Arellano Rubi

Arellano Rubi (a.k.a. Ari, Arell)

Physical Description

General Physical Condition

Arellano is tall for a halfling and has an athletic build. He wears a wrist brace on his left arm from an old injury and he rarely takes it off, even when he sleeps. His hair is short and dark brown and curls slightly at the ends, with wary amber eyes, and tanned skin scattered with freckles.

Identifying Characteristics

Arellano has a tattoo of a blue jay along the back of his neck, reaching across his shoulder and halfway down his arm.

Mental characteristics

Personal history

Arellano was born and raised in poverty, along with his family. His mother ran off soon after he was born and his father was abusive. He grew up with his older brother teaching him how to steal food and medicine when they needed it. When he was a teenager, he made the mistake of stealing from someone powerful in the criminal underground and bragged about it. As revenge, they killed his brother and ran him out of the city.   Arellano took on a nomadic lifestyle, moving from city to city and stealing what he could when he could. Soon he made a name for himself and began making acquaintances in the criminal underground. He kept nothing from his old life except for his brother's wolf's tooth necklace, which he keeps possessively tucked into his clothing at all times.

Personality Characteristics


Arellano wishes to become rich enough to live comfortably and never work again. He enjoys the challenge of stealing items from people, especially expensive, important ones. He'd also like the chance to completely ruin the man who killed his brother.

Gender Identity
Trans man (he/him)
Dark brown, short and wavy
45 lbs

Arellano Rubi

Rogue 2 Class & Level
Criminal Background
Lightfoot Halfling Race
Chaotic Neutral Alignment

Strength 10
Dexterity 17
constitution 11
intelligence 14
wisdom 12
charisma 14
Total Hit Dice 2
Hit Die 1d8+0
3 proficiency bonus
13 Passive perception
0 Strength
5 Dexterity
0 Constitution
4 Intelligence
1 Wisdom
2 Charisma
saving throws
5 Acrobatics
1 Animal Handling
2 Arcana
0 Athletics
4 Deception
2 History
1 Insight
2 Intimidation
4 Investigation
1 Medicine
2 Nature
3 Perception
2 Performance
2 Persuasion
2 Religion
5 Sleight of Hands
7 Stealth
1 Survival
Hit Points
Common, Halfling, Thieves' Cant

Light Armor, Crossbow, Hand, Longsword, Rapier, Shortsword, Simple Weapons, Forgery Kit, Playing Card Set, Thieves' Tools
Dagger 1d20+5 1d4+3 Piercing
Dagger 1d20+5 1d4+3 Piercing
Rapier 1d20+5 1d8+3 Piercing
Shortbow 1d20+5 1d6+3 Piercing
Unarmed Strike 1d20+2 1Bludgeoning
Dagger Attack: +5 1d20+5 Damage: 1d4+3
Dagger Attack: +5 1d20+5 Damage: 1d4+3
Rapier Attack: +5 1d20+5 Damage: 1d8+3
Shortbow Attack: +5 1d20+5 Damage: 1d6+3
Unarmed Attack: +2 1d20+2 Damage: 1 Attacks

Armor and Weapons
Leather Armor (AC 11)
Dagger x2
Arrows x20
Backpack x1
Shortbow x1
Rapier x1

Wolf's tooth necklace
Ball Bearings x1000
Bell x1
Candle x1
Clothes, Common x1
Crowbar x2
Hammer x1
Hooded Lantern x1
Oil flask x2
Piton x10[
Rations x5
Hempen Rope (50 ft) x1
String x10
Thieves' Tools x1
Tinderbox x1
Waterskin x1
"The first thing I do in a new place is note the locations of everything valuable--or where such things could be hidden."
"I am incredibly slow to trust. Those who seem the fairest often have the most to hide."
Personality Traits
"Freedom. Chains are meant to be broken, as are those who would forge them."
"Someone I loved died because of a mistake I made. That will never happen again."
"When I see something valuable, I can't think about anything but how to steal it."
Your proficiency bonus is doubled for any ability check you make for two chosen proficiencies. [6th] Choose two additional proficiencies.
- Thieves' Tools
- Stealth

Sneak Attack - 1d6
Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack with a finesse or ranged weapon if you have advantage on the attack roll. You don’t need advantage on the attack roll if another enemy of the target is within 5 ft. of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll.

Thieves’ Cant
You have learned thieves’ cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. It takes four times longer to convey such a message than it does to speak the same idea plainly.

Cunning Action
You can take a bonus action on each of your turns to take the Dash, Disengage, or Hide action.

When you roll a 1 on the d20 for an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.

You have advantage on saving throws against being frightened.

Halfling Nimbleness
You can move through the space of any creature that is of a size larger than yours.

Naturally Stealthy
You can attempt to hide even when you are obscured only by a creature that is at least one size larger than you.
Features & Traits


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