Arthur Grossman
Arthur Grossman
Sheet
AC 14 · HP 53 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingWIS
- ArcanaINT
- AthleticsSTR
- DeceptionCHA
- HistoryINT
- InsightWIS
- InvestigationINT
- MedicineWIS
- NatureINT
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- ReligionINT
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
23 featuresAction
- Weapon Attack
When When Arthur takes the Attack action
Arthur makes one weapon attack with a rapier, shortbow, dagger, or light crossbow. Once per turn, he can add Sneak Attack damage when its conditions are met.
Bonus action
- Cunning Disengage
When As a bonus action
Arthur moves up to his speed without provoking opportunity attacks.
- Cunning Dash
When As a bonus action
Arthur moves up to his speed as a bonus action.
- Cunning Hide
When As a bonus action
Arthur makes a Dexterity (Stealth) check to hide as a bonus action.
- Fast HandsLevel 3
When As a bonus action
Arthur uses Sleight of Hand, thieves' tools, or the Use an Object action as a bonus action.
- Cunning ActionLevel 2
Arthur can take a bonus action to Dash, Disengage, or Hide.
Reaction
- Uncanny DodgeLevel 5
When When an attacker hits Arthur with an attack
Arthur halves the damage from one attack that hits him.
Always on
- Sneak AttackLevel 1
Arthur can attack with a finesse or ranged weapon and deal an extra 5d6 damage once per turn when he has advantage, or when an enemy is threatened by one of his allies, provided he does not have disadvantage.
- Roguish Archetype: ThiefLevel 3
Arthur chooses the Thief archetype. He gains proficiency with the disguise kit and thieves' tools, if not already proficient, and gains Thief features.
- Thief ProficienciesLevel 3
Arthur gains proficiency with the disguise kit and thieves' tools. These proficiencies are also supplied by his background and do not grant additional proficiencies.
- Second-Story WorkLevel 3
Arthur can climb faster than normal, and climbing no longer costs him extra movement.
- Ability Score ImprovementLevel 4
Arthur gains an Ability Score Improvement or another feat of his choice.
- ExpertiseLevel 6
Arthur gains expertise in two additional proficient skills or tools. His proficiency bonus is doubled for checks using those chosen proficiencies.
- Ability Score ImprovementLevel 8
Arthur gains an Ability Score Improvement or another feat of his choice.
- Supreme SneakLevel 9
Arthur gains Supreme Sneak. On a turn when he moves no more than half his speed, he has advantage on Dexterity (Stealth) checks.
- Slippery MindLevel 10
Arthur gains proficiency in Dexterity saving throws, allowing him to add his proficiency bonus to Dexterity saving throws.
- Ability Score IncreaseHumanAll ability scores increase by 1.
- AgeHumanHumans reach adulthood in their late teens and typically live less than a century.
- AlignmentHumanHumans tend toward no particular alignment. Arthur is Lawful Good.
- SizeHumanMedium.
- SpeedHuman30 feet.
- LanguagesHumanCommon and one extra language, Elvish.
- Criminal ContactCriminal
Arthur has reliable contacts within the criminal underworld. He knows how to send and receive messages through smugglers, fences, corrupt officials, and other figures who operate outside the law.
Gear
12 itemsWeapons
- RapierA finely balanced blade suitable for close work and concealment.
- ShortbowA compact ranged weapon with a case of ammunition.
- 2×DaggerA backup piercing weapon concealed in a sleeve or boot.
- Light crossbowA light crossbow with a case of bolts.
Armor
- Leather armorFlexible dark leather armor, fitted for quiet movement.
Tools
- Disguise kitA disguise kit containing cosmetics, hair dye, small props, and clothing accessories.
- Gaming setA set of loaded dice and marked cards used to maintain his criminal cover.
- CrowbarA token from the guild, useful for identifying allies and arranging discreet assistance.
Gear
- 20×ArrowsStandard ammunition for the shortbow.
- 20×Crossbow boltsStandard ammunition for the light crossbow.
- Burglar's packA burglar's pack containing a backpack, 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, a tinderbox, and a waterskin.
Purse
- 150×Gold piecesCurrency retained from his former criminal work and accumulated adventures.
Appearance
Arthur Grossman is a lean, sharp-featured human man with weathered olive skin, close-cropped dark brown hair, and a neatly trimmed beard streaked with gray. His green eyes are observant and habitually narrowed in appraisal. He wears well-maintained dark leather armor beneath a charcoal traveling coat, with soft boots, a hood, and numerous concealed pockets. A thin scar crosses his left eyebrow, and a silver key hangs from a cord around his neck.
Mannerisms
Arthur studies exits before sitting down, taps his thumb against his forefinger when calculating odds, and smiles faintly whenever someone claims a lock is impossible to open. He speaks politely even while delivering a threat.
Personality
Arthur is courteous, observant, and quietly protective. He prefers careful plans, precise language, and nonlethal solutions, but he is fully willing to deceive, infiltrate, and steal from people who abuse their power. Beneath his controlled exterior is a dry sense of humor and a persistent fear that one careless choice could cost innocent lives.
Ideals
Justice must protect the powerless first. A law that shields cruelty deserves to be exposed, not obeyed blindly.
Bonds
Arthur is devoted to the memory of his younger sister, Mara, whose life he saved but whose future was ruined by the guild's retaliation. He secretly maintains a network that shelters exploited workers and displaced families, and he will risk everything to protect anyone who reminds him of Mara.
Flaws
Arthur cannot resist manipulating a corrupt official or humiliating a cruel criminal, even when patience would be safer. He also keeps secrets long after they have stopped being useful, because admitting fear or dependence feels dangerously close to surrender.
Quirks
Background
Arthur Grossman grew up in a crowded human district where honest work was scarce and the powerful treated laws as tools for protecting themselves. His first crimes were small, a lifted purse to buy medicine for his younger sister, a forged pass to keep a family from being evicted, a locked pantry opened for hungry children. He became skilled at moving unseen through alleys, reading the intentions of guards, and finding the one loose hinge in any system. The local thieves guild eventually recruited him, recognizing both his talent and his unusual habit of returning stolen goods when he learned their owners were desperate rather than corrupt.
“He became skilled at moving unseen through alleys, reading the intentions of guards, and finding the one loose hinge in any system.”
- Background
- Criminal
Connections
Species
Human
Media
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