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Bailey - AI-generated fantasy Character

Bailey

Tiefling · Rogue (Arcane Trickster) · Level 10 · Criminal

Bailey

Bailey is observant, practical, and more compassionate than she wants anyone to know.
AC16
HP73/73
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 16 · HP 73 · 30 ft.
AlignmentChaotic NeutralGenderFemaleAge32 years old
STR
DEX
CON
INT
WIS
CHA

Saving throws

STRDEXCONINTWISCHA

Skills

  • AcrobaticsDEX
  • AthleticsSTR
  • DeceptionCHA
  • IntimidationCHA
  • InvestigationINT
  • PerceptionWIS
  • Sleight of HandDEX
  • StealthDEX

Armor

Light armor

Weapons

Simple weapons,
Hand crossbows,
Longswords,
Rapiers,
Shortswords

Tools

Thieves' tools,
Disguise kit

Languages

Common,
Infernal

Features

19 features

Action

  • Careful Strike

    When When attacking with a finesse or ranged weapon and advantage or an adjacent enemy of the target

    Make a melee or ranged weapon attack with advantage when the conditions for Sneak Attack are met, adding 5d6 damage once per turn.

  • Legerdemain

    When When a delicate manipulation is needed within 30 feet

    Cast a spell or use an invisible spectral hand to manipulate an object, pick a lock, or disarm a trap at range.

Bonus action

  • Cunning ActionLevel 2

    When On Bailey's turn

    Use a bonus action to Dash, Disengage, or Hide.

  • Mage Hand LegerdemainLevel 3

    Bailey can cast mage hand invisibly, manipulate the spectral hand as a bonus action, stow or retrieve objects from containers, and use thieves' tools at range with it.

Reaction

  • Uncanny DodgeLevel 5

    When When an attacker Bailey can see hits her

    Halve the damage from one attack that hits Bailey.

  • Infernal Rebuke

    When When damaged by a creature within 60 feet

    Cast hellish rebuke as a racial spell, dealing 3d10 fire damage on a failed Dexterity save.

Always on

  • ExpertiseLevel 1

    Bailey chooses four proficient skills. She has expertise in Stealth and Sleight of Hand, doubling her proficiency bonus for those checks.

  • Sneak Attack (5d6)Level 1

    Once per turn, Bailey deals an extra 5d6 damage when she hits with a finesse or ranged weapon attack while having advantage, or when an enemy of the target is within 5 feet of it and she does not have disadvantage.

  • Thieves' CantLevel 1

    Bailey knows the secret language of thieves and can recognize hidden criminal signs and codes.

  • SpellcastingLevel 3

    Bailey gains spellcasting ability using Intelligence. She knows three cantrips and eight wizard spells, with most spells drawn from illusion or enchantment magic.

  • Ability Score ImprovementLevel 4

    Bailey increases her Dexterity by 2, raising it to 17 at this level.

  • Magical AmbushLevel 9

    Bailey can use her action to make a Dexterity check against a creature's passive Perception. On a success, she has advantage on attack rolls against that creature until the end of her turn.

  • Ability Score ImprovementLevel 8

    Bailey increases her Dexterity by 2 and her Intelligence by 2, raising them to 19 and 17 respectively.

  • EvasionLevel 7

    Bailey can completely avoid damage on a successful Dexterity saving throw against an effect that normally deals half damage, and takes half damage on a failure.

  • TraitTieflingDarkvision to 60 feet
  • TraitTieflingHellish Resistance, resistance to fire damage
  • TraitTieflingInfernal Legacy, knows thaumaturgy and can cast hellish rebuke at 3rd level and darkness at 5th level, each once per long rest
  • TraitTieflingInfernal heritage grants resistance to fire and minor innate magic
  • Criminal ContactCriminal

    Bailey has a reliable contact among other criminals who can provide information, pass messages, arrange introductions, or offer limited assistance, provided the request does not place the contact in obvious danger.

Spells

11 spells

Spellcasting. Bailey casts with Intelligence (spell save DC 15, to hit with spell attacks).

Cantrips (at will): , ,

1st level (4 slots): , ,

2nd level (3 slots): , , , ,

3rd level (2 slots): no spells

Gear

9 items

Weapons

  • Rapier
    A narrow finesse blade balanced for close work and easy concealment.
  • Shortsword
    A second slender blade kept in a boot sheath.
  • Light crossbow
    A compact ranged weapon with a case of bolts.

Armor

  • Leather armor
    Light armor of boiled leather, worn soft and patched at the elbows.

Tools

  • Thieves' tools
    A burglar's kit containing picks, small files, pliers, and tension tools.

Gear

  • 20×
    Crossbow bolts
    A case containing twenty bolts.
  • Burglar's pack
    A dark hooded cloak, spare clothing, and a belt pouch containing 15 gold pieces.
  • Dark common clothes
    A set of ordinary dark clothes suitable for blending into alleys and warehouses.
  • Belt pouch
    A small pouch containing 15 gold pieces from her criminal starting equipment.

Appearance

Bailey is a compact tiefling woman with rust-red skin, blunt black horns that sweep slightly backward, and a long tail usually looped around one ankle when she is standing still. Her yellow-green eyes are sharp and restless. She wears her dark hair cropped close on one side and tied back on the other, with a practical leather coat full of hidden pockets. Within a minute of meeting her, most people notice her voice first, low and dry until she becomes excited, when it turns quick and breathy. When rattled, she takes shallow breaths through her nose and presses her tongue against one canine tooth. Her jaw is strong, with one lower canine visibly chipped, and she chews slowly and deliberately, as if every meal requires an inspection.

Mannerisms

Bailey speaks with her chin slightly lowered, as though listening for footsteps beneath every conversation. She counts under her breath when examining locks, rolls one shoulder before entering a room, and takes a careful breath through her nose before saying anything she considers important. When amused, she shows the chipped canine and gives a silent, crooked grin before laughing.

Personality

Bailey is observant, practical, and more compassionate than she wants anyone to know. She distrusts grand speeches but believes small acts of competence can keep ordinary people alive. She is fond of workers, smugglers, children who ask impertinent questions, and anyone who can admit they were wrong. She treats conversation like a lock, testing each word for weaknesses, but once she decides someone is hers to protect, she becomes stubbornly reliable.

Ideals

Freedom. No authority deserves obedience merely because it has a seal, a uniform, or enough soldiers to make refusal inconvenient.

Bonds

I carry one torn ledger page that can ruin a powerful official, and I will not let it be destroyed or fall into the wrong hands.

Flaws

I cannot resist proving that I noticed the trap, the lie, or the hidden door, even when silence would be safer.

Quirks

Keeps a collection of bent keys labeled by the doors they failed to open.
Names every stray cat near a job site after a type of accounting error.
Taps her chipped canine twice before making a dangerous decision.
Leaves a single copper coin in rooms she enters magically.
Cannot sleep comfortably unless one boot is within reach.

Background

Bailey grew up above a cooper's shop in a crowded river district where everyone knew the sound of a barrel hoop being hammered into place. Her mother kept accounts for merchants who preferred not to explain where their cargo came from, while Bailey learned early that ledgers could lie more convincingly than people. She began as a runner, then became a lock-picker, and eventually the person trusted to enter a guarded room, change one small detail, and leave without anyone knowing what had happened. Her talent for the arcane emerged during a job involving a magistrate's sealed evidence room. Bailey reached for a key that was not there, and an invisible hand turned the lock from the other side. The trick saved her life, but the stolen evidence exposed a smuggling network that had been feeding weapons into neighborhoods already close to revolt. Bailey kept one ledger page as proof, then vanished before either side could decide whether to kill her or recruit her. Now she travels under the plain name Bailey, taking work that lets her choose the target, searching for the magistrate's missing records and trying to decide whether justice is something that can be stolen, forged, or quietly planted where it will do the most good.

“Her talent for the arcane emerged during a job involving a magistrate's sealed evidence room.”
From their backstory
Background
Criminal

Connections

Species

Tiefling

Media

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