Silas "The Wick" Vane
Silas "The Wick" Vane
Sheet
AC 12 · HP 57 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingWIS
- ArcanaINT
- AthleticsSTR
- DeceptionCHA
- HistoryINT
- InsightWIS
- IntimidationCHA
- InvestigationINT
- MedicineWIS
- NatureINT
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- ReligionINT
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
10 featuresAlways on
- SpellcastingLevel 1
You can cast prepared wizard spells using Intelligence as your spellcasting ability and use a spellbook as a ritual focus.
- Arcane RecoveryLevel 1
Once per day when you finish a short rest, you can choose expended spell slots to recover with a combined level equal to or less than half your wizard level (rounded up).
- ScholarLevel 2
You gain Expertise in one skill (Arcana) in which you are proficient.
- Evocation SavantLevel 3
You add two level 1 or 2 Evocation spells to your spellbook for free. They are always prepared for you.
- Sculpt SpellsLevel 3
When you cast an evocation spell that affects other creatures you can see, you can choose a number of them equal to 1 + the spell's level to automatically succeed on their saving throws and take no damage.
- Potent CantripLevel 6
When a creature succeeds on a saving throw against one of your cantrips, the creature takes half the cantrip's damage but suffers no additional effects. If the cantrip involves an attack roll and misses, the creature still takes half damage.
- ResourcefulHumanYou gain Heroic Inspiration whenever you roll a 1 on a d20 roll for a d20 Test.
- SkillfulHumanYou gain proficiency in one skill of your choice (Insight).
- VersatileHumanYou gain one Origin feat of your choice (included in Background).
- AlertCriminal
You add your Proficiency Bonus to your Initiative rolls. Immediately after initiative is rolled, you can swap your initiative result with the result of one willing ally you can see.
Spells
11 spellsSpellcasting. Silas "The Wick" Vane casts with Intelligence (spell save DC 14, to hit with spell attacks).
Cantrips (at will): , ,
1st level (4 slots): , ,
2nd level (3 slots): ,
3rd level (3 slots): ,
4th level (1 slot):
Gear
6 itemsWeapons
- DaggerA simple melee weapon.
Tools
- Thieves' ToolsA set of tools used to pick locks and disarm traps.
Gear
- CrystalA focus for spellcasting.
- SpellbookContains your recorded wizard spells.
- Scholar's PackIncludes a backpack, book of lore, ink, pen, parchment, and little bag of sand.
- CrowbarGrants advantage on Strength checks to pry things open.
Appearance
Silas is a man of medium height with sharp, bird-like features and intense, restless dark eyes. His skin is pale, save for a few faded burn scars on his forearms and jaw. He wears high-collared, practical robes made of dark charcoal grey fabric with hidden pockets sewn into the lining. His fingers are constantly stained with a mix of ink and soot, and he carries a heavy iron-bound spellbook chained to his belt.
Mannerisms
Silas speaks in a low, conspiratorial whisper even when there is no need for secrecy. He often clicks his tongue when he is thinking about a solution to a problem.
Personality
Silas is pragmatic to a fault and views the world through the lens of a former burglar. He is slow to trust and always looking for an exit strategy, but he has a dry, cynical wit that emerges once he feels safe. He values efficiency over ethics and sees magic as the ultimate tool for liberation.
Ideals
Freedom. Chains are meant to be broken, whether they are made of iron or law.
Bonds
I seek the men who left me to die in that burning manor. They owe me a debt that can only be paid in ash.
Flaws
I am instinctively suspicious of everyone and would rather blow up a problem than negotiate through it.
Quirks
Background
Silas was raised in the smog-choked alleys of Oakhaven, where survival was a daily calculation. While other orphans turned to petty theft with blades, Silas discovered a knack for manipulating the stray energies of the city. He spent his youth working for the Red Hand Syndicate, serving as a specialized infiltrator who could melt lock tumblers or silence a guard with a focused burst of cold. He never cared for the ethics of his work, as long as it kept him fed and provided the coin necessary to purchase smuggled arcane scrolls. His criminal career ended abruptly during a botched heist at a magistrate's manor. His partners, fearing the city watch, locked Silas inside a vault and set the building ablaze to cover their retreat. Locked in a stone box with death licking at the door, Silas experienced a moment of absolute clarity. He didn't just survive the inferno, he commanded it to part around him, burning through the vault's hinges with raw power. He walked out of the ashes as a changed man, no longer a tool for thugs but a master of the flame. Now, Silas travels the borderlands, offering his destructive talents to those with deep pockets. He remains a man of the shadows, preferring the chaotic freedom of the road to the rigid laws of the city. Though he still possesses the instincts of a thief, his true focus has shifted toward mastery of evocation magic. He believes that the world is a series of locks, and whether it is a physical bolt or a complex social structure, there is no problem that cannot be solved with enough heat and pressure.
“While other orphans turned to petty theft with blades, Silas discovered a knack for manipulating the stray energies of the city.”
- Background
- Criminal
Connections
Species
Human
Media
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