Mytch Lyndsey Senior
Mytch Lyndsey Senior
Sheet
AC 17 · HP 12 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingWIS
- ArcanaINT
- AthleticsSTR
- DeceptionSTR
- HistoryINT
- InsightWIS
- IntimidationINT
- InvestigationINT
- MedicineWIS
- NatureINT
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- ReligionINT
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
10 featuresAlways on
- Blessing of the TricksterLevel 1
When After a long rest or before an ally attempts to hide
Grant a willing creature other than himself advantage on Dexterity (Stealth) checks for 1 hour, or until using this feature on another creature. Mytch can use it twice per long rest.
- SpellcastingLevel 1
Mytch is a spellcaster who uses Wisdom as his spellcasting ability. He can prepare cleric spells after a long rest and uses a holy symbol as a spellcasting focus. He knows three cleric cantrips and has two 1st-level spell slots.
- Divine DomainLevel 1
Mytch serves Tymora through the Trickery Domain. He gains the Trickery Domain features and domain spells listed below.
- Trickery Domain SpellsLevel 1
Mytch always has disguise self and charm person prepared, and these spells do not count against the number of cleric spells he can prepare.
- TraitTieflingDarkvision, can see in dim light within 60 feet as if it were bright light, and in darkness as if it were dim light.
- TraitTieflingHellish Resistance, resistance to fire damage.
- Infernal Legacy, knows the thaumaturgy cantripTieflingAt 3rd level, can cast hellish rebuke once per long rest. At 5th level, can cast darkness once per long rest.
- TraitTieflingTiefling ability score increases, +1 Intelligence and +2 Charisma.
- TraitTieflingBase walking speed of 30 feet.
- False IdentityCharlatan
Mytch has established a false identity and a network of contacts who can help him assume a new persona, obtain introductions, or secure limited aid when his deception is plausible.
Spells
8 spellsSpellcasting. Mytch Lyndsey Senior casts with Wisdom (spell save DC 12, to hit with spell attacks).
Cantrips (at will): , ,
1st level (2 slots): , , , ,
Gear
10 itemsWeapons
- MaceA finely balanced one-handed weapon used for personal defense and ritual work.
- Light crossbowA light crossbow with a case of bolts for ranged attacks.
Armor
- Scale mailScale mail armor, providing AC 14 plus up to 2 from Dexterity.
- ShieldA shield bearing a stylized smiling coin and the mark of Tymora.
Tools
- Disguise kitA kit containing cosmetics, wigs, facial hair, and other supplies for disguises.
- Forgery kitA kit containing ink, parchment, seals, and other supplies for creating false documents.
Gear
- 20×BoltsAmmunition for the light crossbow.
- Holy symbolA silver holy symbol of Tymora, shaped like a coin with a smiling face. Mytch's lucky twenty-sided stone is mounted in its center and serves as his spellcasting focus.
- Fine clothesA set of fine clothes suitable for presenting himself as a wealthy gambler, merchant, or minor noble.
Purse
- 15×Gold piecesA reserve of gambling winnings and emergency funds.
Appearance
Mytch is a lean, sharp-featured tiefling with crimson skin, swept-back black horns, amber eyes, and a thin pointed tail usually hidden beneath his fine coat. His dark hair is kept meticulously styled, and he wears expensive but practical clothing decorated with small charms, lucky coins, and subtle symbols of Tymora. A twenty-sided stone hangs from a silver chain at his neck, serving as his spellcasting focus. His smile is dazzling, confident, and often just a little too certain.
Mannerisms
Mytch rolls his twenty-sided stone across his knuckles whenever he is thinking. He taps the stone three times before casting a spell, winks at people who seem suspicious of him, and refers to every dangerous plan as a favorable wager. When accused of cheating, he becomes intensely polite, which is usually a sign that an argument is about to begin.
Personality
Mytch is charismatic, theatrical, and relentlessly optimistic. He treats conversations like games of chance and believes that every setback is merely a temporary turn of bad luck. He is generous with his winnings, especially toward the poor and marginalized, but he is also vain about his success and convinced that his instincts are nearly infallible. He distrusts political operators, bureaucrats, and anyone who claims that social status is proof of moral worth.
Ideals
Luck is the great equalizer. Those born into poverty, prejudice, or misfortune deserve someone willing to take risks on their behalf. Manipulation used to empower the vulnerable can be virtuous, but manipulation used by the powerful to preserve their advantage is evil.
Bonds
The twenty-sided stone that serves as Mytch's holy symbol was given to him by a dying tiefling child he once rescued from a fraudulent debt scheme. He believes the stone carries Tymora's favor and will risk almost anything to protect it. He also maintains a hidden fund for displaced tieflings and poor gamblers who have been exploited by powerful people.
Flaws
When Mytch loses, he immediately assumes the game was rigged, the dice were loaded, or someone betrayed him. His dangerous confidence makes him challenge people far more powerful than himself, and he sometimes mistakes a lucky escape for proof that he is invincible.
Quirks
Background
Mytch Lyndsey Senior was born in a crowded tenement district where tiefling children learned early that luck could determine whether a door opened, a meal appeared, or a mob gathered. His parents survived by selling dubious charms and performing small confidence tricks, but Mytch discovered that he possessed an unusual gift. Whenever he gambled, the odds seemed to lean his way. Dice favored him, cards appeared in the right order, and wagers that should have ruined him instead made him wealthy. He began as a street trickster, then became a professional gambler, traveling from gaming hall to gaming hall under carefully crafted false identities. His devotion to Tymora began after a miraculous escape from a rigged tournament. Mytch had wagered nearly everything, only to discover that the game was fixed by a powerful magistrate and his political allies. Rather than accept defeat, Mytch prayed to the Lady of Luck, exposed the conspiracy, and escaped with both his fortune and his life. He became a cleric of the Trickery Domain, convinced that deception is righteous when used against those who manipulate laws, politics, and social prejudice for their own advantage. He now spends his winnings helping unlucky people, especially tieflings and other outcasts, while continuing to gamble on nearly anything. Unfortunately, whenever he loses, he assumes someone has cheated, and his confidence frequently carries him into conflicts far more dangerous than any card game.
“His parents survived by selling dubious charms and performing small confidence tricks, but Mytch discovered that he possessed an unusual gift.”
- Background
- Charlatan
Connections
Species
Tiefling
Media
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