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Simon Bernard - AI-generated fantasy Character

Simon Bernard

Human · Rogue · Level 2 · Sailor

Simon Bernard

Simon is observant, irreverent, and socially nimble, with a sailor's talent for turning strangers into temporary friends.
AC14
HP16/16
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 14 · HP 16 · 30 ft.
AlignmentChaotic NeutralGenderMaleAge27 years old
STR
DEX
CON
INT
WIS
CHA

Saving throws

DEXINTSTRCONWISCHA

Skills

  • AcrobaticsDEX
  • Animal HandlingWIS
  • ArcanaINT
  • AthleticsSTR
  • DeceptionCHA
  • HistoryINT
  • InsightWIS
  • InvestigationINT
  • MedicineWIS
  • NatureINT
  • PerceptionWIS
  • PerformanceCHA
  • PersuasionCHA
  • ReligionINT
  • StealthDEX
  • SurvivalWIS

Armor

Light armor

Weapons

Simple weapons,
Hand crossbows,
Longswords,
Rapiers,
Shortswords

Tools

Navigator's tools,
Vehicles (water),
Gaming set

Languages

Common,
Aquan

Features

9 features

Bonus action

  • Cunning ActionLevel 2

    When On Simon's turn, as a bonus action.

    Simon uses a bonus action to Dash, Disengage, or Hide.

Always on

  • Sneak AttackLevel 1

    When When Simon hits with a qualifying weapon attack and has advantage, or when an enemy of the target is within 5 feet and Simon does not have disadvantage.

    Simon makes a melee or ranged weapon attack using a finesse or ranged weapon, adding 1d6 damage once per turn when the conditions for Sneak Attack are met.

  • ExpertiseLevel 1

    Simon has double proficiency bonus on two chosen proficient skills, Stealth and Perception.

  • Thieves' CantLevel 1

    Simon knows the secret language of thieves, including its hidden signs, symbols, and coded meanings.

  • Ability Score IncreaseHumanEach ability score increases by 1.
  • SizeHumanMedium.
  • SpeedHuman30 feet.
  • LanguagesHumanCommon and one additional language, Aquan.
  • Ship's PassageSailor

    Simon can secure free passage on a sailing ship for himself and his companions, provided he serves as crew or performs useful work during the voyage. He is also familiar with the workings of ships and the customs of sailors.

Gear

10 items

Weapons

  • Rapier
    A finely balanced one-handed blade suitable for close quarters and silent attacks.
  • Dagger
    A compact blade kept as a backup weapon and tool.
  • Dagger
    A second dagger concealed in Simon's boot or belt lining.
  • Shortbow
    A shortbow with a worn but carefully maintained string.

Armor

  • Leather armor
    A light protective leather coat reinforced with thin strips of treated hide.

Tools

  • Belaying pin
    A belaying pin taken from his first ship, useful as a keepsake and improvised club.

Gear

  • 20×
    Arrows
    A quiver containing twenty arrows.
  • Burglar's pack
    A burglar's kit containing small files, picks, pliers, and tension tools.
  • Silk rope
    A fifty-foot length of silk rope, tarred against moisture.
  • Lucky charm
    A lucky charm from a former crewmate, kept tied inside his coat.

Appearance

Simon Bernard is a lean, weathered human with sun-browned skin, wind-tossed dark brown hair, and a neatly trimmed beard that he maintains with almost fussy precision. He dresses in a salt-stained sailor's coat over a fitted leather jerkin, with soft boots suited for quiet movement on deck or stone. He walks with a loose, rolling gait even on solid ground, and his hands are rarely still, constantly checking knots, pockets, buckles, and concealed tools. His alert gray eyes and crooked half-smile make him look like he is always one step away from either a clever escape or an ill-advised joke.

Mannerisms

Simon leans slightly forward when listening, as though judging the movement of a ship beneath his feet. He taps a steady rhythm with his thumb whenever he is thinking, automatically checks the nearest exit when entering a room, and calls strangers 'mate' until they prove they deserve a more specific name.

Personality

Simon is observant, irreverent, and socially nimble, with a sailor's talent for turning strangers into temporary friends. He enjoys danger when it is chosen and resents danger imposed by someone else's orders. He is generous toward people who are trapped, guarded around people with authority, and almost incapable of resisting a wager, a secret, or an unlocked door.

Ideals

Freedom. No captain, king, priest, or cause has the right to own another person's choices. Anyone who tries to put chains on the helpless deserves to lose something precious.

Bonds

He owes his freedom to the prisoners he once rescued, and he quietly searches for any sign that they survived. He also keeps a brass compass taken from the sabotaged ship, even though its needle has never pointed true since that night.

Flaws

Simon treats commitment as a trap and will abandon a sensible plan the moment it begins to feel like someone else is controlling him. He is quick to lie, slow to apologize, and dangerously confident that he can talk or run his way out of consequences. He also has a habit of stealing small, meaningless objects from people who annoy him, often forgetting where he put them afterward.

Quirks

Names knots after people he dislikes and refuses to teach those knots to anyone.
Keeps a private tally of unlocked doors he encounters.
Can identify most ships by the sound of their rigging in the wind.
Steals a single button, coin, or token from anyone who boasts too loudly.

Background

Simon Bernard was born in a crowded riverside district where every family had a trade and every trade had a hidden cost. His mother mended sails, his father loaded cargo, and Simon learned early that a sailor's livelihood depended as much on noticing what others overlooked as it did on strength. He became a deckhand before he was old enough to shave, mastering knots, rigging, tides, and the quiet art of moving across a ship without waking a sleeping crew. His quick fingers also made him useful when cargo needed to be inspected, locks needed to be opened, or a captain wanted to know which crewman was skimming from the stores. A failed smuggling run changed the course of his life. Simon discovered that the ship's master was secretly transporting people in chains, hidden beneath legitimate cargo. Rather than obey orders, Simon freed the prisoners and sabotaged the vessel's rudder, leaving the ship stranded in a dangerous inlet. The prisoners escaped, but Simon became a wanted man to the surviving owners and an unreliable hero to everyone else. Since then, he has worked as a sailor, courier, burglar, and occasional adventurer, choosing jobs according to instinct rather than any consistent moral code. He dislikes authorities who demand obedience without explanation, but he is equally suspicious of anyone who claims to be purely righteous. To Simon, every alliance is a vessel in rough water, useful while it stays afloat and worth abandoning before it drags everyone under.

“A failed smuggling run changed the course of his life.”
From their backstory
Background
Sailor

Connections

Species

Human

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