Mytch Lyndsey
Mytch Lyndsey
Sheet
AC 17 · HP 12 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- ArcanaINT
- AthleticsSTR
- DeceptionSTR
- HistoryINT
- InsightWIS
- IntimidationCHA
- MedicineWIS
- NatureINT
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- ReligionINT
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
17 featuresAction
- Mace Strike
When When Mytch is within 5 feet of a target.
Mytch makes a melee weapon attack with his mace. On a hit, the attack deals 1d6 bludgeoning damage plus his Strength modifier.
- Light Crossbow Shot
When When Mytch has line of sight to a target within 80 feet, or has disadvantage against a target within 320 feet.
Mytch makes a ranged weapon attack with his light crossbow. On a hit, the attack deals 1d8 piercing damage.
- Sacred Flame
When When Mytch can see a creature within 60 feet.
Mytch invokes a divine spark, and one creature he can see within 60 feet must make a Dexterity saving throw. The target takes 1d8 radiant damage on a failed save, or half as much on a successful one.
- Guidance
When When an ally is about to make an ability check.
Mytch invokes divine guidance. One willing creature he touches gains a 1d4 bonus to one ability check of its choice made before the spell ends.
- Thaumaturgy
When When Mytch wants to create a minor supernatural sign or distraction.
Mytch creates a harmless sensory effect, such as a sound, a puff of wind, or a small visual sign, or can instantly light or snuff a small flame.
Bonus action
- Hungry JawsLizardfolkAs a bonus action, Mytch can make a bite attack. If it hits, he gains temporary hit points equal to his Constitution modifier, minimum 1. He can use this trait once per short or long rest.
Always on
- SpellcastingLevel 1
Mytch can cast cleric spells using Wisdom as his spellcasting ability. He can use a holy symbol as a spellcasting focus and knows three cleric cantrips.
- Divine Domain, Trickery DomainLevel 1
Mytch's chosen domain is Trickery. He gains the Trickery Domain spells charm person and disguise self, which are always prepared and do not count against his number of prepared cleric spells.
- Blessing of the TricksterLevel 1
Mytch can use his action to touch a willing creature other than himself, granting advantage on Dexterity (Stealth) checks for 1 hour or until he uses this feature again.
- BiteLizardfolkMytch can make an unarmed strike with his bite, dealing 1d6 piercing damage plus his Strength modifier on a hit.
- Cunning ArtisanLizardfolkDuring a short rest, Mytch can harvest bone and hide from a slain beast, construct a shield, club, javelin, or 1d4 darts, and add it to his equipment.
- Hold BreathLizardfolkMytch can hold his breath for up to 15 minutes.
- Natural ArmorLizardfolkMytch's tough scales provide a base AC of 13 plus his Dexterity modifier when he is not wearing armor. A shield's benefits still apply.
- Ability Score IncreaseLizardfolkConstitution increases by 2 and Wisdom increases by 1.
- SizeLizardfolkMedium.
- SpeedLizardfolk30 feet.
- WandererOutlander
Mytch has an excellent memory for maps and geography, and can find food and fresh water for himself and up to five other people each day, provided the land offers such resources.
Spells
8 spellsSpellcasting. Mytch Lyndsey casts with Wisdom (spell save DC 13, to hit with spell attacks).
Cantrips (at will): , ,
1st level (2 slots): , , , ,
Gear
11 itemsWeapons
- MaceA practical mace with a weighted head, useful for both combat and breaking locks when subtlety fails.
- Light crossbowA light crossbow with a case of twenty bolts.
Armor
- Scale mailA shirt of overlapping metal scales, worn beneath a dark travel cloak.
- ShieldA wooden shield bearing a small silver mask, used as both protection and a holy emblem.
Tools
- Hunting trapA metal hunting trap, maintained with ritual care and practical expertise.
Gear
- Priest's packA pack containing a blanket, mess kit, tinderbox, ten torches, ten days of rations, and a waterskin.
- Holy symbolA silver holy symbol shaped like a smiling theatrical mask.
- StaffA stout walking staff used while traveling through wilderness and unsettled roads.
- Trophy from a slain animalA preserved lizardfolk trophy from a dangerous hunt, worn as a reminder that survival is never guaranteed.
- Traveler's clothesRugged clothing suited to long journeys and poor weather.
Purse
- 10×Gold piecesCoins saved from old scores and redistributed when possible.
Appearance
Mytch is a lean, moss-green lizardfolk with a pale throat, amber eyes, and a long scar running from his left jaw to the base of his neck. He wears a weather-stained scale shirt beneath a dark green cloak, and his holy symbol is a small silver mask fastened to a cord around his neck. His gear is carefully arranged for quick movement, with hidden pockets, polished thieves' tools, and a priestly symbol displayed just prominently enough to invite questions.
Mannerisms
Mytch tilts his head completely still when listening, then answers after an unnervingly long pause. He cleans his claws with the edge of a silver coin, hisses softly when amused, and refers to dangerous plans as prayers. When meeting strangers, he studies their boots, hands, and jewelry before looking at their faces.
Personality
Mytch is observant, dryly humorous, and relentlessly practical. He treats every conversation like a negotiation and every room like a puzzle with hidden exits. Beneath his suspicious exterior is a fierce compassion for the hungry, displaced, and powerless. He is most comfortable among criminals, travelers, and outsiders, where no one expects goodness to look respectable.
Ideals
Redistribution. Wealth hoarded while others suffer is an offense against the gods, whether or not the gods truly exist. The fortunate must be relieved of what they refuse to share.
Bonds
The hungry families of the river districts are Mytch's responsibility. He secretly maintains a network of former thieves, smugglers, and refugees who depend on him for protection and supplies.
Flaws
Mytch assumes every wealthy person is corrupt and every authority is compromised. He cannot resist improving a plan with one unnecessary deception, and he sometimes risks innocent allies because proving that he is clever feels too much like proving that he is right.
Quirks
Background
Mytch Lyndsey learned early that the law was a tool wielded most effectively by those who could afford it. In the river districts where he grew up, wealthy merchants hoarded grain while laborers starved, and magistrates looked away whenever a bribe changed hands. Mytch became a thief, first stealing food, then documents, keys, and luxuries from the houses of people who would never notice a single missing coin. He developed a reputation for leaving behind a small silver mask, a mocking sign that the victim had been judged and found wanting. His life changed after a burglary led him into an abandoned shrine dedicated to a trickster deity. There, beneath a cracked statue, he found a cache of offerings that had been hidden from the poor by the shrine's corrupt caretakers. Whether he truly heard a divine whisper or simply recognized a useful opportunity, Mytch claimed the mask as his holy symbol and began calling his thefts acts of sacred redistribution. He now travels as an outlander, moving between settlements, gathering rumors, exposing exploitation, and taking from the powerful to aid those who have been denied justice. His prayers are clever, ambiguous, and sometimes suspiciously similar to criminal plans. Even Mytch is uncertain whether he serves a god, an ideal, or merely the part of himself that refuses to accept an unjust world.
“Mytch became a thief, first stealing food, then documents, keys, and luxuries from the houses of people who would never notice a single missing coin.”
- Background
- Outlander
Connections
Species
Lizardfolk
Media
0 imagesNo images yet.
Turn Mytch Lyndsey into a sheet
A high-res, share-ready sheet you can post or print.