Kelly Knox

He’s resourceful. He’s powerful. He’s… in way over his head! Simon is one of the younger members of the Dungeons & Dragons: Honor Among Thieves party, but don’t underestimate the half-elf sorcerer. The adventurer for hire, portrayed by Justice Smith, is descended from a long line of magic wielders. Simon needs to have more faith in himself to gain control over his spells and become a formidable magic user. Will he level up in confidence and unlock his true power with the help of his friends?

Origin Story

As with all sorcerers in Dungeons & Dragons Fifth Edition, Simon’s magic is bestowed by birthright. But this half-elf isn’t from your run-of-the-mill magical family. His ancestor was none other than the Forgotten Realms’ most famed archmage, Elminster Aumur! Simon’s power comes from within. As such, Simon doesn’t need to lug a hefty spellbook around, nor does he have a powerful patron to please in order to keep casting his spells. 

He does, however, carry the burden of wanting to prove himself to his famed family. His lack of confidence can result in a spell gone awry, either having an unintended effect or just not working at all.

Sorcerer Characteristics  

When making your sorcerer, think about the source of their innate magic. Is he or she like Simon, whose abilities can vary depending on their mindset, emotions, or situation they’re in? If so, their power could come from Wild Magic. Think about the unpredictability of their spellcasting might affect your character’s actions. 

Simon wears no armor, just a simple yellow tunic and brown cloak. As with most sorcerers first making their way into the wide world, he wields a staff and carries an assortment of pouches around his waist. 

Shield is among the spells he’s skilled at, using it as a reaction just in the nick of time as a wall of fire threatens to overcome him and his fellow thieves. Magic Missile is another magician mainstay that Simon is adept at firing off when the need arises.

Creating Your Own Sorcerer Like Simon

Sorcerers like Simon use Charisma for their spellcasting ability; that means that Charisma should be the character’s highest ability score. (Justice Smith definitely has high charisma covered in real life!) Sorcerers use their Charisma modifier when setting the saving throw DC for a Sorcerer spell and when making an Attack roll against a threatening foe. Also during character creation, pick Wild Magic as the Sorcerous Origin.

Simon is a traveler who hopes to earn some reputation – and gold – in return for his exploits, so he also has some skill in tracking and survival. Okay, yes, he has a tendency to trip a trap or two, but the point is, he finds them. If your sorcerer is more adventurous than studious, take a look at the Archaeologist Background in Tomb of Annihilation while making your character. Alternatively, you can choose the Sage Background and pair it with Dungeon Delver as a Feat.

Is your sorcerer also following in Simon’s footsteps as a half-elf? Determine whether they spent their formative years with humans, elves, or half-elves like themselves. How does this shape their attitude toward the world? Like Simon, half-elves are usually wanderers who value their freedom, choosing to set off and make a name for themselves rather than hole up in a small town or dusty library.

Half-elves often look human but move with an elf’s grace. Usually only their pointed ears give their elven ancestry away. Half-elves are often caught between the worlds of humans and elves, feeling like they don’t completely fit in with either of them. Simon is trying to find where he belongs – and it just might be with a ragtag group of misfits on the adventure of a lifetime.

Stat Block
Want to add Simon from Dungeons & Dragons: Honor Among Thieves to your D&D game as a sidekick or NPC, or maybe even face off against him in a test of magic and might? Here’s one suggestion for adding the party’s well-meaning magic user to your next session.

Simon the Sorcerer

Medium humanoid (half-elf), chaotic good
Armor Class 12
Hit Points 50
Speed 30 ft.

STR 8 (-1) DEX 14 (+2) CON 14 (+2) INT 12 (+1) WIS 11 (+0) CHA 17 (+3)

Saving Throws Con +5, Cha +6

Skills Arcana +4, History +4, Investigation +4, Perception +3

Senses darkvision 60 ft., passive Perception 13

Languages any one language (usually Common), Elvish

Challenge 5 (1,800 XP)

Fey Ancestry. Simon has advantage on saving throws against being charmed, and magic can't put Simon to sleep.

Staff of Frost. Simon has resistance to cold damage while he holds this staff.

The staff has 10 charges. While holding it, Simon can use an action to expend 1 or more of its charges to cast one of the following spells from it, using his spell save DC: cone of cold (5 charges), fog cloud (1 charge), ice storm (4 charges), or wall of ice (4 charges).

The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff turns to water and is destroyed.

Spellcasting. Simon is a 4th-level spellcaster. His spellcasting ability is Charisma (spell save DC 14, 6 to hit with spell attacks). Simon has the following spells prepared:

Cantrips (at will): control flames, dancing lights, gust, mage hand, fire bolt
1st level (4 slots): shield, magic missile, detect magic, feather fall
2nd level (3 slots): darkvision, knock, scorching ray
3rd level (2 slots): counterspell, dispel magic

Tides of Chaos (1/long rest). Simon can manipulate the forces of chance and chaos to gain advantage on one attack roll, ability check, or saving throw. Once he does so, he must finish a long rest before he can use this feature again.


Staff of Frost. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d6 - 1) bludgeoning damage, or 3 (1d8 - 1) bludgeoning damage if used with two hands.