Quincy "Slide" Blackfoot
Quincy "Slide" Blackfoot
Sheet
AC 14 · HP 17 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingWIS
- ArcanaINT
- AthleticsSTR
- DeceptionCHA
- HistoryINT
- InsightWIS
- InvestigationINT
- MedicineWIS
- NatureINT
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- ReligionINT
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
10 featuresBonus action
- Cunning ActionLevel 2
When On Quincy’s turn
As a bonus action, Quincy can Dash, Disengage, or Hide.
Always on
- Sneak AttackLevel 1
When When Quincy hits with a finesse or ranged weapon attack under the feature's conditions
Once per turn, Quincy deals an extra 1d6 damage when the attack qualifies for Sneak Attack.
- ExpertiseLevel 1
Quincy can add his proficiency bonus twice to ability checks using Sleight of Hand and Stealth. He cannot choose another skill or tool proficiency for this benefit at this level.
- Thieves' CantLevel 1
Quincy knows the secret language of thieves and can recognize hidden messages and communicate simple ideas with other creatures that know Thieves' Cant.
- Ability Score IncreaseHumanAll ability scores increase by 1.
- SizeHumanMedium.
- SpeedHuman30 feet.
- Extra LanguageHumanQuincy speaks Dwarvish in addition to Common.
- Human VersatilityHumanThe 2014 human gains +1 to each ability score.
- City SecretsUrchin
Quincy knows the secret patterns and passageways of cities, allowing him to find routes through urban areas that others would miss. He can move twice as fast through a city when traveling alone or with companions who can keep up.
Gear
11 itemsWeapons
- ShortswordA short, balanced blade suited to quick attacks and close quarters.
- 2×DaggerSlim blades concealed in Quincy’s coat and boot.
Armor
- Leather armorA dark leather jerkin and coat, repaired many times but still flexible enough for quiet movement.
Tools
- Thieves' toolsA set of picks, tension tools, and small probes for opening locks and disabling traps.
Gear
- Small knifeA simple, sturdy knife useful for eating, cutting cord, and defending himself.
- Burglar's packA pack containing a backpack, 1,000 ball bearings, 10 feet of string, a bell, 5 candles, a crowbar, a hammer, 10 pitons, a hooded lantern, 2 flasks of oil, 5 days of rations, tinderbox, and a waterskin.
- Map of the city where Quincy grew upA rough city map drawn from memory and observation, with routes marked through alleys, drains, and ruined districts.
- Pet mouseA tiny gray mouse that lives in a pocket cage and has learned to react to unfamiliar footsteps.
- Token from his parentsA brass button salvaged from a ruined military coat, kept as a reminder of the war's forgotten dead.
- Common clothesSeveral oversized, patched garments suitable for blending into crowds or sleeping rough.
Purse
- 10×Gold piecesLoose coins saved from scavenging, odd jobs, and careful theft.
Appearance
Quincy is a lean, wiry human man with sun-browned skin, close-cropped black hair, and alert gray-brown eyes that constantly measure exits, loose stones, and unattended pockets. He wears a patched leather jerkin beneath a faded brown coat, with several hidden pockets sewn into the lining. He smells faintly of lamp oil, rain-damp canvas, and the sharp soap he uses to scrub dust from his hands. He walks with a slight forward lean and favors his left foot on uncertain ground, moving in quick, economical steps that can become unnervingly still when he is watching someone. A narrow red cord is tied around his right wrist, holding a small brass button from a ruined military coat.
Mannerisms
Quincy checks the nearest exit whenever he enters a room, rolls a coin across his knuckles when thinking, and pauses before stepping on unfamiliar flooring. When suspicious, he tilts his head slightly and goes completely still, like a stray cat deciding whether to bolt.
Personality
Quincy is practical, observant, and quick with a dry joke, especially when the situation is frightening. He treats hunger, shelter, and escape routes as serious matters, but he refuses to let hardship turn him cruel. He is suspicious of grand speeches and polished uniforms, yet he is fiercely gentle toward children, the displaced, and anyone who reminds him of the people lost in the war.
Ideals
Survival is not a privilege reserved for the strong. If I find something that can keep another person alive, it belongs to the person who needs it most.
Bonds
Quincy keeps the brass button from a dead soldier's coat as a promise to remember the people buried beneath the ruins. He sends a portion of every windfall to a loose network of war orphans, street children, and displaced families who still survive in the cities he visits.
Flaws
Quincy cannot leave useful supplies behind, even when taking them creates danger. He also assumes that anyone offering effortless kindness is either lying, planning to collect a debt, or both.
Quirks
Background
Quincy Blackfoot was born in a town that became a battlefield before he was old enough to understand which army was supposed to be winning. The war left behind collapsed walls, burned storehouses, and enough abandoned belongings to keep a clever child alive. He learned to pick through rubble without bringing down a roof, to sleep beneath wagons, and to tell the difference between a locked chest and a trapped one. His nickname came from the soot-black footprints he left while slipping through ruined kitchens and supply tents, always carrying something useful away for another hungry child.
“The war left behind collapsed walls, burned storehouses, and enough abandoned belongings to keep a clever child alive.”
- Background
- Urchin
Connections
Species
Human
Media
0 imagesNo images yet.
Turn Quincy "Slide" Blackfoot into a sheet
A high-res, share-ready sheet you can post or print.