Darius
Darius
Sheet
AC 14 · HP 24 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- AthleticsSTR
- DeceptionCHA
- InsightWIS
- IntimidationCHA
- InvestigationINT
- PerceptionWIS
- PersuasionCHA
- Sleight of HandDEX
- StealthDEX
Armor
Weapons
Tools
Languages
Features
15 featuresBonus 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 itemsWeapons
- 4×DaggerA balanced finesse weapon suitable for close combat or throwing.
- ShortswordA short, straight-bladed finesse weapon.
- ShortbowA compact ranged weapon with a simple wooden stock.
Armor
- Leather ArmorLight armor made from supple, dark-dyed leather.
Tools
- 2×Thieves’ ToolsA compact kit for opening locks and disabling traps.
Gear
- 20×ArrowsA quiver containing ammunition for the shortbow.
- CrowbarA sturdy iron bar useful for prying doors, crates, and shutters.
- 2×PouchSmall belt pouches for coins, valuables, or planted evidence.
- Traveler’s ClothesPlain travel clothing suitable for blending into a crowd.
Purse
- 24×Gold PiecesMoney 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
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.”
- Background
- Criminal
Connections
Species
Human
Media
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