Rhys
Rhys
Sheet
AC 15 · HP 11 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingWIS
- AthleticsSTR
- DeceptionCHA
- HistoryINT
- InsightWIS
- InvestigationINT
- MedicineWIS
- NatureINT
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- ReligionINT
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
10 featuresAlways on
- Sneak AttackLevel 1
When Once per turn when Rhys hits with a qualifying attack
When Rhys hits with a qualifying Finesse or Ranged weapon attack and meets the Sneak Attack conditions, she deals an extra 1d6 damage once per turn.
- ExpertiseLevel 1
Rhys chooses two of her skill proficiencies, Acrobatics and Stealth, to gain Expertise. Her proficiency bonus is doubled for ability checks using those proficiencies. She also gains Expertise with thieves' tools.
- Thieves' CantLevel 1
Rhys knows the secret language of rogues and can communicate in Thieves' Cant. She also knows a set of secret signs and symbols used to convey simple messages without speech.
- Weapon MasteryLevel 1
Rhys gains Weapon Mastery with two weapons she possesses. She chooses the dagger and shortsword. She can use the mastery properties of those weapons.
- Celestial ResistanceAasimarRhys has Resistance to Necrotic damage and Radiant damage.
- DarkvisionAasimarRhys can see in dim light within 60 feet as if it were bright light and in darkness as if it were dim light. She cannot discern color in darkness, only shades of gray.
- Healing HandsAasimarAs a Magic action, Rhys can touch a creature and restore hit points equal to her proficiency bonus. Once used, this trait cannot be used again until she finishes a Long Rest.
- Light BearerAasimarRhys knows the Light cantrip. Charisma is her spellcasting ability for it.
- Celestial RevelationAasimarBeginning at level 3, Rhys can reveal her celestial nature and choose a revelation option. This feature is not yet available at level 1.
- AlertCriminal
Rhys adds her proficiency bonus to initiative rolls. Immediately after rolling initiative, she can swap her initiative with the initiative of one willing ally in the same combat, provided neither is incapacitated.
Spells
1 spellSpellcasting. Rhys casts with Charisma (spell save DC 13, to hit with spell attacks).
Cantrips (at will):
Gear
10 itemsWeapons
- 3×DaggerFinesse, Light, Thrown, Vex. Damage 1d4 piercing, range 20/60 feet.
- ShortswordFinesse, Light, Vex. Damage 1d6 piercing.
Armor
- Leather armorLight armor made of supple leather, providing an Armor Class of 11 plus Dexterity modifier.
Tools
- Thieves' toolsA set of tools used to pick locks and disable traps. Rhys has Expertise with these tools.
- CrowbarA heavy metal bar useful for forcing doors and crates.
- Gaming setA gaming set associated with her former criminal contacts.
Gear
- Burglar's packA pack containing ordinary adventuring supplies, including a bedroll, mess kit, tinderbox, rations, rope, and other travel gear.
- Dark common clothesA set of dark, nondescript clothing suitable for covert work.
- 2×PouchSmall containers used to conceal coins, tools, or other valuables.
Purse
- 8×Gold piecesStarting currency retained after assembling her equipment.
Appearance
Rhys stands 5 feet 6 inches tall and weighs approximately 156 pounds. Her raven-dark hair is worn neatly but without ornament, framing an attractive face with the focused stillness of a hunting animal. Her beauty is compelling in the same way a predator can be compelling to prey just before the attack. She has a compact, powerful physique, controlled posture, and the balanced movement of a highly trained acrobat. Her skin is cool-toned and unusually clear, with a faint luminous quality visible in low light. Within a minute of meeting her, people notice the silence of her movements and the deliberate pause before she speaks, as though she is deciding whether their words deserve an answer.
Mannerisms
Before speaking, Rhys often takes one quiet breath through her nose and holds it for a moment. She maintains steady eye contact without staring theatrically, turns her body toward exits without appearing to do so, and rests her fingertips lightly against nearby surfaces as if measuring their balance. Her voice is low, precise, and almost unnervingly calm.
Personality
Rhys is controlled, observant, and predatory without being needlessly cruel. She prefers certainty over speed, silence over intimidation, and a clean solution over a dramatic one. She studies people as mechanisms of fear, desire, and habit, often recognizing how they will react before they understand their own decision. Although she is capable of genuine compassion, she expresses it through prevention, efficiency, and removing threats before they can harm the vulnerable.
Ideals
Control. Death is inevitable, but the moment of death should never belong to chance, panic, or someone else's cruelty.
Bonds
She is bound to the unfinished work of the deity she once was, though she does not yet know whether that work was a sacred duty or a terrible mistake.
Flaws
Rhys is dangerously certain that she is the most lethal person in any room. When challenged, she does not become angry, she becomes curious, and curiosity can make her wait too long before ending a threat.
Quirks
Background
Rhys remembers dying, but not living. In the dark interval between those two states, something vast and patient recognized her, not as a worshiper, but as a fragment of itself. She awoke years later in a body rebuilt by celestial power, carrying an instinctive understanding of endings, thresholds, and the precise moment a life becomes a memory. The priests who found her called her an aasimar. Rhys privately believes the truth is more troubling. She is the reincarnation of a deity of death, diminished into mortal form and forced to rediscover what mortality means from the inside.
“In the dark interval between those two states, something vast and patient recognized her, not as a worshiper, but as a fragment of itself.”
- Background
- Criminal
Connections
Species
Aasimar
Media
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