Thulden Deepglass, a Deep Gnome (Svirfneblin) Gnome Rogue — D&D 5e NPC portrait
#0223

Thulden Deepglass

"Stone-Pulse"

Male, he/him · Late middle-age, approximately 215 years

Ability Scores

STR
8
-1
DEX
18
+4
CON
14
+2
INT
16
+3
WIS
13
+1
CHA
10
+0

Combat

Armor Class
16
Studded Leather + DEX modifier
Hit Points
63
Hit Dice: 10d8
Initiative
+4
Speed
25 ft. (Deep Gnome base speed)
Proficiency
+4
Passive Perception
15

Attacks

Shortsword +1+91d6+5 piercing
Hand Crossbow+81d6+4 piercing
Sneak Attack+5d6

Personality

Personality

Communicates primarily through meaningful pauses and the precise placement of objects; responds to questions by demonstrating answers with his hands or tools rather than speaking; hums a low, rhythmic drone while working that sounds like distant stone settling; reflexively reaches up to touch low ceilings for comfort in tall rooms

Ideal

Permanence. Beauty is meaningless unless it can outlast the moment of its creation. Words fade, but well-crafted glass remembers the fire that shaped it.

Bond

A palm-sized glass sphere containing a perfect miniature replica of his lost Underdark home, kept in a locked case he opens once per year on the anniversary of the collapse—the only time anyone has ever seen him weep

Flaw

Cannot function in open outdoor spaces without a visible ceiling; will refuse lucrative commissions if they require him to work above ground; becomes irrationally angry when people speak unnecessarily, viewing casual conversation as a betrayal of the quiet his people died in

Backstory

Thulden once lived in a Deep Gnome enclave so far beneath the surface that sound itself became precious—a whispered warning could save a clan, and a careless laugh could summon horrors from the dark. He was a locksmith there, listening to the song of tumblers and springs, until the day a Purple Worm's tunnel collapsed his home in seconds. He clawed through rubble for three days, the silence so absolute he thought he'd gone deaf, until his fingers broke through to open air. The sky above was the most terrifying thing he'd ever seen—endless, empty, a void that swallowed sound instead of reflecting it back.

On the surface, Thulden discovered glass. In the Underdark, glass was a fairy tale, a material too fragile to exist. But here, in the light, he found he could trap fire inside it, freeze motion, capture the exact color of dawn. He became obsessed. He learned glassblowing from a half-elf artisan in exchange for teaching her how to pick any lock in the city, though he never understood why she wanted to break things instead of listen to them. When she died, she left him her shop—and he immediately moved everything into the basement, bricked up half the windows, and lined the walls with moss from the one trip he's made back below since his escape.

Now he creates glass sculptures of impossible delicacy and mechanical creatures that tick with the rhythm of a heartbeat. Thieves' Guild members come to him for custom tools; nobles commission music boxes that play only in absolute silence. He speaks perhaps a dozen words a day. His 'Mage Hand' isn't just a spell—it's an extension of his listening, a way to touch the world without disturbing it. When he works, the spectral hand moves with the certainty of something that has heard the object's true name.

Abilities & Actions

Stone-Pulse Sense (Recharge 5-6)

As a bonus action, Thulden presses his palm to stone or worked material and closes his eyes. For 1 minute, he gains tremorsense out to 30 feet and advantage on all ability checks to detect traps, hidden doors, or structural weaknesses. Additionally, he automatically knows the location of any creature touching the same connected stone surface. The ability ends early if he loses contact with stone.

Spectral Artisan

When Thulden casts Mage Hand, the spectral hand can manipulate objects weighing up to 25 pounds (instead of 10) and can perform intricate craftwork as if it had his proficiency bonuses and tool expertise. The hand can hold and precisely control objects affected by extreme temperatures (molten glass, ice, etc.) without being destroyed. As an action, he can use the hand to make a Sleight of Hand check with advantage against a creature within 30 feet, including attempts to disarm, pick pockets, or plant objects.

Glassborn Trap

Thulden carries twelve paper-thin glass discs etched with Underdark runes. As an action, he can throw a disc up to 20 feet or place it as a contact trap. When a creature steps on or touches the disc, it shatters and releases captured elemental energy. The creature must make a DC 15 Dexterity saving throw, taking 4d6 damage on a failed save, or half as much on a success. Damage type varies by disc color: amber (fire), violet (necrotic), crystalline (cold). He can create one new disc per long rest by trapping energy in molten glass.

Listen to the Lock

When Thulden spends at least 1 minute examining a lock, door, container, or mechanical device, he can make an Intelligence (Investigation) check with advantage to determine its exact function, identify any traps or hidden mechanisms, and learn the most efficient way to open it. If he succeeds by 5 or more, he can open the mechanism without triggering any alarms or traps, and he permanently remembers its 'signature'—he can replicate a key or pick the same type of lock without ability checks in the future.

Cunning Action

On each of his turns, Thulden can use a bonus action to take the Dash, Disengage, or Hide action, as per the standard Rogue class feature.

DM Notes

Thulden never makes eye contact—he looks at hands, tools, the space between words. When he absolutely must speak, his voice is a rough whisper, each word clearly painful to release: 'The hinge. Listen.' He responds to compliments about his work by immediately pointing out a flaw only he can see. When nervous, he produces a small glass bead from a pocket and rolls it between his fingers; the soft clicking is his way of self-soothing. He will do business with anyone—noble or criminal—as long as they don't touch his tools without asking and don't expect him to work above ground. If someone speaks loudly or carelessly in his shop, he goes completely silent and still until they leave, then spends an hour rearranging his workspace to 'settle the air.' His deal-breaker: asking him to create something shoddily or quickly. He once returned a Duke's payment and told him, 'Your gold is loud. Leave.' His tell when he's impressed: the spectral hand unconsciously mimics the gesture of the person who impressed him.