Corbin
Corbin
Sheet
AC 14 · HP 66 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingWIS
- ArcanaINT
- AthleticsSTR
- DeceptionCHA
- InsightWIS
- IntimidationCHA
- InvestigationINT
- NatureINT
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- ReligionINT
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
18 featuresAction
- Supreme SneakLevel 9
Corbin can use an action to gain advantage on Dexterity (Stealth) checks during the current turn. He cannot move more than half his speed on the same turn.
Bonus action
- Cunning ActionLevel 2
Corbin can take a bonus action on each turn to Dash, Disengage, or Hide.
- Fast HandsLevel 3
Corbin can use a bonus action to make a Dexterity check using thieves' tools to disarm a trap or open a lock, or to take the Use an Object action.
Always on
- ExpertiseLevel 1
Corbin has expertise in Stealth and Deception. His proficiency bonus is doubled for ability checks using either proficiency.
- Sneak Attack, 5d6Level 1
Once per turn, Corbin deals an extra 5d6 damage when he hits with a finesse or ranged weapon attack and has advantage on the attack roll, or when another enemy of the target is within 5 feet of it and Corbin does not have disadvantage.
- Thieves' CantLevel 1
Corbin knows the secret language of thieves and can recognize hidden signs and messages used by rogues and criminals.
- Thieves' ToolsLevel 1
Corbin gains proficiency with the tools used by thieves, including thieves' tools.
- Second-Story WorkLevel 3
When Corbin makes a running jump, the distance he covers increases by a number of feet equal to his Dexterity modifier.
- Ability Score ImprovementLevel 4
Corbin can use an ability score improvement to increase one ability score by 2, or two ability scores by 1. He increased Dexterity by 2 at 4th level and Charisma by 2 at 8th level.
- Uncanny DodgeLevel 5
When an attacker that Corbin can see hits him with an attack, he can use his reaction to halve the attack's damage against him.
- EvasionLevel 7
If Corbin is subjected to an effect that allows him to make a Dexterity saving throw to take only half damage, he instead takes no damage on a successful save and half damage on a failed save.
- Reliable TalentLevel 7
Whenever Corbin makes an ability check that lets him add his proficiency bonus, he treats a d20 roll of 9 or lower as a 10.
- TraitHalf-ElfDarkvision, Corbin can see in dim light within 60 feet as if it were bright light, and in darkness as if it were dim light.
- TraitHalf-ElfFey Ancestry, Corbin has advantage on saving throws against being charmed, and magic cannot put him to sleep.
- TraitHalf-ElfSkill Versatility, Corbin gains proficiency in two skills, represented by Acrobatics and Perception.
- TraitHalf-ElfLanguages, Corbin can speak, read, and write Common and Elvish, plus one additional language, Infernal.
- TraitHalf-ElfAbility Score Increase, Corbin gains +2 Charisma, +1 Dexterity, and +1 Constitution from his half-elf heritage.
- False IdentityCharlatan
Corbin can reliably create false identities and supporting documents. He knows the habits, speech patterns, and social customs needed to pass as another person, and can forge documents or replicate the handwriting of others if he has seen an example.
Gear
10 itemsWeapons
- RapierA finely balanced one-handed finesse weapon with a slender blade.
- ShortbowA ranged weapon suitable for precise attacks at a distance.
- 2×DaggersConcealable backup blades balanced for throwing or close combat.
Armor
- Leather ArmorA light protective coat of hardened leather, worn beneath Corbin's traveling clothes.
Tools
- Disguise KitA kit containing cosmetics, wigs, clothing pieces, and other materials for altering appearance.
- Forgery KitA kit containing specialized inks, papers, seals, and implements for creating convincing documents.
Gear
- 20×ArrowsAmmunition for the shortbow.
- Burglar's PackA pack containing a backpack, bedroll, mess kit, tinderbox, torches, rations, waterskin, and rope.
- Fine ClothesAn elegant outfit suitable for posing as a minor noble, merchant, or courtier.
Purse
- 15×Gold PiecesThe leftover coin from Corbin's starting adventuring funds.
Appearance
Corbin is a lean, handsome half-elf with warm brown skin, angular features, and shoulder-length black hair usually tied with a red silk cord. His green eyes carry a constant glint of amusement, while a thin scar cuts through his right eyebrow. He favors fitted dark leather armor beneath a fine burgundy coat, polished boots, and a collection of rings and signet tokens used for his disguises. His hands are nimble, well manicured, and rarely still.
Mannerisms
Corbin rolls a coin across his knuckles when thinking, adjusts his cuffs before telling an important lie, and addresses strangers by title until he learns what kind of respect they respond to. He occasionally switches accents mid-sentence to amuse himself or test whether anyone is paying attention.
Personality
Charming, observant, and unfailingly polite, Corbin treats every conversation like a puzzle with several possible solutions. He enjoys helping people while pretending he is only helping himself, and he is quick with a joke when the mood becomes too serious. Beneath his confidence is a guarded fear of abandonment, which makes him fiercely loyal once someone earns his trust.
Ideals
Mercy. A clever lie is justified when it frees the vulnerable from people who use laws, wealth, or power to hurt them.
Bonds
He carries his mother's battered forgery kit and is determined to uncover the fate of his missing mother. He also protects runaway children, refugees, and anyone trapped by an unjust contract.
Flaws
Corbin cannot resist improving a lie, even when the truth would be safer. He has a deep distrust of authority and assumes every offer of help conceals a hidden price. When frightened or emotionally cornered, he becomes theatrical and evasive rather than admitting that he needs someone.
Quirks
Background
Corbin was raised between two worlds, never quite belonging to either. His human mother worked as a traveling clerk and occasional confidence artist, while his elven father vanished before Corbin was old enough to remember his face. From his mother, Corbin learned that a convincing smile could open doors that locks could not, and that the difference between a scam and a rescue often depended on who benefited from the lie. He became adept at disguises, forged papers, marked cards, and slipping through guarded places without leaving more than a whisper behind. For years, Corbin used those talents to cheat merchants, nobles, and criminal syndicates, always taking care to target the cruel or the spectacularly greedy. His life changed when a forged inheritance document helped him free a group of children from a debtors' ring, but exposed his mother's identity to the gang that had once employed her. She disappeared during the escape and was presumed dead, leaving Corbin with her battered forgery kit and a list of names belonging to people who profit from the helpless. Now he travels as a gentleman thief and occasional investigator, using deception to dismantle predators from within. He still lies easily, but he has finally decided what his lies are for.
“He became adept at disguises, forged papers, marked cards, and slipping through guarded places without leaving more than a whisper behind.”
- Background
- Charlatan
Connections
Species
Half-Elf
Media
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