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Aflaze - AI-generated fantasy Character

Aflaze

Tiefling · Rogue (Thief) · Level 3 · Criminal

Aflaze

Aflaze is bright, conversational, and impossible to embarrass for long.
AC11
HP21/21
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 11 · HP 21 · 30 ft.
AlignmentChaotic NeutralGenderMaleAge27 years
STR
DEX
CON
INT
WIS
CHA

Saving throws

STRDEXCONINTWISCHA

Skills

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

Armor

Light armor

Weapons

Simple weapons,
Martial weapons with the Finesse or Light property,
Dagger,
Shortbow,
Shortsword,
Rapier,
Hand Crossbow,
Scimitar,
Whip,
Light Hammer,
Sickle,
Spear,
Quarterstaff,
Mace,
Club,
Light Crossbow,
Longbow,
Longsword,
Javelin,
Greatclub,
Greatsword,
Maul,
Pike,
Warhammer,
Battleaxe,
Flail,
Morningstar,
Trident,
War Pick,
Glaive,
Halberd,
Lance,
Net,
Pistol,
Musket,
Blowgun,
Handaxe,
Sling,
Shortsword,
Rapier,
Scimitar,
Whip,
Dagger,
Shortbow,
Light Crossbow,
Longbow,
Hand Crossbow,
Longsword,
Quarterstaff,
Spear,
Javelin,
Mace,
Club,
Greatclub,
Battleaxe,
Flail,
Morningstar,
Warhammer,
Maul,
Pike,
Trident,
Greatsword,
Glaive,
Halberd,
Lance,
Net,
Pistol,
Musket,
Blowgun,
Handaxe,
Sling

Tools

Thieves' Tools,
Forgery Kit

Languages

Common,
Infernal

Features

16 features

Bonus 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 spells

Spellcasting. Aflaze casts with Charisma (spell save DC 15, to hit with spell attacks).

Cantrips (at will):

2nd level:

Gear

15 items

Weapons

  • 2×
    Dagger
    Finesse weapons balanced for close work and concealment.
  • Shortsword
    A short, straight-bladed finesse weapon.
  • Shortbow
    A compact ranged weapon suitable for ambushes and quiet work.
  • Dagger
    A plain dagger used as a prop, decoy, or emergency tool.

Armor

  • Leather Armor
    Light armor made from supple black leather, fitted beneath his coat.

Tools

  • Thieves' Tools
    Tools for opening locks and disabling traps.

Gear

  • 20×
    Arrows
    Ammunition for the shortbow.
  • Quiver
    A case for carrying the arrows.
  • Burglar's Pack
    A 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×
    Parchments
    Blank and partially prepared documents used for forgery and coded correspondence.
  • 2×
    Pouch
    Small containers for ink, powders, or stolen valuables.
  • Ink
    Black writing liquid.
  • Ink Pen
    A fine-pointed writing instrument.
  • Traveler's Clothes
    Durable clothing suitable for blending into crowds and traveling quickly.

Purse

  • 8×
    Gold Pieces
    Unspent 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

Names every lock he opens after the person who commissioned it.
Smells his gloves before putting them on, checking for lamp oil.
Leaves a single orange peel near a completed burglary as a private signature.
Counts door hinges automatically when entering a room.
Calls his tail his honest witness because it twitches whenever he lies.

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.”
From their backstory
Background
Criminal

Connections

Species

Tiefling

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