Amaryl Kett
Amaryl Kett
Sheet
AC 14 · HP 10 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- AthleticsSTR
- DeceptionCHA
- InsightWIS
- IntimidationCHA
- InvestigationINT
- PerceptionWIS
- PersuasionCHA
- Sleight of HandDEX
- StealthDEX
Armor
Weapons
Tools
Languages
Features
13 featuresAlways on
- Sneak AttackLevel 1
When Once per turn when hitting with a Finesse or Ranged weapon under the feature's conditions.
Amaryl deals an extra 1d6 damage once per turn when the attack meets the feature's conditions.
- ExpertiseLevel 1
Amaryl gains Expertise in two of her proficient skills. Stealth and Sleight of Hand are doubled, giving her a +6 modifier in each.
- Thieves' CantLevel 1
Amaryl knows Thieves' Cant, a secret language of signs, coded phrases, and concealed meanings used by rogues and criminals.
- Weapon MasteryLevel 1
Amaryl has Weapon Mastery with the dagger, shortsword, and shortbow. She uses Nick with her dagger, Vex with her shortsword, and Vex with her shortbow.
- Creature TypeElfHumanoid
- SizeElfMedium
- SpeedElf30 feet
- DarkvisionElfAmaryl can see in dim light within 120 feet as if it were bright light, and in darkness as if it were dim light, though darkness appears in shades of gray.
- Drow Elven LineageElfAmaryl knows the Dancing Lights cantrip. Her spellcasting ability for this lineage is Charisma. At character level 3 she will gain Faerie Fire, and at level 5 she will gain Darkness, each cast once without a spell slot per Long Rest.
- Fey AncestryElfAmaryl has Advantage on saving throws to avoid or end the Charmed condition.
- Keen SensesElfAmaryl has proficiency in Perception.
- TranceElfAmaryl does not need to sleep, cannot be put to sleep by magic, and can finish a Long Rest in 4 hours while remaining conscious during her meditation.
- AlertCriminal
Amaryl has the Alert origin feat. She adds her Proficiency Bonus to Initiative, and immediately after rolling Initiative she can swap her Initiative with a willing conscious ally in the same combat, provided neither is Incapacitated.
Spells
1 spellSpellcasting. Amaryl Kett casts with Charisma (spell save DC 9, to hit with spell attacks).
Cantrips (at will):
Gear
13 itemsWeapons
- DaggerThe scout's well-used blade, carried as a memorial and used as a second weapon.
- DaggerA serviceable dagger from her criminal starting equipment.
- ShortswordA martial finesse weapon suited to close-quarters fighting.
- ShortbowA compact ranged weapon useful for hunting and ambushes.
Armor
- Leather ArmorLight armor made from supple, darkened leather, providing base AC 11 plus Dexterity modifier.
Tools
- Thieves' ToolsTools for opening locks and disabling traps.
Gear
- 20×ArrowsA quiver containing standard arrows for the shortbow.
- CrowbarA crowbar for prying, leverage, and improvised entry.
- 2×PouchSmall pouches for coins, tools, or discreetly acquired objects.
- Traveler's ClothesPlain, durable clothing suitable for travel.
- Mysterious MedallionA tarnished silver medallion bearing an unfamiliar symbol. It is not mechanically magical, but it was entrusted to Amaryl by the dying scout.
- Burglar's PackA practical pack containing a bedroll, mess kit, tinderbox, torches, rations, waterskin, and rope.
Purse
- 24×Gold PiecesMoney remaining from the Criminal background equipment package and Rogue starting equipment.
Appearance
Amaryl is a tall, slender drow woman with obsidian-gray skin, long white hair usually braided close to keep it from catching on branches or equipment, and cool violet eyes that squint beneath the surface sun. Her movements are economical and watchful, as though every room contains an unseen threat. She wears practical leather armor over dark traveling clothes. The most noticeable object about her is a tarnished silver medallion worn beneath her collar. Its edge is polished bright where her thumb repeatedly rubs it whenever she is uncertain, frightened, or trying to decide whether to trust someone.
Mannerisms
Amaryl checks the medallion with her thumb whenever a conversation turns personal or dangerous. She studies exits before faces, pauses for half a breath before entering any open space, and uses precise, formal speech that occasionally gives way to blunt Underdark phrasing.
Personality
Quietly observant and fiercely self-reliant, Amaryl speaks little until she has measured the people around her. She is suspicious of authority, unexpectedly gentle with the hungry and frightened, and fascinated by ordinary surface customs. She collects small pieces of practical knowledge, especially anything that helps her understand how people cooperate without coercion.
Ideals
Mercy is not weakness. The measure of a person is how they treat someone who cannot repay them.
Bonds
The scout who freed Amaryl died buying her a future and entrusted her with a strange silver medallion. She will learn what its symbol means, discover who sent the rescuers, and honor the command to follow her light. She also carries the scout's dagger, refusing to let the weapon become an anonymous relic.
Flaws
Amaryl assumes kindness is a trap until proven otherwise. She can become cold and controlling when frightened, and she would rather risk herself than admit she needs help. She also reacts badly to anyone treating a powerless person as property, sometimes jeopardizing a mission before she has a plan.
Quirks
Background
Amaryl was born to a minor drow House beneath the Underdark, where obedience was treated as virtue and mercy as evidence of weakness. Her family taught her to read danger before it appeared, to move without sound, and to strike before an opponent could recover. She learned the practical arts of a criminal because survival demanded them, not because she delighted in cruelty. Her place in the House seemed secure until she gave food to a starving slave and spoke to that suffering person as if they mattered. For such a small act, she was stripped of her family name, imprisoned, and tortured for a confession that compassion was a mistake. She never gave them one.
“Her family taught her to read danger before it appeared, to move without sound, and to strike before an opponent could recover.”
- Background
- Criminal
Connections
Species
Elf
Media
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