Kaldor Dorn
Kaldor Dorn
Sheet
AC 15 · HP 39 · 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
22 featuresAction
- Precision Strike
When Once per turn when hitting with a qualifying attack while meeting Sneak Attack conditions.
Make a weapon attack with a dagger, shortbow, or rapier. Once per turn, add 3d6 Sneak Attack damage when the requirements are met.
Bonus action
- Cunning ActionLevel 2
When On your turn.
Take the Dash, Disengage, or Hide action as a Bonus Action.
- Fast HandsLevel 3
When On your turn.
Use an object, disarm a trap, or open a lock with thieves' tools as a Bonus Action.
Reaction
- Uncanny DodgeLevel 5
When When hit by an attack from a creature you can see.
When a visible attacker hits you, halve the attack's damage.
Always on
- Withdraw
When After applying Sneak Attack damage.
After dealing Sneak Attack damage, use Withdraw to move up to half your Speed without provoking Opportunity Attacks.
- Trip
When After applying Sneak Attack damage.
After dealing Sneak Attack damage, use Trip and force the target to make a Dexterity saving throw against DC 16 or fall Prone.
- Rogue ProficienciesLevel 1
You gain proficiency with martial weapons that have the Finesse or Ranged property, plus proficiency with thieves' tools. You also learn Thieves' Cant, a secret mix of language, signs, and codes used by rogues and criminals.
- ExpertiseLevel 1
You gain Expertise in two proficiencies. Kaldor has Expertise in Stealth and Thieves' Tools, doubling his Proficiency Bonus for checks using them.
- Sneak AttackLevel 1
Once per turn, when you hit with a Finesse or Ranged weapon while meeting the Sneak Attack conditions, you deal an extra 3d6 damage of the weapon's type.
- Rogue SubclassLevel 3
You gain a Rogue subclass. Kaldor is a Thief.
- Weapon MasteryLevel 3
You gain Weapon Mastery with two weapons of your choice. Kaldor has mastered the dagger and shortbow, using Nick with daggers and Vex with shortbows.
- Cunning StrikeLevel 5
You can modify your Sneak Attack by using Cunning Strike options when you deal Sneak Attack damage. Kaldor knows Withdraw, which lets him move up to half his Speed without provoking Opportunity Attacks after the attack, and Trip, which can force the target to make a Dexterity saving throw or fall Prone.
- Expertise ImprovementLevel 6
You gain Expertise in two additional proficiencies. Kaldor has Expertise in Investigation and Perception, doubling his Proficiency Bonus for checks using them.
- Second-Story WorkLevel 3
Climbing no longer costs you extra movement, and when you make a running jump, the distance you cover increases by a number of feet equal to your Dexterity modifier.
- Creature TypeGnomeHumanoid.
- SizeGnomeSmall.
- SpeedGnome30 feet.
- DarkvisionGnomeYou have Darkvision with a range of 60 feet.
- Gnomish CunningGnomeYou have Advantage on Intelligence, Wisdom, and Charisma saving throws.
- Gnomish Lineage, Rock GnomeGnomeYou know the Mending and Prestidigitation cantrips. You can spend 10 minutes casting Prestidigitation to create a Tiny clockwork device with one chosen Prestidigitation effect. You can have up to three devices at once, and each lasts for 8 hours or until dismantled.
- TraitGnomeRock Gnome lineage spells use Intelligence as the spellcasting ability.
- Criminal ContactCriminal
You have cultivated a reliable contact among criminals. This contact can provide information about local criminal activity, introduce you to other underworld figures, or pass messages through discreet channels, though they are not required to risk their life for you.
Spells
2 spellsSpellcasting. Kaldor Dorn casts with Intelligence ( to hit with spell attacks).
Cantrips (at will): ,
Gear
10 itemsWeapons
- RapierA finely balanced one-handed blade suitable for precise strikes.
- Shortbow and 20 arrowsA compact ranged weapon with a quiver of 20 arrows.
- 2×DaggerSmall blades used as backup weapons and tools.
Armor
- Leather ArmorLight protective armor made from dark, supple leather.
Tools
- Thieves' ToolsA compact set of picks, probes, tension tools, and delicate files used to open locks and disable traps.
Gear
- Burglar's PackA small pack containing gear for breaking into buildings, including a backpack, caltrops, string, bell, candles, crowbar, hammer, pitons, lantern, oil, rations, tinderbox, and waterskin.
- CrowbarA sturdy iron bar useful for forcing doors, prying chests, and bracing mechanisms.
- 2×PouchSoft pouches for coins, stolen goods, and concealed components.
- Traveler's ClothesPlain but carefully maintained travel clothes with numerous hidden seams.
Purse
- 16×Gold PiecesStarting currency retained from Kaldor's criminal work.
Appearance
Kaldor Dorn is a wiry male gnome with iron-gray hair gathered into a precise topknot and a neatly trimmed pointed beard held by three tiny brass rings. He dresses in immaculate dark leather, polished boots, and a high-collared travel coat lined with hidden pockets. His hands are always clean, his fingernails carefully filed, and his voice is soft, rapid, and pleasantly conversational. Within a minute of meeting him, most people notice that he rarely blinks while listening, and that his breath becomes unnervingly quiet whenever he is calculating a threat.
Mannerisms
Kaldor speaks in a low, courteous rush and pauses mid-sentence to inspect doors, windows, and escape routes. When rattled, his breathing stops almost completely, his voice becomes a whisper, and he begins straightening nearby objects into precise rows. He compliments people's locks more often than their clothes.
Personality
Kaldor is charming, observant, and relentlessly pragmatic. He treats every conversation as a negotiation and every room as a puzzle. He can be genuinely generous, especially toward displaced people and clever inventors, but his generosity often creates obligations he intends to collect later. He is fascinated by systems of power and quietly believes that morality is mostly a luxury enjoyed by people who already feel safe.
Ideals
Power is protection. No one is coming to save the helpless, so I will become powerful enough that the world must negotiate with me.
Bonds
Brambleglass is gone, but its surviving artifacts are scattered across the world. Kaldor will recover them, rebuild the settlement, and ensure that its new walls are defended by forces answerable only to him.
Flaws
Kaldor confuses control with safety. He hoards information, tests every alliance, and would rather manipulate a companion than ask for trust. He is dangerously willing to support ruthless people if he believes they can help him gain the power to protect what remains of his people.
Quirks
Background
Kaldor was born in Brambleglass, a secluded gnome settlement whose homes were concealed beneath living roots and illusion-woven stone. His people prized clever devices, quiet agreements, and the certainty that any problem could be solved with patience and the right tool. Kaldor learned early that locks had personalities, guards had routines, and every secret eventually revealed the shape of the person protecting it. He became the settlement's unofficial finder of misplaced things, then its unofficial taker of things that belonged to people who had too much of them. When a greenskin warband found Brambleglass, the settlement was destroyed in a single night of fire, iron, and screaming. Kaldor survived by hiding inside a maintenance shaft beneath the old clockworks, listening as the homes above him collapsed. He emerged to find no family, no community, and no one left to punish the killers. Since then, grief has curdled into ambition. He joined criminal networks, learned how to move through cities unseen, and began collecting favors, blackmail, coin, and weapons. Kaldor no longer wants merely to avenge Brambleglass. He wants enough power to make the destruction of another settlement impossible, or to become the sort of tyrant no army would dare challenge.
“His people prized clever devices, quiet agreements, and the certainty that any problem could be solved with patience and the right tool.”
- Background
- Criminal
Connections
Species
Gnome
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