Nero
Nero
Sheet
AC 15 · HP 12 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingWIS
- ArcanaINT
- AthleticsSTR
- DeceptionCHA
- HistoryINT
- InsightWIS
- IntimidationCHA
- InvestigationINT
- MedicineWIS
- NatureINT
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- ReligionINT
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
7 featuresAlways on
- Sneak AttackLevel 1
When Once per turn when Nero hits with a qualifying attack
Deal an extra 1d6 damage once per turn when attacking with advantage or when an enemy of the target is adjacent, provided the attack uses a finesse or ranged weapon.
- ExpertiseLevel 1
Nero can add double his proficiency bonus to two proficient skills, Deception and Stealth.
- Thieves' CantLevel 1
Nero knows the secret language of thieves, including coded marks, signs, and hidden meanings used by criminal networks.
- TraitTieflingDarkvision, Nero can see in dim light within 60 feet as if it were bright light, and in darkness as if it were dim light, though he sees darkness in shades of gray.
- TraitTieflingHellish Resistance, Nero has resistance to fire damage.
- TraitTieflingInfernal Legacy, Nero knows the Thaumaturgy cantrip. At 3rd level he can cast Hellish Rebuke once per long rest, and at 5th level he can cast Darkness once per long rest. Charisma is his spellcasting ability for these spells.
- False IdentityCharlatan
Nero has created a second identity complete with documentation, established mannerisms, and forged personal history. He can produce counterfeit papers and adopt this identity to pass himself off as another person.
Gear
10 itemsWeapons
- RapierA balanced finesse weapon with a narrow, thrusting blade.
- Shortbow and arrowsA ranged martial weapon with 20 arrows stored in a quiver.
- 2×DaggersSmall blades suitable for throwing or close combat.
Armor
- Leather armorLight protective armor made from supple, fitted leather.
Tools
- Thieves' toolsTools for opening locks and disabling traps.
- Disguise kitA kit for creating disguises and altering personal appearance.
- Forgery kitA kit containing papers, wax, ink, quills, and seals for producing false documents.
Gear
- Burglar's packA pack containing a backpack, ball bearings, string, bells, candles, crowbar, hammer, pitons, hooded lantern, oil, tinderbox, rations, rope, and waterskin.
- Fine clothesFine clothes suitable for presenting Nero as a minor noble, merchant, or professional.
Purse
- 15×Gold piecesStarting currency from the charlatan background.
Appearance
Nero is a lean, sharp-featured tiefling with swept-back black hair, dark crimson skin, and polished obsidian horns that curve close to his temples. His most immediately noticeable feature is his grin, which reveals slightly elongated canine teeth and a habit of showing too many of them when he laughs. He dresses in a well-cut burgundy coat over supple leather armor, with a dozen subtle pockets, hidden seams, and interchangeable accents that help him become someone else at a moment's notice. In any room, his eyes rarely settle on faces. They move constantly to doors, windows, hands, belts, purses, and the objects people unconsciously guard.
Mannerisms
Nero smiles with his mouth closed when he is being truthful and shows his teeth when he is lying. He keeps one hand loosely near a pocket or doorway, and he addresses servants, guards, and children with the same careful courtesy he gives nobles.
Personality
Nero is warm, observant, and theatrically self-assured. He treats conversation like a card game, always watching for the moment someone reveals what they want. Beneath the practiced charm is a genuine sympathy for outsiders, debtors, runaways, and anyone forced to survive by pretending to be someone else.
Ideals
Freedom. No one should be trapped by the identity, debt, or destiny imposed on them by someone else. A clever lie can be a key, and Nero intends to keep making keys.
Bonds
Nero still carries the signet ring of the troupe's former leader, a mentor who disappeared after refusing to abandon a family the troupe had cheated. He intends to find the old troupe, expose whoever sold them out, and use his talents to repay every innocent person they harmed. He also quietly maintains a false identity in several cities, each one tied to a promise he has not yet finished keeping.
Flaws
Nero cannot resist improving a lie, even when the first version would have been safer. He also has a deep suspicion of sincere generosity, because he assumes every gift conceals a hook. When cornered, he tends to gamble with other people's trust before risking his own.
Quirks
Background
Nero grew up in the back rooms of a traveling confidence troupe that moved from market town to market town, selling miracle tonics, prophetic readings, and impossible promises. His infernal appearance made him useful as both spectacle and misdirection, while his quick hands and quicker mind made him indispensable behind the scenes. He learned early that people did not truly pay for truth. They paid for the version of truth that let them sleep comfortably. Nero became an expert at giving them exactly that, complete with forged seals, invented family names, and a reassuring smile that showed just enough tooth to make him memorable.
“He learned early that people did not truly pay for truth.”
- Background
- Charlatan
Connections
Species
Tiefling
Media
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