcing doors, crates, and shutters.
- Hooded LanternA portable lantern for illuminating dark spaces.
- 2×Oil FlaskFlammable oil suitable for lanterns or improvised fire.
- Burglar's Coin PouchA small pouch containing starting coins and loose change from old jobs.
Purse
- 16×Gold PiecesStarting currency remaining after purchasing equipment.
Appearance
Joe Mha Mha is a wiry, compact halfling with russet-brown curls, bright hazel eyes, and a narrow face marked by a small scar beneath the left eye. He dresses in carefully patched dark leather armor beneath an oversized charcoal coat, with soft boots, fingerless gloves, and numerous hidden pockets. His movements are quick, quiet, and unnervingly precise.
Mannerisms
Joe constantly counts exits, windows, and unattended valuables. He speaks in a low conspiratorial murmur, taps two fingers against his thumb when thinking, and gives people a cheerful smile immediately before saying something suspiciously precise.
Personality
Joe is observant, quick-witted, and disarmingly cheerful. He treats every conversation like a game of cards, watching for tells while pretending to be distracted. He is protective of underdogs, deeply suspicious of authority, and fond of making elaborate plans that leave room for one perfectly timed improvised escape.
Ideals
Freedom. No tyrant, guildmaster, magistrate, or supposed protector has the right to own another person's choices.
Bonds
Joe carries a brass laundry token from his old neighborhood. He intends to find every member of his scattered family and give them the safe, prosperous life they were denied.
Flaws
Joe cannot resist proving that he is the cleverest person in the room. He lies reflexively when the truth would be safer, and he keeps secrets even from people who have earned his trust.
Quirks
Background
Joe Mha Mha grew up in a crowded halfling neighborhood where every doorstep had a story and every alley had a price. His family ran a respectable laundry by day and quietly passed messages, keys, and stolen ledgers by night. Joe discovered early that his small size and friendly face made people underestimate him. He became the runner no one noticed, slipping through markets, manor kitchens, and guarded courtyards with equal ease. His first real crime was stealing a ledger that proved a local magistrate had been selling prisoners to a private mine. The ledger vanished, the magistrate survived, and Joe's family was forced to scatter when the criminal network blamed them for the embarrassment.
“His family ran a respectable laundry by day and quietly passed messages, keys, and stolen ledgers by night.”
- Background
- Criminal
Connections
Species
Halfling
Media
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