Rynor is a male half-elf thief and adventurer. Born in Neverwinter, he grew up in a little-known gang, engaging in burglary and cons to make money. Following a heist gone wrong, Rynor made a deal with the Neverwinter guards: he went free in exchange for his gang being captured.

By late 1491 DR, he joined an adventuring band led by Aym Twinhorn, and began hunting giants in the North.

Mental characteristics

Personal history

Rynor grew up an orphan, having been left anonymously at an orphanage in Neverwinter as a child. He grew up a troublesome child, and when he angered a visting noble at age five (following a pickpocketing attempt), he was kicked out onto the streets. Luckily for him, he was adopted by a gang of street urchins. He integrated well nto the gang, and soon found himself a part of their various scams and schemes. Though the gang didn't have a formal hierarchy, Rynor was keenly aware that he was its most disposable member. Nevertheless, Rynor had a family of sorts, and his life settled into a relatively stable routine.

He grew up absorbing life lessons from his peers, accepting no real responsibility for his crimes. In his view, he was simply redirecting some of society's surplus value towards its most unfortunate members. As he grew up, so did the gang and the complexity of their crimes. They were no longer limited to simple pickpocketing, but rather operated protection rackets and more complex scams aimed at extracting money from a mark over a longer period of time. The gang, now dubbed the "Fire Swords" started claiming territory, and got into skirmishes with other gangs over turf. This is also the point where Rynor began putting his natural charisma to use, learning a thing or two about deception. However, his actions left many innocent people destitute.

Unfortunately, the gang came crashing down as Rynor turned nineteen. During a burglary gone wrong, a noble's son was left bleeding out on the floor and one of the gang was caught in the act. The city watch decided to crack down on the gang, and set out to get rid of them for good. The Fire Swords decided to flee the city with their ill-gotten gains, sneaking out at night. On the night they were to leave, Rynor made a choice.

The Fire Swords walked straight into an ambush by the city watch, killed or captured to a man. As far as the watch was concerned, Rynor had died in the ambush. In reality, he walked straight out of the main gate a free man. He made his way south to Waterdeep, and met a tiefling named Aym Twinhorn. She invited Rynor to join her adventuring band, along with a fighter, a cleric of Loviatar, and a mask-wearing doctor. This band defended the North from roving bands of giants following the breaking of the Ordning, and were rewarded handsomely for it.

Having made a small fortune adventuring, Rynor retired to a townhouse in Waterdeep in early 1493 DR. He began writing fictional stories, creating the world of "Domeris" to set them in. The main character of these stories is Sibylle Luden, a femme fatale rebel leader somewhat based on Rynor's friend Sariel Liadon. However as his money began to run low, he asked Sariel to go adventuring with him in order to bring his finances back in order, so he can properly retire. This is a process that has repeated several times.



Friend (Important)

Towards Sariel Liadon



Sariel Liadon

Friend (Important)

Towards Rynor




Rynor and Sariel were introduced to each other by their mutual friend Aym Twinhorn in 1493 DR, at a tavern in Waterdeep. They hit off very quickly, bonding over a mutual history adventuring and strong attraction towards each other.

While Sariel's work with the Arrowheads keeps her busy, she finds time to regularly visit Rynor at his townhouse. When Rynor runs low on money, he contacts Sariel to join him adventuring.

Sariel has become the inspiration for the main character of Rynor's "Domeris" series of stories, as the rebel heroine Sybille Luden.

Chaotic Good
Year of Birth
1470 DR 25 Years old
Skin Tone/Pigmentation
150 lbs


Medium Humanoid (Half-Elf) Swashbuckler, Chaotic Good

Armor Class 16 (studded leather armor)
Hit Points 75 (10d8+30)
Speed 30ft


10 +0


18 +4


16 +3


12 +1


12 +1


18 +4

Saving Throws Dex +7, Int +4
Skills Acrobatics +10, Athletics +3, Deception +10, Investigation +4, Performance +7, Persuasion +7, Sleight of Hand +7, Stealth +10
Senses darkvision 60 ft., passive Perception 11
Languages Common, Elvish, Halfling, Thieves' Cant
Proficiency Bonus +3
Challenge Rating 6 (2,300 XP)

Special Equipment. Rynor wears a pair of gloves of missile snaring and wields a +1 rapier.
Fey Ancestry. Rynor has advantage on saving throws against being charmed, and magic can't put him to sleep.
Evasion. If Rynor is subjected to an effect that allows him to make a Dexterity saving throw to take only half damage, he instead takes no damage if he succeeds on the saving throw, and only half damage if he fails. He can't use this trait if he's incapacitated.
Sneak Attack (1/turn). Rynor deals an extra 17 (5d6) damage when he hits a target with a weapon attack and has advantage on the attack roll, when the target is within 5 feet of an ally of Rynor that isn't incapacitated and Rynor doesn't have disadvantage on the attack roll, or when there are no creatures other than Rynor within 5 feet of the target or Rynor and Rynor doesn't have disadvantage on the attack roll.
Elven Accuracy. Whenever Rynor has advantage on an attack roll using Dexterity, Intelligence, Wisdom, or Charisma, he can reroll one of the dice once.
Rakish Audacity. Rynor adds his Charisma modifier to his initiative checks.


Multiattack. Rynor makes two attacks.
+1 Rapier. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (1d8+5) piercing damage.
Dagger. Melee Weapon Attack: +7 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d4+4) piercing damage.
Shortbow. Ranged Weapon Attack: +7 to hit, range 80/320 ft., one target. Hit: 7 (1d6+4) piercing damage.
Panache. Rynor makes a Charisma (Persuasion) check contested by a creature’s Wisdom (Insight) check. The creature must be able to hear him and share a language.
If he succeeds on the check and the creature is hostile to him, it has disadvantage on attack rolls against targets other than him, and cannot make opportunity attacks against targets other than him. This effect lasts for 1 minute.
If he succeeds on the check and the creature isn’t hostile to him, it is charmed by him for 1 minute. While charmed, it regards him as a friendly acquaintance. This effect ends immediately if Rynor does anything harmful to the creature.

Bonus Actions

Cunning Action. One each of his turns, Rynor can use a bonus action to take the Dash, Disengage, or Hide action.
Steady Aim. As a bonus action, Rynor can give himself advantage on his next attack roll on the current turn. He can use this bonus action only if he hasn't moved during this turn, and after he uses the bonus action, his speed is 0 until the end of the current turn.


Uncanny Dodge. Rynor halves the damage that he takes from an attack that hits him. He must be able to see the attacker.


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