Cassian Veyr
Cassian Veyr
Sheet
AC 17 · HP 203 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingWIS
- ArcanaINT
- AthleticsSTR
- DeceptionSTR
- HistoryINT
- InsightWIS
- IntimidationCHA
- InvestigationINT
- MedicineWIS
- NatureINT
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- ReligionINT
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
24 featuresBonus action
- Cunning ActionLevel 2
When Your turn.
As a bonus action, Dash, Disengage, or Hide.
- Fast HandsLevel 3
When Your turn.
Use a bonus action to make a Dexterity check with thieves tools, use an object, or make a Sleight of Hand check.
- Thieves CantLevel 1
You can add your proficiency bonus to any ability check you make that uses thieves tools. You can also use thieves tools to disarm traps or open locks as a bonus action when permitted by your action economy.
- ThiefLevel 3
You gain proficiency with the disguise kit, thieves tools, and one additional tool of your choice. You can use an object, activate a magic item, or pick a lock as a bonus action with Fast Hands.
Reaction
- Uncanny DodgeLevel 5
When An attack hits you.
As a reaction, halve the damage from one attack that hits you if you can see the attacker.
- Stroke of LuckLevel 20
When You fail an attack roll or ability check.
Turn one failed attack roll into a hit, or one failed ability check into a roll of 20. Regain use after a short or long rest.
Always on
- Sneak AttackLevel 1
When You hit with a finesse or ranged weapon under the normal Sneak Attack conditions.
Once per turn, deal an extra 10d6 damage when you hit with a finesse or ranged weapon and have advantage on the attack, or when an eligible enemy is adjacent to one of your allies and you do not have disadvantage.
- EvasionLevel 7
When A Dexterity saving throw allows half damage on a success.
If you succeed on a Dexterity saving throw for half damage, you take no damage. If you fail, you take half damage.
- Thief's ReflexesLevel 17
When The first round of combat.
On the first round of combat, take a second turn after your first turn. You cannot use this if surprised.
- Thief's Mobility
When Movement.
Move across vertical surfaces and liquids during your turn without falling during that movement.
- ExpertiseLevel 1
You gain proficiency in four rogue skills. Your starting skill proficiencies are Acrobatics, Deception, Insight, Investigation, Perception, Sleight of Hand, and Stealth, with Sleight of Hand and Stealth supplied by the Urchin background. You gain expertise in two proficient skills or tools, doubling your proficiency bonus for those checks. At 6th level, you gain expertise in two additional proficient skills or tools.
- Roguish ArchetypeLevel 3
You gain proficiency with thieves tools and the disguise kit from your background, and proficiency with the herbalism kit from your upbringing among street children.
- Second-Story WorkLevel 3
You gain a climbing speed equal to your walking speed. You can make a running jump with a running distance of only 5 feet.
- Slippery MindLevel 15
You gain proficiency in Wisdom saving throws.
- Reliable TalentLevel 11
Your ability checks that use a proficient skill or tool treat a d20 roll of 9 or lower as a 10.
- Second-Story WorkLevel 3
You can climb without expending extra movement, and you gain a climbing speed equal to your walking speed. You can also make a running jump with only 5 feet of movement.
- Use Magic DeviceLevel 13
You can use magic items regardless of class, race, or level requirements. You ignore all class, race, and level requirements on the use of magic items.
- Supreme SneakLevel 9
You gain the ability to move across vertical surfaces and across liquids on your turn without falling during the movement.
- Ability Score IncreaseHuman+1 to all six ability scores, raising each base score from 20 to 21.
- SizeHumanMedium.
- SpeedHuman30 feet.
- LanguagesHumanCommon and one additional language.
- Human VersatilityHumanThe 2014 human gains broad ability score improvements but no darkvision or additional racial combat features.
- City SecretsUrchin
You know the secret patterns and passages of your home city, allowing you to find routes through urban areas that others would miss. You can find food and basic shelter for yourself and your companions in a city, unless you are being actively hunted.
Gear
12 itemsWeapons
- RapierA finely balanced blade used for close combat and throwing
- ShortbowA compact shortbow with a leather-wrapped grip
- 2×DaggersSlim balanced blades hidden beneath the cloak and at the belt
Armor
- Studded leather armorBlack studded leather armor with reinforced panels and concealed seams
Tools
- Thieves toolsA set of thieves tools made from blackened steel and fine picks
- Disguise kitA disguise kit containing cosmetics, wigs, clothing pieces, and facial prosthetics
- Herbalism kitA small collection of salves, dried herbs, and improvised remedies learned on the streets
Gear
- 20×ArrowsArrows carried in a leather quiver
- Burglar's packA burglar's pack containing a backpack, ball bearings, string, bell, candles, crowbar, hammer, pitons, hooded lantern, oil, rations, tinderbox, and waterskin
- Black hooded cloakA fur-lined black hooded cloak
- Broken brass keyA battered keepsake key carried on a cord around his neck
Purse
- Coin pouchA small pouch of coins saved from years of careful theft and contract work
Appearance
A devilishly handsome human man with warm brown hair, a neatly trimmed brown beard, sharp symmetrical features, and an unreadable half smile. He wears all-black sleeveless studded leather armor beneath a fur-lined black hooded cloak. His movements are graceful and economical, and his dark clothing is maintained with almost obsessive care. A pair of finely balanced daggers rests at his belt, while thieves tools and concealed blades are hidden throughout his clothing.
Mannerisms
He pauses before entering any room, silently counting exits, windows, guards, and potential hiding places. He adjusts his gloves before making an important decision, speaks in a soft courteous tone even while threatening someone, and smiles whenever a lock proves more difficult than expected.
Personality
Charming, observant, and impeccably self-possessed. He treats every conversation like a negotiation and every room like a puzzle. He is unfailingly polite to servants, children, and honest laborers, but becomes icy and precise when dealing with bullies, tyrants, or anyone who mistakes kindness for weakness.
Ideals
Order. The strong create rules to control the weak, but the weak survive by understanding those rules better than anyone else. Law is a weapon, and he intends to keep it out of the hands of fools.
Bonds
He is bound to the surviving members of the Black Lanterns, especially the children still living in the alleys where he grew up. He secretly funds a safehouse and will risk almost anything to protect it. He also keeps a broken brass key that belonged to the only person who ever treated him like family.
Flaws
He is controlling, suspicious, and deeply uncomfortable when he cannot predict every variable. He judges people by their usefulness before allowing himself to see their humanity. When someone threatens the vulnerable, his lawful restraint can become cold and disproportionate vengeance.
Quirks
Background
He was born in a crowded tenement district and abandoned before he was old enough to remember his parents. The alleys raised him, teaching him which baker left stale loaves outside after midnight, which guards could be bribed, and which doorways belonged to gangs that tolerated neither children nor mistakes. His first tools were a bent spoon, a stolen bit of wire, and an instinct for noticing what everyone else overlooked. By adolescence, he had become the unseen courier, lookout, and occasional thief for an informal network of street children who called themselves the Black Lanterns.
“His first tools were a bent spoon, a stolen bit of wire, and an instinct for noticing what everyone else overlooked.”
- Background
- Urchin
Connections
Species
Human
Media
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