Skip to content
CreatePricing
Diedrick - AI-generated fantasy Character

Diedrick

Human · Rogue · Level 1 · Urchin

Diedrick

Diedrick is observant, irreverent, and intensely self-reliant.
AC15
HP11/11
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 15 · HP 11 · 30 ft.
AlignmentChaotic NeutralGenderMaleAge28 years old
STR
DEX
CON
INT
WIS
CHA

Saving throws

STRDEXCONINTWISCHA

Skills

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

Armor

Light armor

Weapons

Simple weapons,
Hand crossbows,
Longswords,
Rapiers,
Shortswords

Tools

Thieves' tools,
Disguise kit

Languages

Common,
Elvish,
Thieves' Cant

Features

9 features

Always on

  • ExpertiseLevel 1

    Diedrick chooses two proficient skills, Acrobatics and Stealth, to gain expertise in. His proficiency bonus is doubled for ability checks using those skills.

  • Sneak AttackLevel 1

    Once per turn, Diedrick deals an extra 1d6 damage to one creature he hits with a weapon attack if he has advantage on the attack roll, or if an enemy of the target is within 5 feet of it and Diedrick does not have disadvantage on the attack roll. The attack must use a finesse or ranged weapon.

  • Thieves' CantLevel 1

    Diedrick knows the secret signs and symbols used by rogues to convey hidden messages and information.

  • Ability Score IncreaseHumanEach of Diedrick's ability scores increases by 1.
  • SizeHumanMedium.
  • SpeedHuman30 feet.
  • LanguagesHumanCommon and one additional language, Elvish.
  • Human VersatilityHumanDiedrick benefits from the broad adaptability of humans, gaining an increase to every ability score.
  • City SecretsUrchin

    Diedrick knows the secret patterns and passages of the city where he grew up. He can find food, shelter, and basic assistance among other commoners, and can navigate urban environments quickly, often finding shortcuts through alleys, rooftops, sewers, and abandoned buildings.

Gear

10 items

Weapons

  • Rapier
    A finely balanced one-handed blade suitable for finesse combat.
  • Shortbow and arrows
    A ranged weapon with a quiver containing 20 arrows.
  • 2×
    Daggers
    Small concealed blades useful for close combat or throwing.

Armor

  • Leather armor
    Light armor made from boiled and fitted leather.

Gear

  • Burglar's pack
    A pack containing a bedroll, mess kit, tinderbox, torches, rations, waterskin, and rope.
  • Pet mouse
    A small, dull-furred mouse that lives in Diedrick's coat and shares his rations.
  • Map of home city
    A roughly sketched map of the district where Diedrick grew up.
  • Token from parents
    A brass token bearing a broken crown, the only clue to Diedrick's birth family.
  • Common clothes
    Plain, patched clothing suitable for blending into crowds.

Purse

  • 10×
    Gold pieces
    Loose starting money saved from thefts and odd jobs.

Appearance

Diedrick is a lean human man of average height, with wiry strength, quick hands, and a narrow, weathered face. His dark brown hair is cut unevenly with a knife, and a pale scar runs from the corner of his left eye to his cheek. He wears patched leather armor beneath a soot-stained gray coat, soft boots, and a collection of hidden pockets. His eyes are sharp hazel, constantly measuring exits, valuables, and possible threats.

Mannerisms

Diedrick rarely stands with his back to a door. He speaks quickly when excited, lowers his voice when lying, and casually touches the brass token at his collar whenever someone mentions family or nobility.

Personality

Diedrick is observant, irreverent, and intensely self-reliant. He treats danger like a puzzle and boredom like a personal insult. Beneath his swagger is a guarded loyalty toward anyone who reminds him of the vulnerable children he grew up with. He is quick to laugh, quicker to suspect betrayal, and happiest when he has three escape routes and a secret no one else knows.

Ideals

Freedom. No one owns me, commands me, or gets to decide where I belong. Every person deserves the chance to choose their own path, even if that choice leads them into trouble.

Bonds

The street children who raised him are his true family. He sends them money whenever he can and will risk almost anything to protect one of them. He also carries the broken-crown token left with him as an infant and is determined to learn its meaning.

Flaws

Diedrick assumes every kindness has a hidden price, and he often ruins good opportunities by trying to cheat people who were genuinely helping him. He cannot resist proving that he is the cleverest person in the room, even when silence would be safer.

Quirks

Names every lock he successfully opens after someone he dislikes.
Feeds his pet mouse before eating his own meal.
Collects discarded keys even when he has no idea what they unlock.
Counts windows and exits whenever he enters a new building.

Background

Diedrick was left as an infant outside a crowded charity house in the poorest quarter of a sprawling city. The only clue to his family was a small brass token stamped with a broken crown, which he still keeps sewn into the lining of his coat. The charity house fed him for a few years, but the streets raised him. He learned to sleep beneath market stalls, read the moods of guards, and identify which shopkeepers were cruel, which were careless, and which might leave a crust of bread near the back door. By adolescence, Diedrick had joined a loose family of street children who survived through pickpocketing, message running, and rooftop burglary. An aging locksmith named Mara taught him the difference between a lock that should be opened and one that should be left alone, while a retired cutpurse taught him how to disappear in a crowd. Diedrick eventually stole from the wrong noble household and discovered that the broken-crown token matched a seal hidden in their private records. Rather than wait for the noble family to decide what to do with him, he fled the city with a rapier, a few stolen tools, and a pet mouse named Nibs. Now he travels as an adventurer, chasing coin, secrets, and the truth about where he came from, though he insists that none of those things matter to him as much as having a door he can lock from the inside.

“The only clue to his family was a small brass token stamped with a broken crown, which he still keeps sewn into the lining of his coat.”
From their backstory
Background
Urchin

Connections

Species

Human

Media

0 images

No images yet.

Visual sheet

Turn Diedrick into a sheet

A high-res, share-ready sheet you can post or print.