Skip to content
CreatePricing
Hiccup - AI-generated fantasy Character

Hiccup

Tiefling · Sorcerer (Wild Magic Sorcerer) · Level 1 · Charlatan

Hiccup

Fast-talking, observant, and impossible to fully trust, Hiccup treats every room like a stage and every secret like an invitation.
AC12
HP6/6
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 12 · HP 6 · 30 ft.
AlignmentChaotic NeutralGenderMaleAge27
STR
DEX
CON
INT
WIS
CHA

Saving throws

STRDEXCONINTWISCHA

Skills

  • ArcanaINT
  • DeceptionCHA
  • InsightWIS
  • Sleight of HandDEX

Weapons

Dagger,
Dart,
Sling,
Quarterstaff,
Light Crossbow

Tools

Disguise Kit,
Forgery Kit,
Gaming Set

Languages

Common,
Infernal

Features

7 features

Always on

  • SpellcastingLevel 1

    You can cast sorcerer spells using Charisma as your spellcasting ability. You know four cantrips and two 1st-level sorcerer spells. You have two 1st-level spell slots, which you regain after a long rest.

  • Wild Magic SurgeLevel 1

    A mysterious, latent power fuels your magic and can erupt unpredictably. When you cast a sorcerer spell, your DM may call for a Wild Magic Surge, causing a random magical effect.

  • Tides of ChaosLevel 1

    Once per turn, you can give yourself advantage on one attack roll, ability check, or saving throw. After you do so, the next time before the end of your next turn that you cast a sorcerer spell of 1st level or higher, the DM can make you roll on the Wild Magic Surge table. Once you use this feature, you cannot use it again until you finish a long rest.

  • TraitTieflingDarkvision, you can see in dim light within 60 feet as if it were bright light, and in darkness as if it were dim light.
  • TraitTieflingHellish Resistance, you have resistance to fire damage.
  • TraitTieflingInfernal Legacy, you know the thaumaturgy cantrip. At 3rd level you can cast hellish rebuke once per long rest, and at 5th level you can cast darkness once per long rest. Charisma is your spellcasting ability for these spells.
  • False IdentityCharlatan

    You have created a second identity that includes documentation, established acquaintances, and disguises that allow you to assume that persona. You can fool most people into believing you are someone else, provided your disguise and manner support the claim.

Spells

7 spells

Spellcasting. Hiccup casts with Charisma (spell save DC 13, to hit with spell attacks).

Cantrips (at will): , , , ,

1st level (2 slots): ,

Gear

7 items

Weapons

  • Light Crossbow
    A light crossbow with 20 bolts.
  • 2×
    Dagger
    Two simple melee weapons for close defense.

Tools

  • Disguise Kit
    A kit for altering appearance and creating false identities.
  • Gaming Set
    A set of loaded dice, marked cards, or another gaming set used to maintain cover and win trust.

Gear

  • Component Pouch
    A pouch of spellcasting materials for sorcerer spells.
  • Explorer's Pack
    A sturdy pack containing traveler essentials.
  • Fine Clothes
    Fine travel clothes suited to a convincing social disguise.

Appearance

Hiccup is a lean tiefling with ember-red skin, swept-back black horns polished at the tips, and eyes like pale gold glass. He dresses in sharp but slightly overdone finery, a charlatan's smile always half-ready, with a silver hoop in one ear and a set of cards tucked where a knife should be. His hands are quick, expressive, and never stay still for long, as if even his fingers are trying to talk their way out of trouble.

Mannerisms

He speaks as if every conversation is a friendly wager, leaning in when he lies and leaning back when he tells the truth. He snaps his fingers before casting, flourishes imaginary hats before introducing himself, and smiles at awkward moments as though he has just remembered a private joke.

Personality

Fast-talking, observant, and impossible to fully trust, Hiccup treats every room like a stage and every secret like an invitation. He is playful under pressure, delighting in cleverness for its own sake, but there is a surprisingly sincere streak beneath the nonsense, especially when someone vulnerable is being taken advantage of.

Ideals

Freedom. No crown, creed, or contract should own a person's life, including his own. Hiccup believes everyone deserves the right to reinvent themselves, and if he has to break a few rules to keep that door open, he sees that as a fair bargain.

Bonds

He keeps a meticulously forged identity tied to a woman who once saved him from a beating, and he will risk almost anything to keep her name from being disgraced. He also carries a bent silver token from his first successful con, a reminder that luck can be manufactured if you are bold enough.

Flaws

Hiccup cannot resist testing a lie to see how far it will go, even when the truth would serve him better. Under pressure, he gets reckless and theatrical, preferring a dramatic improvisation to a sensible retreat. He also assumes he can charm his way out of consequences, which occasionally works just long enough to make the next mistake worse.

Quirks

Practices three different signatures and uses them all with total confidence.
Keeps tiny written alibis in his coat sleeves.
Never sits with his back to a door, but pretends not to care.
Flips a coin before making important decisions, then ignores the result if it is inconvenient.

Background

Hiccup learned early that a tiefling's face could open doors or slam them shut, often before he had spoken a word. In the dockside markets where he grew up, people stared first and asked questions later, so he decided to make their assumptions work for him. If they expected a devil's grin and a silver tongue, he gave them both, along with a few forged papers, a borrowed accent, and just enough truth to keep them listening. He became a performer of other people's trust, a seller of confidence wrapped in a handsome lie. His talent for deceit eventually drew the attention of a hedge mage who recognized something stranger beneath the con artistry, a raw spark of arcane power that flared whenever Hiccup was cornered, delighted, or furious. Spells came to him like impulsive jokes that somehow bent reality, and every magical mishap only made him more convinced that the world itself was in on the scam. Now he wanders from town to town under his own name and several others, chasing coin, secrets, and the thrill of slipping the mask just enough to see what is really underneath it all.

“In the dockside markets where he grew up, people stared first and asked questions later, so he decided to make their assumptions work for him.”
From their backstory
Background
Charlatan

Connections

Species

Tiefling

Media

0 images

No images yet.

Visual sheet

Turn Hiccup into a sheet

A high-res, share-ready sheet you can post or print.