Human Rogue with a Secret Past


Furnok of Ferd
Male Human Rogue 4
Chaotic Good Charlatan Arcane Trickster
Init +3; Senses Passive Perception 10
Languages Common

AC 16 (+4 Dex, +2 armor)
HP 29; Hit Dice 4d8 + 4
Saving Throws Dex +6, Int +4

Speed 30 ft.
Melee Rapier +6 (1d6 + 4 piercing)
Melee Dagger +6 (1d4 + 4 piercing)
Ranged (80/320) Shortbow +6 (1d6 + 4 piercing)
Attack Options Sneak Attack +2d6 (1/turn)
Other Options Cunning Action (dash, disengage, hide, or control mage hand as a bonus action), Spellcasting

Spells Prepared (save DC 12)

  • 1st (3): disguise self, shield, silent image, sleep
  • Cantrip: light, mage hand, message

Abilities Str 9, Dex 18, Con 13, Int 15, Wis 11, Cha 14
Proficiency Bonus +2; Proficiencies light armor, simple weapons, hand crossbows, longswords, rapiers, shortswords, disguise kit, forgery kit, thieves’ tools
Skills Acrobatics +6, Investigation +6, Deception +4, Perception +2, Sleight of Hand +6, Stealth +6, Thieves’ Tools +8

Class Features Cunning Action, Expertise, Thieves’ Cant, Arcane Trickster Spellcasting, Mage Hand Legerdemain (stow/retrieve object on/from another creature; thieves’ tools at range; Sleight of Hand vs. Perception to remain unnoticed)

Background Feature False Identity

Possessions Silvered rapier, shortbow, 20 arrows, silvered dagger, dagger, studded leather armor, riding horse, dungeoneer’s pack (backpack, crowbar, hammer, 10 pitons, 10 torches, tinderbox, 10 days rations, waterskin, 50’ hemp rope), a set of fine clothes, a disguise kit, a set of weighted dice, and a belt pouch (12 pp, 3 sp, 6 cp)


Disguise Self
1st-level illusion
Casting Time: 1 action
Range: Self
Components: V, S
Duration: 1 hour

You make yourself – including your clothing, armor, weapons, and other belongings on your person – look different until the spell ends or until you use your action to dismiss it. You can seem 1 foot shorter or taller and can appear thin, fat, or in between. You can’t change your body type, so you must adopt a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you.

The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel your head and hair. If you use this spell to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair.

To discern that you are disguised, a creature can use its action to inspect your appearance and must succeed on an Intelligence (Investigation) check against your spell save DC.

Evocation cantrip
Casting Time: 1 action
Range: Touch
Components: V, M (a firefly or phosphorescent moss)
Duration: 1 hour

You touch one object that is no larger than 10 feet in any dimension. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action.

If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the spell.

Mage Hand
Conjuration cantrip
Casting Time: 1 action
Range: 30 feet
Components: V, S
Duration: 1 minute

A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.

You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it.

The hand can’t attack, activate magic items, or carry more than 10 pounds.

Transmutation cantrip
Casting Time: 1 action
Range: 120 feet
Components: V, S, M (a short piece of copper wire)
Duration: 1 round

You point your finger toward a creature within range and whisper a message. The target (and only the target) hears the message and can reply in a whisper that only you can hear.

You can cast this spell through solid objects if you are familiar with the target and know it is beyond the barrier. Magical silence. 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood blocks the spell. The spell doesn’t have to follow a straight line and can travel freely around corners or through openings.

1st-level abjuration
Casting Time: 1 reaction, which you take when you are hit by an attack or targeted by the magic missile spell
Range: Self
Components: V, S
Duration: 1 round

An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile.

Silent Image
1st-level illusion
Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a bit of fleece)
Duration: Concentration, up to 10 minutes

You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 15-foot cube. The image appears at a spot within range and lasts for the duration. The image is purely visual; it isn’t accompanied by sound, smell, or other sensory effects.

You can use your action to cause the image to move to any spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image of a creature and move it, you can alter the image so that it appears to be walking.

Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image.

1st-level enchantment
Casting Time: 1 action
Range: 90 feet
Components: V, S, M (a pinch of fine sand, rose petals, or a cricket)
Duration: 1 minute

This spell sends creatures into a magical slumber. Roll 5d8; the total is how many hit points of creatures this spell can affect. Creatures within 20 feet of a point you choose within range are affected in ascending order of their current hit points (ignoring unconscious creatures).

Starting with the creature that has the lowest current hit points, each creature affected by this spell falls unconscious until the spell ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. Subtract each creature’s hit points from the total before moving on to the creature with the next lowest hit points. A creature’s hit points must be equal to or less than the remaining total for that creature to be affected.

Undead and creatures immune to being charmed aren’t affected by this spell.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d8 for each slot level above 1st.

Height: 5’8" Weight: 120 lbs. Age: 24
Eyes: Brown Hair: Dirty Blonde Skin: Tanned

Furnok is a lithe young man dressed in fine clothes. He is often unshaven, and his fair hair tends toward tousled. His eyes are creased with smile lines, and is his face seems to be set in a perpetual smirk. He is quick to laugh, particularly at his own jokes. In the field he dons leather armor, and wields a rapier in one hand and a dagger in the other. A shortbow and quiver of arrows are slung on his back alongside what he calls his 'dungeoneering kit'.


I have a joke for every occasion, especially occasions where humor is inappropriate. I’m a born gambler who can’t resist taking a risk for a potential payoff.

Independence. I am a free spirit – no one tells me what to do.

A powerful person killed someone I love. Some day soon, I’ll have my revenge.

I can’t resist a pretty face.



Greyhawk Origins zero