Hork
Hork
Sheet
AC 14 · HP 20 · 25 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
15 featuresBonus 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 itemsWeapons
- ShortswordA short sword with a narrow, practical blade
- Hand CrossbowA compact ranged weapon with 20 darts
- 2×DaggerA small steel blade balanced for throwing
Armor
- Leather ArmorSoft, dark leather armor reinforced at the shoulders
Tools
- Thieves' ToolsA set of thieves' tools in a padded roll
Gear
- 20×Crossbow BoltsStandard ammunition for the hand crossbow
- Burglar's PackA 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 ClothesA set of common clothes with a dark hooded cloak
- Belt PouchA small pouch containing the proceeds of his criminal life
Purse
- Starting GoldLoose 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
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.”
- Background
- Criminal
Connections
Species
Dwarf
Media
0 imagesNo images yet.
Turn Hork into a sheet
A high-res, share-ready sheet you can post or print.