Silas Vane
Silas Vane
Sheet
AC 16 · HP 45 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- AthleticsSTR
- DeceptionCHA
- InvestigationINT
- PerceptionWIS
- Sleight of HandDEX
- StealthDEX
Armor
Weapons
Tools
Languages
Features
10 featuresBonus action
- Fast HandsLevel 3
You can use the bonus action granted by your Cunning Action to make a Dexterity (Sleight of Hand) check, use your thieves' tools to disarm a trap or open a lock, or take the Use an Object action.
Reaction
- Uncanny DodgeLevel 5
When When an attacker you can see hits you with an attack
Halve the damage taken from that attack.
Always on
- Sneak AttackLevel 1
When Hit an enemy while you have advantage or a nearby ally
Add 3d6 damage to your attack.
- Cunning ActionLevel 2
When On your turn as a bonus action
Take the Dash, Disengage, or Hide action.
- ExpertiseLevel 1
Your proficiency bonus is doubled for Stealth and Thieves' Tools at level 1, and Sleight of Hand and Perception at level 6.
- Thieves' CantLevel 1
You have learned thieves' cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation.
- Second-Story WorkLevel 3
You gain the ability to climb faster than normal, climbing no longer costs you extra movement. When you make a running jump, the distance you cover increases by a number of feet equal to your Dexterity modifier.
- Extra LanguageHumanDraconic
- Ability Score IncreaseHuman+1 to all scores
- Criminal ContactCriminal
You have a reliable and trustworthy contact who acts as your liaison to a network of other criminals.
Gear
5 itemsWeapons
- ShortswordA well-balanced piercing blade. Deals 1d6 piercing damage.
- 2×DaggerA small blade for throwing or close quarters. Deals 1d4 piercing damage.
Armor
- Studded Leather ArmorLight armor made from tough but flexible leather reinforced with close-set rivets.
Tools
- Thieves' ToolsA set of picks, files, and mirrors used for opening locks and disarming traps.
Gear
- Burglar's PackIncludes a backpack, 1000 steel ball bearings, 10 feet of string, a bell, 5 candles, a crowbar, a hammer, 10 pitons, a hooded lantern, 2 flasks of oil, 5 days rations, a tinderbox, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side.
Appearance
Silas is a lithe, whip-thin man with short, dark hair and striking, restless gray eyes. He wears fitted studded leather armor dyed the color of a moonless sky, and his fingers are long and calloused from years of working delicate machinery. He often carries a small silver wire tucked behind his ear like a carpenter might carry a pencil.
Mannerisms
He tilts his head to the side as if listening for a faint sound whenever he is thinking, and he avoids eye contact by looking at people's hands instead.
Personality
Quiet and intensely focused, Silas is a man of few words and many secrets. He approaches every locked door as a personal insult to his skill and views the architecture of a building as a playground of verticality. He is rarely found on the ground floor if there is a way to sit among the rafters or on the roof.
Ideals
Independence. I am beholden to no king or code, for no chain is strong enough to hold a man who knows how to open it.
Bonds
I still possess my father's unfinished masterpiece, a clockwork music box, and I will find the materials needed to complete it no matter where they are hidden.
Flaws
I am unable to resist a challenge. If someone claims a vault is unpickable, I will risk my life to open it even if I have no interest in the contents.
Quirks
Background
Silas Vane was raised in the shadow of the High City, the son of a disgraced clockmaker who taught him that every mechanism has a heartbeat. When his father was imprisoned for a debt he did not owe, Silas realized that the law was merely a series of tumblers designed to keep people like him in their place. He began his career by picking the locks of the very creditors who ruined his family, leaving only empty vaults and a single clockwork gear as his calling card. Eventually, his talent for reaching the unreachable caught the attention of the local syndicates. He spent years as a premier wire-walker, a thief who never needs to use the front door. However, the thrill of the steal became more important than the gold, and Silas now finds himself seeking increasingly impossible challenges to prove his mastery over the physical world. He travels from city to city, often hired for jobs that require a surgeon's touch rather than a mercenary's blade.
“Eventually, his talent for reaching the unreachable caught the attention of the local syndicates.”
- Background
- Criminal
Connections
Species
Human
Media
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