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Guinevere - AI-generated fantasy Character

Guinevere

Half-Orc · Cleric (Trickery Domain) · Level 3 · Criminal

Guinevere

Guinevere is surprisingly jolly for someone who grew up in the shadow of a criminal guild.
AC17
HP24/24
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 17 · HP 24 · 30 ft.
AlignmentChaotic GoodGenderFemaleAge26
STR
DEX
CON
INT
WIS
CHA

Saving throws

STRDEXCONINTWISCHA

Skills

  • DeceptionCHA
  • InsightWIS
  • IntimidationCHA
  • PersuasionCHA
  • StealthDEX

Armor

Light Armor,
Medium Armor,
Shields

Weapons

Simple Weapons

Tools

Thieves' Tools,
Playing Card Set

Languages

Common,
Orc,
Thieves' Cant

Features

11 features

Action

  • Savage Attack

    When Critical hit with a melee weapon

    Roll one of the weapon's damage dice one additional time and add it to the extra damage of the critical hit.

  • Channel Divinity: Invoke DuplicityLevel 2

    As an action, create an illusionary duplicate of yourself for 1 minute. You can cast spells through the duplicate.

  • Channel Divinity: Turn UndeadLevel 2

    As an action, present your holy symbol to make undead within 30 feet make a Wisdom save or be turned for 1 minute.

Bonus action

  • Healing Word

    When A creature within 60 feet is injured

    A word of restorative power heals for 1d4 + 2 hit points.

Reaction

  • Relentless Endurance

    When Reduced to 0 HP but not killed outright

    You can drop to 1 hit point instead. Used once per long rest.

Always on

  • Blessing of the TricksterLevel 1

    Touch a willing creature other than yourself to give them advantage on Stealth checks for 1 hour or until you use this feature again.

  • TraitHalf-OrcDarkvision (60 ft.)
  • TraitHalf-OrcMenacing (Intimidation proficiency)
  • TraitHalf-OrcRelentless Endurance
  • TraitHalf-OrcSavage Attacks
  • Criminal ContactCriminal

    You have a reliable and trustworthy contact who acts as your liaison to a network of other criminals.

Spells

10 spells

Spellcasting. Guinevere casts with Wisdom (spell save DC 12, to hit with spell attacks).

Cantrips (at will): , ,

1st level (4 slots): , , ,

2nd level (2 slots): , ,

Gear

6 items

Weapons

  • Mace
    A heavy bludgeoning weapon.

Armor

  • Scale Mail
    Medium armor made of overlapping metal scales.
  • Shield
    A large wooden or metal shield.

Tools

  • Crowbar
    Useful for prying things open.
  • Thieves' Tools
    Tools used for picking locks and disarming traps.

Gear

  • Holy Symbol
    A silver medallion depicting a laughing face.

Appearance

Guinevere is a tall half-orc with a commanding but lighthearted presence. She has greenish-gray skin and short-cropped black hair. She wears practical scale mail armor but covers it with a vibrant yellow cloak embroidered with silver thread. Her orcish tusks are modest and capped with thin silver rings.

Mannerisms

She tends to wink at people after making a serious statement, making it impossible to know if she is telling the truth or setting up a prank.

Personality

Guinevere is surprisingly jolly for someone who grew up in the shadow of a criminal guild. She treats life like a giant game and enjoys making fun of self-important nobles. She prefers solving problems with a clever lie or a distraction rather than a mace, though she is more than capable of handling herself in a brawl.

Ideals

Freedom. People should be free to follow their own path without being restricted by oppressive laws or overbearing guilds.

Bonds

My companions are the first people who haven't tried to use me or throw me under a carriage, I would do anything to keep them safe.

Flaws

I cannot resist the urge to pocket a small souvenir from every new temple or manor house I visit.

Quirks

Constantly flips a silver coin through her fingers when thinking.
Whispers jokes to her mace before a fight.
Only wears one earring.

Background

Guinevere was raised in the backstreets of Waterdeep as a runner for a minor crime syndicate. She was fast, strong, and clever, but she lacked the ruthlessness the guild required. After being set up as a fall guy during a botched heist, she hid in a local temple dedicated to the trickster gods. Expecting a lecture on morality, she instead found a cleric who taught her that gods enjoy a good prank just as much as a thief does. Guinevere realized she could use her skills for a better purpose without giving up her mischievous nature. She joined a group of travelers heading toward Duskendale, hoping that her unique blend of divine power and street-smarts could help people who the official law often ignores. In the quiet, misty town of Duskendale, she finds her skills in deception and stealth are just as valuable as her healing touch, especially when dealing with the strange secrets buried in the local woods.

“She was fast, strong, and clever, but she lacked the ruthlessness the guild required.”
From their backstory
Background
Criminal

Connections

Species

Half-Orc

Media

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