Scalewerd
Scalewerd
Sheet
AC 14 · HP 10 · 30 ft., swim 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
16 featuresBonus action
- Nick
When When attacking with a Light weapon and meeting the Nick mastery requirements
Scalewerd uses his dagger's Nick mastery to make an additional Light-weapon attack as part of the Attack action when the requirements are met, without using his Bonus Action.
Always on
- Sneak AttackLevel 1
When Once per turn when he hits with a qualifying Finesse or Ranged weapon attack
Scalewerd makes a weapon attack with a dagger or shortbow, adding Sneak Attack damage when its conditions are met.
- Vex
When After hitting a creature with the weapon
After hitting a creature with his shortbow, Scalewerd gains Advantage on his next attack roll against that creature before the end of his next turn.
- ExpertiseLevel 1
Scalewerd can choose two of his skill proficiencies, or one skill proficiency and his proficiency with Thieves' Tools, and gain Expertise in them. His proficiency bonus is doubled for any ability check using the chosen proficiencies. His Expertise applies to Stealth and Thieves' Tools.
- Thieves' CantLevel 1
Scalewerd knows the secret language of thieves and criminal networks. He can use it to understand hidden messages and communicate subtle information with other rogues and criminals.
- Weapon MasteryLevel 1
Scalewerd has Weapon Mastery with the Dagger and Shortbow. He can use the mastery properties of those weapons, Nick for the Dagger and Vex for the Shortbow, when wielding them.
- Creature typeLizardfolkHumanoid
- SizeLizardfolkMedium
- SpeedLizardfolk30 feet
- Swim SpeedLizardfolk30 feet
- Aquatic AdaptationLizardfolkScalewerd can breathe both air and water.
- BiteLizardfolkScalewerd has a natural weapon that deals 1d6 plus Strength modifier piercing damage on a hit.
- Hold BreathLizardfolkScalewerd can hold his breath for up to 15 minutes at a time.
- Natural ArmorLizardfolkWhen not wearing armor, his base AC is 13 plus his Dexterity modifier.
- Hungry JawsLizardfolkOnce per Long Rest, after hitting with a Bite attack, Scalewerd can gain temporary hit points equal to his proficiency bonus.
- Criminal ContactCriminal
Scalewerd has a reliable and discreet contact within the criminal underworld. This contact can pass messages to him and provide information about local criminals, illicit activities, and places where criminal services may be found, though assistance is not guaranteed and may carry a cost.
Gear
9 itemsWeapons
- 2×DaggerA Finesse, Light weapon with the Nick mastery property
- ShortbowA two-handed Ranged weapon with the Vex mastery property
Armor
- Leather ArmorLight armor made from dark, supple leather, reinforced at the shoulders and ribs
Tools
- Thieves' ToolsA kit containing tools for bypassing locks and disarming traps
- Gaming SetA gaming set used to cultivate contacts and disguise information exchanges
Gear
- 20×ArrowsAmmunition for the shortbow
- Burglar's PackA pack containing a bedroll, mess kit, tinderbox, torches, rations, waterskin, and rope
- Hooded LanternA small hooded lantern suitable for careful indoor work
Purse
- 10×Gold PiecesCoin kept in several separate hiding places
Appearance
Scalewerd is a lean, dark-green lizardfolk with ochre striping along his jaw, shoulders, and tail. He wears a well-fitted set of black leather armor beneath an oversized, repeatedly mended brown coat. The coat has one conspicuously over-cared-for silver button, polished daily despite the rest of the garment being patched and stained. He smells faintly of river mud, lamp oil, and crushed mint, a combination he considers practical and perfectly acceptable. His long tail is wrapped with narrow strips of colored cloth, each taken from a different place where he survived or escaped. His amber eyes remain unnervingly still when he is listening.
Mannerisms
Scalewerd pauses before answering questions, tilting his head as if measuring the sound rather than the meaning. He routinely checks exits, counts nearby windows, and touches the silver button on his coat before making a risky decision. He speaks in short, precise sentences, but becomes unexpectedly poetic when describing rivers, smoke, or stars.
Personality
Scalewerd is observant, self-reliant, and suspicious of comfort. He rarely raises his voice, preferring to let silence make other people nervous. He has a dry, practical sense of humor and an unexpected tenderness toward frightened children, stray animals, and anyone who is trying to hide their fear. He believes trust is not given, it is demonstrated repeatedly under pressure.
Ideals
Freedom. No child, village, or people should belong to someone else's chain of command. He will break cages wherever he finds them, even when doing so is inconvenient or dangerous.
Bonds
He will risk almost anything to locate his lost family or learn their fate. He keeps a strip of charred village-rope hidden inside his coat as a reminder of what was taken from him.
Flaws
He assumes every promise conceals a trap and often sabotages honest relationships by testing people until they fail. When frightened or cornered, he becomes calculating and cold, treating allies as pieces on a game board.
Quirks
Background
Scalewerd was taken from his village when he was young, along with several other children, by a mercenary company that saw the marsh settlement as a convenient source of labor and recruits. He remembers little of the journey except rope burns, iron cages, and the smell of wet ash. Years later, the same company returned to the region. Their commander ordered the village burned to erase evidence of the kidnappings and discourage pursuit. Scalewerd escaped through a drainage culvert while the huts burned behind him, but he never learned whether his parents and siblings survived. He survived afterward by stealing food, cutting purses, and selling information in dockside cities. His natural patience made him a capable burglar, while his unfamiliarity with ordinary customs made him seem strange enough that people underestimated him. The criminal underworld taught him the names of fences, smugglers, corrupt guards, and mercenaries. Now he follows two trails at once. One leads toward the commander who destroyed his village, and the other toward any rumor of missing lizardfolk, child prisoners, or survivors from his old home. Scalewerd does not know whether he wants justice, revenge, or simply an answer, but he intends to find out personally.
“He remembers little of the journey except rope burns, iron cages, and the smell of wet ash.”
- Background
- Criminal
Connections
Species
Lizardfolk
Media
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