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Ricwan Keenbeam - AI-generated fantasy Character

Ricwan Keenbeam

Halfling · Rogue (Thief) · Level 3 · Criminal

Ricwan Keenbeam

Ricwan is alert, practical, and relentlessly curious.
AC14
HP24/24
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 14 · HP 24 · 30 ft.
AlignmentChaotic GoodGenderMaleAgeThirty-six years old
STR
DEX
CON
INT
WIS
CHA

Saving throws

STRDEXCONINTWISCHA

Skills

  • AcrobaticsDEX
  • AthleticsSTR
  • DeceptionCHA
  • InsightWIS
  • InvestigationINT
  • NatureINT
  • PerceptionWIS
  • PersuasionCHA
  • ReligionINT
  • Sleight of HandDEX
  • StealthDEX
  • SurvivalWIS

Armor

Light armor

Weapons

Simple weapons,
Martial weapons with the Finesse property,
Martial weapons with the Ranged property

Tools

Thieves' Tools

Languages

Common,
Halfling,
Undercommon,
Thieves' Cant

Features

16 features

Action

  • Naturally StealthyHalflingRicwan can take the Hide action when obscured only by a creature at least one size larger than him.

Bonus action

  • Cunning ActionLevel 2

    When On Ricwan's turn

    As a Bonus Action, Ricwan can Dash, Disengage, or Hide. He can also make a Sleight of Hand check, use Thieves' Tools to disarm a trap or open a lock, or take the Utilize action.

  • Steady AimLevel 3

    When On Ricwan's turn before making an attack

    Ricwan gains Advantage on his next attack roll this turn if he has not moved. His Speed becomes 0 until the end of the turn.

Always on

  • Sneak AttackLevel 1

    When When Ricwan hits with an eligible weapon

    Ricwan can add 2d6 damage once per turn when he hits with a Finesse or Ranged weapon and meets the Sneak Attack conditions.

  • ExpertiseLevel 1

    You gain Expertise in two of your skill or tool proficiencies. Ricwan has Expertise in Investigation and Thieves' Tools, doubling his Proficiency Bonus for checks using them.

  • Thieves' CantLevel 1

    Ricwan knows Thieves' Cant, a secret mixture of coded phrases, signs, and symbols used by criminals and rogues. He also knows Common, Halfling, and Undercommon.

  • Weapon MasteryLevel 1

    Ricwan can use the mastery properties of two proficient weapon types. His chosen weapon masteries are Dagger and Shortbow, and he can change these choices after a Long Rest.

  • Rogue SubclassLevel 3

    Ricwan chooses the Thief subclass and gains its level 3 feature, Second-Story Work.

  • Second-Story WorkLevel 3

    Ricwan's climbing does not cost extra movement. When he makes a running jump, the distance increases by 3 feet, equal to his Dexterity modifier.

  • Creature TypeHalflingHumanoid
  • SizeHalflingSmall
  • SpeedHalfling30 feet
  • BraveHalflingRicwan has Advantage on saving throws to avoid or end the Frightened condition.
  • Halfling NimblenessHalflingRicwan can move through the space of any creature at least one size larger than him, though he cannot stop there.
  • LuckHalflingWhen Ricwan rolls a 1 on a D20 Test, he can reroll the die and must use the new roll.
  • AlertCriminal

    You gain the Alert Origin feat. You add your Proficiency Bonus to Initiative rolls. Immediately after Initiative is rolled, you can trade your Initiative with a willing ally in the same combat who is not Incapacitated.

Gear

11 items

Weapons

  • 4×
    Dagger
    Finesse, Light, Thrown weapon, 1d4 piercing damage.
  • Shortsword
    Finesse weapon, 1d6 piercing damage.
  • Shortbow
    Ammunition, Finesse, Two-Handed weapon, 1d6 piercing damage, with 20 arrows.

Armor

  • Leather Armor
    Light armor made from supple, darkened leather.

Tools

  • Thieves' Tools
    A set of picks, tension tools, probes, files, and small clamps used to open locks and disable traps.

Gear

  • 20×
    Arrows
    Arrows suitable for Ricwan's shortbow.
  • Crowbar
    A sturdy iron bar useful for prying doors, chests, and floorboards.
  • 2×
    Pouch
    Small leather pouches for coins, tools, components, or suspicious objects.
  • Traveler's Clothes
    Durable clothes suitable for travel and working in alleys, ruins, and dungeons.
  • Burglar's Pack
    A pack containing a backpack, ball bearings, string, bell, candles, crowbar, hammer, pitons, hooded lantern, oil, rations, tinderbox, and waterskin.

Purse

  • 24×
    Gold Pieces
    Loose starting currency from mercenary and criminal work.

Appearance

Ricwan is a compact halfling standing just over three feet tall, with wiry strength, quick gray-green eyes, and sandy-brown hair kept short to prevent it from catching on dungeon mechanisms. His left eyebrow bears a thin scar from a spring-loaded dart trap. He wears well-maintained dark leather armor beneath a weathered burgundy travel coat, with a bandolier of tools, chalk, wire, wedges, and tiny mirrors crossing his chest. His hands are calloused from lockpicks and climbing, and he wears soft-soled boots reinforced with hidden metal plates.

Mannerisms

Ricwan taps the nearest solid surface three times before opening a door, mutters possible trap names under his breath, and tilts his head whenever he hears a mechanism click. He speaks quickly when excited and becomes unnervingly quiet when concentrating.

Personality

Ricwan is alert, practical, and relentlessly curious. He treats every dungeon as a conversation between its builder and its intruders, and he enjoys deciphering that conversation more than he enjoys the treasure at the end. He is quick to make dry observations, slow to trust employers, and incapable of ignoring a poorly designed lock.

Ideals

Freedom. No one should be imprisoned by walls, locks, guilds, tyrants, or the mistakes of their past. If something can be opened, it should be opened, and if someone is trapped, they deserve a chance to get out.

Bonds

He carries the broken brass compass that belonged to the crew leader who left him behind. Ricwan intends to find the surviving members of that crew and expose the truth about the ruin that killed their companions.

Flaws

Ricwan cannot resist proving that he can defeat a trap, lock, or security measure, even when avoiding it would be safer. He also assumes every employer is hiding the worst part of the job, because experience has repeatedly rewarded his suspicion.

Quirks

Names every major trap he disarms and rates it from one to ten.
Keeps a collection of harmless broken springs in a pouch for luck.
Refuses to step on a floor tile without first testing it with his crowbar.
Leaves tiny chalk arrows for anyone following his route.
Calls obviously trapped objects 'overly enthusiastic furniture'.

Background

Ricwan Keenbeam grew up in a halfling neighborhood built beneath the rattling walkways of a crowded trade city. His family repaired locks, carts, and household mechanisms, but Ricwan was more interested in the devices people used to keep others out. As a teenager, he joined a burglary crew, not because he loved stealing, but because he was fascinated by the puzzles guarding wealthy merchants' vaults. He soon became the crew's trap specialist, learning to recognize the faintest scrape of a pressure plate, the unnatural dust around a hidden tripwire, and the telltale smell of alchemical poison. A disastrous job changed his life. The crew's leader knowingly sent them into a ruin filled with lethal mechanisms and abandoned Ricwan when a collapsing corridor separated him from the others. Ricwan survived by improvising a path through the ruin, but several friends did not. Since then, he has worked as a freelance mercenary, finding lost treasure, opening sealed passages, and disarming traps for adventuring companies that can afford his services. He still occasionally takes jobs from criminals, especially when the target is cruel or exploitative, but he refuses to abandon anyone to a trap he can safely dismantle. Ricwan claims he works for coin, though his conscience has a habit of spending it first.

“His family repaired locks, carts, and household mechanisms, but Ricwan was more interested in the devices people used to keep others out.”
From their backstory
Background
Criminal

Connections

Species

Halfling

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