Aflaze
Aflaze
Sheet
AC 11 · HP 21 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- AthleticsSTR
- DeceptionCHA
- InsightWIS
- InvestigationINT
- PerceptionWIS
- Sleight of HandDEX
- StealthDEX
Armor
Weapons
Tools
Languages
Features
16 featuresBonus action
- Cunning ActionLevel 2
When On his turn
As a Bonus Action, take the Dash, Disengage, or Hide action.
- Steady AimLevel 3
When Before making an attack after remaining stationary
As a Bonus Action, gain Advantage on the next attack roll this turn if he has not moved. His Speed becomes 0 for the turn.
- Fast HandsLevel 3
When On his turn
As a Bonus Action, use an object, use a magic item, pick a lock, disarm a trap, or pick a pocket.
Always on
- ExpertiseLevel 1
Aflaze gains Expertise in two proficiencies. His proficiency bonus is doubled for checks using Stealth and Thieves' Tools.
- Sneak AttackLevel 1
Once per turn, Aflaze can deal an extra 2d6 damage to a creature he hits with an attack if he has Advantage on the attack roll and uses a Finesse or ranged weapon. He does not need Advantage if an enemy of the target is within 5 feet of it, that enemy is not Incapacitated, and Aflaze does not have Disadvantage.
- Thieves' CantLevel 1
Aflaze knows the secret language of rogues and can recognize coded messages and hidden signs used by criminals.
- Weapon MasteryLevel 1
Aflaze has Weapon Mastery with three proficient weapons, chosen here as dagger, shortbow, and shortsword. He can use the mastery properties of those weapons.
- Rogue SubclassLevel 3
Aflaze gains the Thief subclass and its level 3 features.
- Second-Story WorkLevel 3
Aflaze gains a Climb Speed equal to his Speed. He can determine his jump distance using Dexterity rather than Strength.
- Creature TypeTieflingHumanoid
- SizeTieflingMedium
- SpeedTiefling30 feet
- DarkvisionTieflingYou can see in dim light within 60 feet as if it were bright light, and in darkness as if it were dim light. You discern colors in darkness only as shades of gray.
- Fiendish Legacy, InfernalTieflingYou have Resistance to Fire damage. You know the Thaumaturgy cantrip. Starting at 3rd level, you can cast Hellish Rebuke as a 2nd-level spell once per Long Rest, using Charisma as the spellcasting ability. Starting at 5th level, you can cast Darkness once per Long Rest, using Charisma as the spellcasting ability.
- Otherworldly PresenceTieflingYou know the Thaumaturgy cantrip.
- Criminal ContactCriminal
Aflaze has a reliable and discreet contact in criminal circles. He knows how to deliver and receive messages through intermediaries, identify likely underworld connections, and call on this network for information, though his contacts do not risk their lives for him.
Spells
2 spellsSpellcasting. Aflaze casts with Charisma (spell save DC 15, to hit with spell attacks).
Cantrips (at will):
2nd level:
Gear
15 itemsWeapons
- 2×DaggerFinesse weapons balanced for close work and concealment.
- ShortswordA short, straight-bladed finesse weapon.
- ShortbowA compact ranged weapon suitable for ambushes and quiet work.
- DaggerA plain dagger used as a prop, decoy, or emergency tool.
Armor
- Leather ArmorLight armor made from supple black leather, fitted beneath his coat.
Tools
- Thieves' ToolsTools for opening locks and disabling traps.
Gear
- 20×ArrowsAmmunition for the shortbow.
- QuiverA case for carrying the arrows.
- Burglar's PackA pack containing equipment for burglary, including a backpack, ball bearings, string, bell, candles, crowbar, hammer, pitons, hooded lantern, oil, tinderbox, rations, rope, and waterskin.
- 20×ParchmentsBlank and partially prepared documents used for forgery and coded correspondence.
- 2×PouchSmall containers for ink, powders, or stolen valuables.
- InkBlack writing liquid.
- Ink PenA fine-pointed writing instrument.
- Traveler's ClothesDurable clothing suitable for blending into crowds and traveling quickly.
Purse
- 8×Gold PiecesUnspent starting currency.
Appearance
Aflaze is a lean, medium-height tiefling with ember-red skin, swept-back black horns, and amber eyes that seem brighter when he is amused. His long tail is neatly wrapped around his waist when he wants to appear respectable. He smells faintly of lamp oil, orange peel, and metal polish, a scent he insists is deliberate. His hands are narrow and quick, with darkened fingertips, small calluses across the palms, and permanently ink-stained nails from years of copying ledgers, working locks, and altering documents. He dresses in a well-cut charcoal coat over light leather armor, with a crimson scarf, soft boots, and several concealed pockets.
Mannerisms
Aflaze rolls coins across his knuckles while listening, pauses before answering simple questions as though evaluating three lies, and habitually checks the nearest exit without turning his head. When he is pleased, the tip of his tail makes a slow, absent-minded circle.
Personality
Aflaze is bright, conversational, and impossible to embarrass for long. He treats danger as a negotiation that has not yet found its proper price. He enjoys being underestimated, but secretly craves the rare approval of people who recognize the difference between cleverness and courage.
Ideals
Freedom. No contract, prophecy, law, or bloodline owns me. I will choose my own chains, if I must wear any.
Bonds
I still carry the first forged document I ever made, a pardon that saved my younger sister from a debt prison. I will ruin anyone who tries to use that document, or her, against me.
Flaws
I treat every kindness as a transaction waiting to be collected. When cornered, I lie reflexively, even when the truth would be safer.
Quirks
Background
Aflaze was raised in the back rooms of a countinghouse that served respectable merchants by day and smugglers by night. His infernal blood made him memorable, so he learned early that charm was more useful than hiding. He became the house forger, first altering invoices and shipping records, then manufacturing letters that could redirect entire caravans. His talent for sounding sincere made him more valuable than any lockpick, and his talent for leaving before blame arrived made him dangerous to keep around. His old crew finally overreached when they stole a sealed coffer from a magistrate. Aflaze opened it and found not jewels, but a list of names, including several people who had quietly protected his neighborhood from predatory lenders and corrupt guards. He copied the list, delivered the original to an unknown rival, and vanished with enough coin to start over. Now he works as a thief, confidence artist, and occasional rescuer, not from remorse, but because he prefers choosing his own crimes. He suspects the coffer's contents are still being used to manipulate the city, and he wants the person behind it to know that one loose thread has learned how to pull back.
“His infernal blood made him memorable, so he learned early that charm was more useful than hiding.”
- Background
- Criminal
Connections
Species
Tiefling
Media
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