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Elias Venn - AI-generated fantasy Character

Elias Venn

Human · Rogue (Thief) · Level 3 · Criminal

Elias Venn

I am observant, dryly witty, and unfailingly polite until someone threatens the helpless.
AC14
HP22/22
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 14 · HP 22 · 30 ft.
AlignmentNeutral GoodGenderMaleAge28 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
  • Sleight of HandDEX
  • StealthDEX
  • SurvivalWIS

Armor

Light armor

Weapons

Simple weapons,
Hand crossbows,
Longswords,
Rapiers,
Shortswords

Tools

Thieves' tools,
Gaming set

Languages

Common,
Thieves' Cant,
Elvish

Features

12 features

Bonus action

  • Cunning ActionLevel 2

    When On your turn as a bonus action.

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

  • Fast HandsLevel 3

    When On your turn as a bonus action.

    Use Sleight of Hand, thieves' tools to disarm a trap or open a lock, or the Use an Object action as a bonus action.

Always on

  • Sneak Attack

    When Once per turn when you hit with a qualifying attack.

    Make a weapon attack using a finesse or ranged weapon and deal an extra 2d6 damage when the Sneak Attack conditions are met.

  • ExpertiseLevel 1

    You can add half your proficiency bonus, rounded down, to any ability check you make that does not already include your proficiency bonus.

  • Sneak Attack (2d6)Level 1

    Once per turn, you can deal an extra 2d6 damage to one creature you hit with an attack if you have advantage on the attack roll, or if another enemy of the target is within 5 feet of it and you do not have disadvantage. The attack must use a finesse or ranged weapon.

  • Second-Story WorkLevel 3

    You can climb faster than normal. Climbing no longer costs you extra movement. In addition, when you make a running jump, the distance you cover increases by a number of feet equal to your Dexterity modifier.

  • Ability Score IncreaseHumanYour ability scores each increase by 1.
  • SizeHumanMedium.
  • SpeedHumanYour base walking speed is 30 feet.
  • LanguagesHumanYou can speak, read, and write Common and one extra language of your choice.
  • Human VersatilityHumanThe human's broad experience grants a bonus to every ability score.
  • 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 do not know the contact's identity or location.

Gear

9 items

Weapons

  • Rapier
    A light, finesse weapon with a narrow blade, balanced for close work and concealed strikes.
  • Shortbow
    A compact ranged weapon with a light frame and a mechanism suitable for quick shots.
  • 2×
    Dagger
    A second light finesse weapon, useful when fighting in cramped spaces or when a spare blade is needed.

Armor

  • Leather armor
    A fitted suit of supple leather armor, maintained with oil and concealed beneath a cloak.

Gear

  • 20×
    Arrows
    Ammunition for the shortbow, carried in a leather quiver.
  • Burglar's pack
    A burglar's pack containing a backpack, a bag of 1,000 ball bearings, 10 feet of string, a bell, five candles, a crowbar, a hammer, 10 pitons, a hooded lantern, two flasks of oil, five days of rations, tinderbox, and a waterskin.
  • Common clothes
    A dark hooded cloak and set of common clothing suitable for blending into city crowds.
  • Pouch
    A small pouch containing the criminal's starting wealth.

Purse

  • 15×
    Gold pieces
    Coins saved from illicit work and spent cautiously.

Appearance

A lean, sharp-featured human man with olive skin, tousled dark brown hair, and alert gray-green eyes. A thin scar cuts through his left eyebrow, and his hands are callused from years of lockpicking, climbing, and quick work with blades. He dresses in a weathered brown leather jerkin beneath a charcoal cloak, with soft boots, hidden pockets, and a red thread tied around his right wrist.

Mannerisms

Elias rolls a coin across his knuckles when thinking, checks every exit when entering a room, and lowers his voice to a conspiratorial whisper even when discussing ordinary matters.

Personality

I am observant, dryly witty, and unfailingly polite until someone threatens the helpless. I prefer preparation to bravery, but once I commit to a plan, I pursue it with quiet stubbornness.

Ideals

Mercy. Rules are tools used by the powerful, but helping someone in danger is always worth the risk.

Bonds

I owe my life to the hospice keeper who hid me from the Lantern Knives, and I will protect her and her patients whenever they are threatened.

Flaws

I assume every offer has a hidden cost, and when frightened I would rather lie, flee, or steal than admit I need help.

Quirks

Names every lock he opens after the person who built it.
Keeps one red thread tied around his wrist for luck.
Leaves a single copper coin at jobs where no one was harmed.
Counts steps between doors and windows without realizing it.

Background

Elias Venn grew up in the crowded alleys behind a riverside market, the unremarkable son of two human laborers who had little to give him except a practical education in hunger. He learned early that doors, purses, and people all had weaknesses. By sixteen, he was running messages for the Lantern Knives, a local criminal ring, and soon became their best infiltrator. He could cross a guarded courtyard without disturbing a puddle, open a magistrate's strongbox, and vanish before anyone noticed the candle had gone out. His loyalty to the Lantern Knives ended when they ordered him to rob a hospice serving plague victims. Elias stole the medicine instead, delivering it to the sick and sabotaging the gang's records before fleeing the city. The deed made him a traitor to his former employers and an accidental hero to people who never learned his name. Now he travels as a professional burglar and information broker, taking jobs that pay well but quietly bending the outcome toward those who cannot defend themselves. He is searching for the gang's missing ledger, which contains the names of officials who still want him dead.

“He learned early that doors, purses, and people all had weaknesses.”
From their backstory
Background
Criminal

Connections

Species

Human

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