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Hork - AI-generated fantasy Character

Hork

Dwarf · Rogue (Thief) · Level 4 · Criminal

Hork

Hork is observant, dryly funny, and intensely practical.
AC14
HP20/20
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 14 · HP 20 · 25 ft.
AlignmentNeutralGenderMaleAge57 years old
STR
DEX
CON
INT
WIS
CHA

Saving throws

STRDEXCONINTWISCHA

Skills

  • AcrobaticsDEX
  • Animal HandlingWIS
  • ArcanaINT
  • AthleticsSTR
  • DeceptionCHA
  • HistoryINT
  • InsightWIS
  • InvestigationINT
  • MedicineWIS
  • NatureINT
  • PerceptionWIS
  • PerformanceCHA
  • PersuasionCHA
  • ReligionINT
  • Sleight of HandDEX
  • StealthDEX
  • SurvivalWIS

Armor

Light armor

Weapons

Simple weapons,
Hand crossbows,
Longswords,
Rapiers,
Shortswords,
Battleaxes,
Handaxes,
Light hammers,
Warhammers,
Martial weapons with the dwarf racial proficiency, as listed above.

Tools

Thieves' tools,
One type of gaming set

Languages

Common,
Dwarvish

Features

15 features

Bonus action

  • Cunning ActionLevel 2

    When On Hork's turn

    Hork can use a bonus action to Dash, Disengage, or Hide.

  • Fast HandsLevel 3

    When On Hork's turn

    Hork can use a bonus action to use thieves' tools, disarm a trap, or use an object.

Always on

  • Sneak AttackLevel 1

    When When Hork hits with a qualifying weapon attack

    Hork deals an extra 2d6 damage once per turn when the Sneak Attack conditions are met.

  • ExpertiseLevel 1

    Hork has expertise in two skills, Stealth and Thieves' Tools. His proficiency bonus is doubled for ability checks using either proficiency.

  • Thieves' CantLevel 1

    Hork can communicate in a secret mix of jargon, coded phrases, and double meanings understood by other rogues and criminals.

  • Roguish ArchetypeLevel 3

    Hork has chosen the Thief archetype.

  • Second-Story WorkLevel 3

    Climbing no longer costs Hork extra movement, and he can make a running jump after moving only 5 feet on foot rather than 10 feet.

  • Ability Score ImprovementLevel 4

    Hork increases his Intelligence score by 2, raising it from 16 to 18.

  • DarkvisionDwarfHork can see in dim light within 60 feet as if it were bright light, and in darkness as if it were dim light. He cannot discern color in darkness, only shades of gray.
  • Dwarven ResilienceDwarfHork has advantage on saving throws against poison, and resistance to poison damage.
  • Dwarven Combat TrainingDwarfHork is proficient with battleaxes, handaxes, light hammers, and warhammers.
  • StonecunningDwarfWhenever Hork makes an Intelligence (History) check related to the origin of stonework, he is considered proficient and adds double his proficiency bonus.
  • Dwarven ToughnessDwarfHork's hit point maximum increases by 1, and it increases by 1 whenever he gains a level.
  • Dwarven Subrace, Hill DwarfDwarfHork's Wisdom score increases by 1, and his hit point maximum increases by 1 per level.
  • Criminal ContactCriminal

    Hork has a reliable criminal contact who acts as a conduit to other criminals. He knows how to send and receive messages through intermediaries, allowing him to communicate with his underworld network even when direct contact is unsafe.

Gear

10 items

Weapons

  • Shortsword
    A short sword with a narrow, practical blade
  • Hand Crossbow
    A compact ranged weapon with 20 darts
  • 2×
    Dagger
    A small steel blade balanced for throwing

Armor

  • Leather Armor
    Soft, dark leather armor reinforced at the shoulders

Tools

  • Thieves' Tools
    A set of thieves' tools in a padded roll

Gear

  • 20×
    Crossbow Bolts
    Standard ammunition for the hand crossbow
  • Burglar's Pack
    A burglar's pack containing a backpack, 1,000 ball bearings, 10 feet of string, a bell, five candles, a crowbar, a hammer, 10 pitons, a hooded lantern, two flasks of oil, five days of rations, tinderbox, and a waterskin
  • Common Clothes
    A set of common clothes with a dark hooded cloak
  • Belt Pouch
    A small pouch containing the proceeds of his criminal life

Purse

  • Starting Gold
    Loose change and saved earnings

Appearance

Hork is a compact hill dwarf with a square frame, russet-brown beard braided with bits of copper wire, and alert gray eyes. He dresses in a soot-dark leather coat cut for movement, soft boots, and a gray hood that rarely stays up. He smells faintly of lamp oil, cedar shavings, and the bitter mint lozenges he chews when thinking. Hork is unusually careful about personal space, standing just outside arm's reach unless he wants someone to underestimate him, though he often leans too close when whispering.

Mannerisms

Hork counts exits, windows, and visible hinges whenever he enters a room. When suspicious, he rolls a coin across his knuckles without looking at it. He speaks in a low, confidential murmur, as though every conversation is already a conspiracy.

Personality

Hork is observant, dryly funny, and intensely practical. He prefers to solve problems with preparation, leverage, and a well-timed exit rather than displays of courage. He is suspicious of authority but unexpectedly protective of people who are being exploited. Hork presents himself as selfish because it is safer than letting others know how much he cares.

Ideals

Freedom. A person should own their choices, their secrets, and the road beneath their feet. No lord, guild, or god has the right to put a lock on another person's life.

Bonds

He owes his freedom to a former guild contact who took the blame for one of his crimes. Hork will risk almost anything to find that contact and settle the debt.

Flaws

Hork cannot resist testing an interesting lock, even when opening it is strategically foolish. He also assumes that anyone being kind to him must want something.

Quirks

He names particularly difficult locks after people he dislikes.
He leaves one copper coin behind after every successful burglary.
He chews bitter mint lozenges when lying.
He can identify several common oils by smell.
He collects keys even when he no longer knows what they open.

Background

Hork was raised among the lampwrights and lockmakers of a busy hill-dwarf tradehold, where his sharp mind made him better at understanding mechanisms than respecting ownership. As a young apprentice, he learned to open jammed vaults, repair concealed catches, and identify the tiny differences between a secure lock and an expensive-looking one. His first serious crime was meant to expose a corrupt tax collector, but Hork kept the stolen ledger and sold several names from it. The money was useful. The consequences were not. By dawn, he had become a wanted man in three districts and an asset to the local thieves' guild. The guild taught Hork stealth, coded speech, and the practical value of leaving before anyone realizes something is missing. He eventually broke with them after refusing to sabotage a relief convoy carrying food to a mining settlement. Hork escaped with a map, a handful of tools, and one debt he intends to repay. Now he works as an adventurer, taking jobs that let him use his talents without becoming anyone's disposable knife. He tells himself that every lock he opens is a lesson in self-determination, though he still pockets interesting keys whenever nobody is looking.

“His first serious crime was meant to expose a corrupt tax collector, but Hork kept the stolen ledger and sold several names from it.”
From their backstory
Background
Criminal

Connections

Species

Dwarf

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