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Tomas Vey - AI-generated fantasy Character

Tomas Vey

Half-Elf · Rogue (Inquisitive) · Level 6 · Criminal

Tomas Vey

Tomas is quiet, observant, and dryly funny when tension is highest.
AC15
HP39/39
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 15 · HP 39 · 30 ft.
AlignmentChaotic GoodGenderMaleAgeThirty-two years old
STR
DEX
CON
INT
WIS
CHA

Saving throws

STRDEXCONINTWISCHA

Skills

  • AcrobaticsDEX
  • Animal HandlingWIS
  • ArcanaINT
  • AthleticsSTR
  • DeceptionCHA
  • HistoryINT
  • InsightWIS
  • IntimidationCHA
  • InvestigationINT
  • MedicineWIS
  • NatureINT
  • PerceptionWIS
  • PerformanceCHA
  • PersuasionCHA
  • ReligionWIS
  • Sleight of HandDEX
  • StealthDEX

Armor

Light armor

Weapons

Simple weapons,
Hand crossbows,
Longswords,
Rapiers,
Shortswords

Tools

Thieves' tools,
Disguise kit,
Forgery kit,
Gaming set

Languages

Common,
Elvish,
Dwarvish,
Thieves' Cant

Features

15 features

Bonus action

  • Cunning ActionLevel 2

    When Bonus action on your turn

    Take the Dash, Disengage, or Hide action as a bonus action.

  • Insightful FightingLevel 3

    When Bonus action against a creature you can observe

    Use a bonus action to make an Insight check against a creature's Deception. On success, qualify to use Sneak Attack against that creature without advantage for 1 minute.

  • Eye for DetailLevel 3

    When Bonus action

    Use a bonus action to make a Perception check to spot hidden creatures or objects, or an Investigation check to uncover or decipher clues.

Reaction

  • Uncanny DodgeLevel 5

    When When a visible attacker hits you

    Halve the damage from an attack that hits you when you can see the attacker.

Always on

  • Sneak Attack

    When Once per turn when you hit with a qualifying weapon attack and have advantage, or when an eligible enemy is within 5 feet of the target

    Make one melee or ranged weapon attack using a finesse or ranged weapon, dealing an extra 1d6 damage once per turn when the Sneak Attack conditions are met.

  • ExpertiseLevel 1

    You gain proficiency with four skills. You gain expertise in two of your skill proficiencies, doubling your proficiency bonus for those skills. At 6th level, you gain expertise in two additional proficient skills. Expertise applies to Acrobatics, Investigation, Perception, and Stealth.

  • Sneak Attack, 1d6Level 1

    Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or ranged weapon. You do not need advantage if another enemy of the target is within 5 feet of it, you do not have disadvantage, and you use a finesse or ranged weapon.

  • Thieves' CantLevel 1

    You know thieves' cant, a secret mix of dialect, jargon, and code used by rogues and criminals.

  • Ear for DeceitLevel 3

    You gain proficiency with disguise kits and forgery kits. You can mimic the speech patterns and accents of creatures you hear for at least 1 minute, and an experienced listener can detect the imitation with a successful Wisdom Insight check contested by your Charisma Deception check.

  • Ability Score ImprovementLevel 4

    Increase Dexterity by 2, raising it from 16 to 18.

  • TraitHalf-ElfDarkvision, see in dim light within 60 feet as if it were bright light, and darkness as if it were dim light.
  • TraitHalf-ElfFey Ancestry, advantage on saving throws against being charmed, and magic cannot put you to sleep.
  • TraitHalf-ElfSkill Versatility, proficiency in two skills, Deception and Insight.
  • TraitHalf-ElfLanguages, Common, Elvish, and one additional language, Dwarvish.
  • Criminal ContactCriminal

    You have a reliable and trustworthy contact who acts as your liaison to a network of other criminals. You know how to get messages to and from your contact, even over great distances, though you cannot guarantee the contact's safety or secrecy.

Gear

13 items

Weapons

  • Rapier
    A rapier with a nicked guard and a replacement leather grip
  • Shortsword
    A light finesse weapon kept in a boot sheath
  • Hand Crossbow
    A compact hand crossbow with twenty bolts

Armor

  • Studded Leather
    Studded leather armor repaired many times

Tools

  • Thieves' Tools
    A set of thieves' tools including picks, tension wires, and a small file
  • Disguise Kit
    A disguise kit containing cosmetics, wigs, false facial hair, and clothing scraps
  • Forgery Kit
    A forgery kit containing papers, inks, seals, and fine pens

Gear

  • 20×
    Crossbow Bolts
    A bundle of iron-shod bolts
  • Gaming Set
    A set of playing cards marked with barely visible cuts
  • Crowbar
    A crowbar useful for forced entry and prying open obstacles
  • Common Clothes
    A dark hooded outfit suitable for blending into alleys and night markets
  • Belt Pouch
    A small pouch containing the remains of his first dishonest earnings

Purse

  • 16×
    Gold Pieces
    Coins left after purchasing starting equipment

Appearance

Tomas Vey is a lean, weathered half-elf with brown skin, close-cropped black hair, and a narrow scar running from his left eyebrow to the edge of his cheek. His green-brown eyes rarely stay still. He wears a patched dark leather coat over a faded gray shirt, soft boots, and a red thread bracelet that once belonged to his younger sister. His hands are callused from climbing, lockwork, and years of surviving jobs he never wanted.

Mannerisms

Tomas studies a room by looking at its exits first. When lying, he becomes unusually polite and calls people by their full names. Before opening a lock, he touches the red thread around his wrist and whispers, "One door closer."

Personality

Tomas is quiet, observant, and dryly funny when tension is highest. He treats every conversation like a puzzle, but he is gentler with frightened people than he knows how to be with himself. He prefers practical help to grand promises, keeps track of everyone's injuries, and becomes intensely focused whenever someone mentions disappearances, coerced labor, or coded messages.

Ideals

Redemption. A person's worst choices should not be the only thing remembered about them. I will use every skill I have to undo the harm I caused, even if nobody believes I can change.

Bonds

I will find my sister Neris, no matter who took her or how far I must travel. I also protect anyone being forced into the kind of life I once accepted.

Flaws

When someone offers me trust, I assume there is a trap hidden inside it. I also cannot walk away from a locked door, a threatened child, or evidence that might lead to Neris, even when doing so would endanger everyone with me.

Quirks

Counts doors, windows, and alley exits whenever he enters a building.
Keeps scraps of paper containing remembered phrases from his sister's childhood songs.
Names his lockpicks after people who betrayed him.
Refuses to steal food, medicine, or anything from a person's sleeping quarters.
Leaves a single red thread tied to the handle of every lock he opens for a good cause.

Background

Tomas Vey grew up in the river district of a crowded trade city, the son of a half-elf dock clerk and a human seamstress. He and his younger sister, Neris, learned early that hunger made honest work feel like a luxury. When their father died, Tomas accepted an offer from a local burglary crew that promised quick coin and protection for Neris. He told himself he was only carrying messages and opening doors, but the crew soon made him an accomplice to robberies, blackmail, and the quiet disappearance of people who could not pay their debts. The life ended during a job at the house of a magistrate. Tomas discovered that the target was not a ledger, but a list of children being sold through the magistrate's network. He tried to destroy the records and get the children out, but the crew turned on him. Neris, who had been serving as his lookout, was captured in the confusion and taken away by the crew's leader. Tomas escaped with the ledger and spent the following years dismantling the operation piece by piece. He now works as an investigator, thief, and reluctant informant, using the same skills that once harmed people to expose those who profit from cruelty. Every trail eventually becomes a search for Neris, who may still be alive, and every good deed is an attempt to earn forgiveness from someone who may never return.

“He and his younger sister, Neris, learned early that hunger made honest work feel like a luxury.”
From their backstory
Background
Criminal

Connections

Species

Half-Elf

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