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Autolycus, the Master Thief

“Autolycus: The Master Thief Who Outwitted Gods!”

Autolycus, the Master Thief
Midjourney
  • Alias: The Master Thief, The Trickster
  • Gender: Male
  • Race: Demigod
  • Occupation: Master Thief, Adventurer, Trickster
  • Religion: Worshipper of Hermes
  • Allies: Other tricksters, adventurers seeking fortune, those who appreciate cleverness and wit
  • Enemies: Gods associated with order and justice, rival tricksters or thieves who challenge his reputation
  • Abode/Base of Operations: Wanderer, moving from place to place with no fixed abode
  • Nationality: Greek
  • Languages: Ancient Greek, Thieves’ Cant, various languages encountered during his travels
  • Alignment: Chaotic Neutral
  • Affiliation(s): Independent, occasional collaboration with other tricksters or thieves
  • Significant Others: Autolycus has had various romantic encounters throughout his travels, but none have been long-lasting or committed relationships.

Autolycus, the legendary master thief, is a cunning and charismatic individual known for his unparalleled skills in thievery, deception, and trickery. He hails from a long line of infamous thieves and possesses an insatiable thirst for adventure and wealth. Autolycus is driven by a desire to test his skills, outsmart his opponents, and accumulate great riches.

As a character, he is a charismatic and quick-witted individual. His charming demeanor allows him to effortlessly navigate social situations, making him a master of disguise and manipulation. he possesses an uncanny ability to assess a situation, identify the weaknesses, and exploit them to his advantage. His nimble fingers and agile movements make him virtually undetectable, allowing him to slip in and out of places unnoticed.

He is motivated by a constant desire for personal gain and the thrill of the heist. He seeks out legendary treasures, valuable artifacts, and powerful magical items hidden away in the most secure and guarded locations. His actions are fueled by the thrill of the chase and the satisfaction of outsmarting his adversaries.

Despite his reputation as a thief, he has a code of honor. He avoids unnecessary violence and prefers to rely on his wit and agility to accomplish his goals. Autolycus also has a soft spot for the underdog and is known to assist those in need, albeit with a mischievous twist. His adventures often involve him navigating complex schemes, infiltrating high-security areas, and engaging in thrilling pursuits across vast landscapes.

Autolycus’s ultimate goal is to amass unimaginable wealth and secure his place as the greatest thief in history. He dreams of acquiring the rarest and most valuable treasures, cementing his legacy as a legendary figure in the world of thievery. Autolycus relishes in the fame and notoriety that comes with his exploits, forever challenging the limits of his own skills and leaving his mark on history as the unparalleled master of his trade.

Autolycus, the Master Thief

Medium humanoid (human), neutral

Armor Class 15 (studded leather)
Hit Points 95 (10d8 + 50)
Speed 30 ft.

STRDEXCONINTWISCHA
10 (+0)18 (+4)16 (+3)16 (+3)14 (+2)20 (+5)

Saving Throws Dex +8, Int +6, Cha +9
Skills Acrobatics +8, Deception +9, Investigation +6, Sleight of Hand +8, Stealth +8, Perception +6
Senses Passive Perception 16
Languages Common, Greek, Thieves’ Cant
Challenge 8 (3,900 XP)


Special Equipment

  • Cloak of Shadows. While wearing this cloak, Autolycus has advantage on Dexterity (Stealth) checks and can use a bonus action to become invisible until the start of his next turn.
  • Masterwork Thieves’ Tools. This set of specially crafted thieves’ tools grants Autolycus advantage on Dexterity checks made to disarm traps or pick locks.
  • Ring of Evasion. This ring allows Autolycus to automatically succeed on a failed Dexterity saving throw 3 times per day.

Innate Spellcasting

Autolycus’ innate spellcasting ability is Charisma (spell save DC 17). He can innately cast the following spells, requiring no material components:

  • At will: minor illusion, disguise self, invisibility
  • 3/day: mirror image, charm person
  • 1/day: mislead

Cunning Action

Autolycus can take a bonus action on each of his turns to take the Dash, Disengage, or Hide action.


Actions

  • Multiattack. He makes two dagger attacks.
  • Dagger. Melee or Ranged Weapon Attack: +8 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 7 (1d4 + 5) piercing damage.
  • Thieves’ Trick. Recharge 5–6. Autolycus can throw a handful of caltrops or ball bearings in a 10-foot square centered on him. Each creature other than Autolycus in that area must succeed on a DC 15 Dexterity saving throw or fall prone.

Legendary Actions

He can take 2 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Autolycus regains spent legendary actions at the start of his turn.

  • Shadow Step. He magically teleports up to 30 feet to an unoccupied space he can see, leaving behind a burst of smoke. He gains advantage on his next attack made this turn.
  • Distracting Charm. He charms a creature within 30 feet of him. The target must succeed on a DC 15 Wisdom saving throw or be charmed for 1 minute. While charmed in this way, the target is distracted, granting advantage to Autolycus on his next Sleight of Hand or Deception check against that creature.
  • Disorienting Feint. Autolycus makes a deceptive feint. One creature within 5 feet of him must succeed on a DC 15 Wisdom saving throw or be disoriented, having disadvantage on their next attack roll against Autolycus.

Lair Actions

On initiative count 20 (losing initiative ties), Autolycus can take one of the following lair actions. He can’t use the same lair action two rounds in a row.

  • Cloak of Shadows. Autolycus envelops the area in magical darkness, creating a heavily obscured 20-foot-radius sphere that lasts until the end of his next turn.
  • Trickster’s Illusion. He creates illusory duplicates of himself within 60 feet. The duplicates can move up to half their speed and last until the end of his next turn or until they are attacked or interacted with.
  • Elusive Footsteps. He leaves no tracks and makes no noise while moving for the next minute. Any attempt to track or locate him based on sound or footprints automatically fails until the effect ends.
  • Phantom Heist. Autolycus attempts to steal a random item from a creature within 60 feet. The target must succeed on a DC 17 Dexterity saving throw or one item of Autolycus’ choice is teleported to his hand.

New Abilities

Master of Deception. Autolycus can use his Deception skill to attempt to pass off forged documents, trick opponents, or mimic the behavior of others. He has advantage on Deception checks when attempting to disguise his intentions or identity.

Elusive. No attack roll has advantage against Autolycus unless he is incapacitated.

Evasion. If Autolycus 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.

Roleplaying Hooks for Autolycus:

  • He approaches the players, claiming to have stolen an artifact of great value and offering to sell it to them at a discounted price. However, he warns them that the artifact is cursed and may bring them misfortune.
  • He challenges one of the players to a friendly game of wits and skill, such as a game of dice, cards, or a riddle contest. If the player wins, Autolycus promises to share valuable information or provide assistance in their current quest.
  • The players discover that Autolycus has been framed for a crime he did not commit, and they must help him gather evidence to prove his innocence. This involves infiltrating a heavily guarded estate to retrieve a stolen item that will exonerate him.
  • He seeks the players’ help in pulling off an elaborate heist. They must navigate a series of traps, outsmart guards, and recover a priceless artifact from a well-secured vault. Autolycus promises a generous reward for their assistance.
  • The players encounter Autolycus while he is attempting to sell a counterfeit treasure map to an unsuspecting buyer. They have the opportunity to intervene and either expose his scheme or negotiate a deal to acquire the genuine map.
  • He disguises himself as a wealthy noble and invites the players to an exclusive masquerade ball. While mingling with the high society, they must uncover a secret plot and prevent a valuable artifact from being stolen by a rival thief.
  • He approaches the players with a proposition: he knows the location of a hidden underground gambling den where high-stakes games are held. He offers to teach them his secret techniques in exchange for a percentage of their winnings.
  • The players stumble upon a hidden cache of stolen goods, all of which bear Autolycus’ trademark signature. They must decide whether to return the stolen items to their rightful owners or keep them, knowing that doing so may draw the attention of both Autolycus and law enforcement.

Currently in the World

Autolycus is a wiry and agile figure, standing at an average height with a lean, toned physique. His mischievous eyes twinkle with a mixture of intelligence and playfulness. He has a charming smile that never seems to leave his face, accompanied by a neatly trimmed beard and a head of tousled, dark hair.

Currently, Autolycus is perched on the rooftop of a grandiose mansion, his eyes scanning the surroundings with a mischievous glint. Dressed in a dark, form-fitting outfit that allows for maximum mobility, he blends seamlessly into the shadows. His nimble fingers toy with a set of lockpicks, ready to put his exceptional thieving skills to use.

The air around Autolycus crackles with an infectious energy, his mood one of excitement and anticipation. He revels in the thrill of the heist, the challenge of outwitting his targets and leaving them baffled by his clever tricks. As he plans his next move, a mischievous grin dances across his lips, knowing that his reputation as the Master Thief is about to be reinforced once again.

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