Anne
Anne
Sheet
AC 16 · HP 9 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- ArcanaINT
- AthleticsSTR
- DeceptionSTR
- HistoryINT
- InsightWIS
- IntimidationCHA
- InvestigationINT
- MedicineWIS
- NatureINT
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- ReligionINT
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
7 featuresAlways on
- Magical TinkeringLevel 1
Anne can use thieves' tools or artisan's tools to produce minor magical effects, such as lighting a small object, recording a brief message, emitting an odor or sound, or marking an object with a symbol. The effect lasts indefinitely or until she dismisses it, and she can maintain up to three effects at once.
- SpellcastingLevel 1
Anne has learned to cast artificer spells through tools, devices, and infused materials. She knows two artificer cantrips, can prepare two 1st-level artificer spells after a long rest, and uses Intelligence as her spellcasting ability.
- DarkvisionTieflingAnne can see in dim light within 60 feet as if it were bright light, and in darkness as if it were dim light, though she sees darkness in shades of gray.
- Hellish ResistanceTieflingAnne has resistance to fire damage.
- Infernal LegacyTieflingAnne knows the Thaumaturgy cantrip.
- LanguagesTieflingAnne can speak, read, and write Common and Infernal.
- WandererOutlander
Anne has an excellent memory for maps and geography, and can find food and fresh water for herself and up to five other people each day, provided the land offers such resources.
Spells
4 spellsSpellcasting. Anne casts with Intelligence (spell save DC 12, to hit with spell attacks).
Cantrips (at will): ,
1st level (2 slots): ,
Gear
12 itemsWeapons
- Light crossbowA compact ranged weapon with a wooden stock, metal fittings, and a winding mechanism Anne maintains obsessively.
- StaffA long walking staff used for travel, balance, and occasionally testing suspicious ground.
Armor
- Scale mailProtective scale armor reinforced with small plates Anne has individually adjusted for mobility.
Tools
- Thieves' toolsA kit of picks, probes, tension wires, and delicate tools for opening locks and disabling traps.
- Woodcarver's toolsA set of fine blades, gouges, and shaping tools used to carve small wooden components and housings.
- Pan fluteA small wooden flute with a low, breathy tone. Anne uses it to mark camp and occasionally to annoy people who interrupt her work.
Gear
- 20×Crossbow boltsMetal-tipped ammunition for the light crossbow.
- Dungeoneer's packA pack containing useful equipment for exploring underground locations, including ropes, pitons, lantern supplies, and rations.
- Hunting trapA practical device designed to catch small or medium creatures.
- Trophy from a dead animalA preserved feather from a giant mountain hawk, kept as a reminder of the wilderness where Anne grew up.
- Traveler's clothesDurable clothes suited to travel through changing weather.
Purse
- 10×Gold piecesCoins saved from years of odd jobs and wilderness guides.
Appearance
Anne is a lean, copper-skinned tiefling with swept-back black hair, short swept horns, and a long, carefully braided tail threaded with tiny brass rings. She keeps her amber eyes moving constantly, measuring exits, tools, hands, and anything that might break. Her movements are economical and deliberate, with a slight forward lean as if she is always about to inspect a mechanism. She wears practical scale mail beneath a weather-stained green cloak, with belts crowded by tools, wire, vials, and folded diagrams.
Mannerisms
Anne pauses before entering any room to identify its exits, high points, and likely sources of water. When thinking, she silently taps a rhythm against the nearest metal surface. She rarely looks directly at a speaker for long, instead watching their hands and whatever object they are holding.
Personality
Anne is observant, quiet, and bluntly practical. She is more comfortable with a half-repaired machine than with a compliment, but her reserve hides a steady instinct to help people survive. She asks precise questions, dislikes waste, and can become unexpectedly animated when discussing maps, mechanisms, or unusual natural phenomena.
Ideals
Self-sufficiency. No authority is as reliable as knowledge earned firsthand, and no community should be helpless because powerful people forgot it existed.
Bonds
She carries the restored astrolabe, believing its missing central gear is hidden in a ruin beyond the settled lands. She will risk herself to protect isolated communities that are treated as expendable by cities and kingdoms.
Flaws
Anne treats emotional problems like broken mechanisms, and becomes impatient when people cannot be diagnosed, disassembled, and repaired. She also has a habit of taking apart unfamiliar objects without permission, especially if someone tells her not to.
Quirks
Background
Anne was raised at the edge of a vast and difficult wilderness, where the road ended in pine forest, shale ridges, and old ruins no mapmaker had properly measured. Her infernal heritage made villagers wary, but her patient hands and talent for repairing traps, buckles, lamps, and broken tools made her useful. She learned the land from hunters and shepherds, memorizing springs, animal trails, weather signs, and the places where ancient stone hummed beneath the soil. Her first real teacher was a half-collapsed observatory, where she found fragments of an old mechanical astrolabe and spent three years restoring it piece by piece.
“Her infernal heritage made villagers wary, but her patient hands and talent for repairing traps, buckles, lamps, and broken tools made her useful.”
- Background
- Outlander
Connections
Species
Tiefling
Media
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