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Darius - AI-generated fantasy Character

Darius

Human · Rogue (Thief) · Level 3 · Criminal

Darius

Darius is observant, irreverent, and intensely self-reliant.
AC14
HP24/24
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 14 · HP 24 · 30 ft.
AlignmentChaotic NeutralGenderMaleAge29 years old
STR
DEX
CON
INT
WIS
CHA

Saving throws

STRDEXCONINTWISCHA

Skills

  • AcrobaticsDEX
  • AthleticsSTR
  • DeceptionCHA
  • InsightWIS
  • IntimidationCHA
  • InvestigationINT
  • PerceptionWIS
  • PersuasionCHA
  • Sleight of HandDEX
  • StealthDEX

Armor

Light armor

Weapons

Simple weapons,
Martial weapons with the Finesse or Light property

Tools

Thieves’ Tools,
Gaming Set, chosen as a Dice Set

Languages

Common,
Dwarvish,
Elvish,
Thieves’ Cant

Features

15 features

Bonus action

  • Cunning ActionLevel 2

    When On Darius’s turn

    As a Bonus Action, Darius can Dash, Disengage, or Hide.

  • Fast HandsLevel 3

    When On Darius’s turn

    Darius can use a Bonus Action to make a Sleight of Hand check, use Thieves’ Tools to pick a lock or disarm a trap, take the Utilize action, or use a qualifying magic item.

  • Steady AimLevel 3

    When On Darius’s turn

    Darius gains Advantage on his next eligible attack if he has not moved before the attack and does not move afterward.

Always on

  • Sneak Attack

    When When Darius hits with an eligible Finesse or Ranged weapon attack

    Darius deals an extra 2d6 damage once per turn when Sneak Attack conditions are met.

  • ExpertiseLevel 1

    Darius has expertise in Stealth and Thieves’ Tools. His proficiency bonus is doubled for ability checks using these proficiencies.

  • Sneak Attack, 2d6Level 1

    Once per turn, Darius deals an extra 2d6 damage to a creature he hits with an attack using a Finesse or Ranged weapon if he has Advantage on the attack roll, or if an eligible enemy of the target is within 5 feet of it and Darius does not have Disadvantage.

  • Thieves’ CantLevel 1

    Darius knows Thieves’ Cant and one additional language. Thieves’ Cant allows him to communicate hidden messages within ordinary conversation.

  • Weapon MasteryLevel 1

    Darius can use the mastery properties of two proficient weapon types, chosen after each Long Rest. His chosen weapons are Daggers and Shortbows.

  • Second-Story WorkLevel 3

    Darius has a Climb Speed equal to his Speed. He can determine his running jump distance using Dexterity instead of Strength.

  • ResourcefulHumanDarius gains Heroic Inspiration whenever he finishes a Long Rest.
  • SkillfulHumanDarius gains proficiency in one skill of his choice, Insight.
  • VersatileHumanDarius gains an Origin feat of his choice, Alert.
  • Medium sizeHumanDarius is a Medium Humanoid.
  • SpeedHumanDarius has a Speed of 30 feet.
  • AlertCriminal

    Alert. Darius adds his proficiency bonus to Initiative rolls. He can also swap his Initiative with a willing ally in the same combat when neither of them is Incapacitated.

Gear

10 items

Weapons

  • 4×
    Dagger
    A balanced finesse weapon suitable for close combat or throwing.
  • Shortsword
    A short, straight-bladed finesse weapon.
  • Shortbow
    A compact ranged weapon with a simple wooden stock.

Armor

  • Leather Armor
    Light armor made from supple, dark-dyed leather.

Tools

  • 2×
    Thieves’ Tools
    A compact kit for opening locks and disabling traps.

Gear

  • 20×
    Arrows
    A quiver containing ammunition for the shortbow.
  • Crowbar
    A sturdy iron bar useful for prying doors, crates, and shutters.
  • 2×
    Pouch
    Small belt pouches for coins, valuables, or planted evidence.
  • Traveler’s Clothes
    Plain travel clothing suitable for blending into a crowd.

Purse

  • 24×
    Gold Pieces
    Money remaining from class and background starting equipment.

Appearance

Darius is a lean, wiry human man with olive skin, narrow gray-green eyes, and black hair cut short at the sides and left longer on top. A thin scar crosses his right eyebrow, and another marks the knuckles of his left hand. He favors dark, close-fitting clothes beneath a worn leather cuirass, soft boots, and a weather-stained hooded cloak. His fingers are usually stained with lampblack, oil, or ink from constant work with locks and mechanisms.

Mannerisms

Darius constantly rolls a coin across his knuckles, taps twice on any door before opening it, and glances toward the nearest exit whenever he enters a room. He speaks in a low, conversational voice, often delivering insults with the same calm tone he uses for compliments.

Personality

Darius is observant, irreverent, and intensely self-reliant. He treats danger like a puzzle and conversation like a card game, always watching for the tell that reveals what someone really wants. He is more loyal than he admits, especially toward people who have been discarded by respectable society.

Ideals

Freedom. No guild, crown, church, or law has the right to own another person's choices. Darius would rather risk everything on his own terms than live safely under someone else's control.

Bonds

Darius still carries the brass key taken from the Black Lanterns' old safehouse. He intends to find the surviving members of his crew and learn who betrayed them, especially the friend who vanished after their final job.

Flaws

Darius assumes every kindness has a hidden price. When cornered, he lies reflexively, even when the truth would serve him better. He cannot resist proving that a supposedly impossible lock, vault, or escape route is not beyond his skill.

Quirks

Names every lock he opens after the person who commissioned it.
Keeps a collection of bent keys and refuses to throw any away.
Counts his steps between entrances and exits.
Leaves a tiny chalk mark shaped like a crescent moon after a successful burglary.

Background

Darius grew up in the crowded back lanes of a river city, where honest work was scarce and secrets were worth more than silver. His mother repaired coats for dockworkers, while his absent father left behind only a box of broken locks and a talent for disappearing. Darius learned early that a quiet hand, a quick lie, and a good escape route could keep food on the table. By sixteen, he was running messages for the Black Lanterns, a small burglary crew that specialized in entering places no one thought worth guarding. He became their best climber and lockpicker, not because he loved the guild, but because he trusted his own judgment more than anyone else's.

“His mother repaired coats for dockworkers, while his absent father left behind only a box of broken locks and a talent for disappearing.”
From their backstory
Background
Criminal

Connections

Species

Human

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