Skip to content
CreatePricing
Cassian Veyr - AI-generated fantasy Character

Cassian Veyr

Human · Rogue (Thief) · Level 20 · Urchin

Cassian Veyr

Charming, observant, and impeccably self-possessed.
AC17
HP203/203
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 17 · HP 203 · 30 ft.
AlignmentLawful NeutralGenderMaleAge32 years old
STR
DEX
CON
INT
WIS
CHA

Saving throws

STRDEXCONINTWISCHA

Skills

  • AcrobaticsDEX
  • Animal HandlingWIS
  • ArcanaINT
  • AthleticsSTR
  • DeceptionSTR
  • HistoryINT
  • InsightWIS
  • IntimidationCHA
  • InvestigationINT
  • MedicineWIS
  • NatureINT
  • PerceptionWIS
  • PerformanceCHA
  • PersuasionCHA
  • ReligionINT
  • Sleight of HandDEX
  • StealthDEX
  • SurvivalWIS

Armor

Light armor

Weapons

Simple weapons,
Hand crossbows,
Longswords,
Rapiers,
Shortswords,
Martial weapons with the finesse or ranged property

Tools

Thieves' tools,
Disguise kit,
Herbalism kit

Languages

Common,
Thieves' Cant,
Elvish

Features

24 features

Bonus 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 items

Weapons

  • Rapier
    A finely balanced blade used for close combat and throwing
  • Shortbow
    A compact shortbow with a leather-wrapped grip
  • 2×
    Daggers
    Slim balanced blades hidden beneath the cloak and at the belt

Armor

  • Studded leather armor
    Black studded leather armor with reinforced panels and concealed seams

Tools

  • Thieves tools
    A set of thieves tools made from blackened steel and fine picks
  • Disguise kit
    A disguise kit containing cosmetics, wigs, clothing pieces, and facial prosthetics
  • Herbalism kit
    A small collection of salves, dried herbs, and improvised remedies learned on the streets

Gear

  • 20×
    Arrows
    Arrows carried in a leather quiver
  • Burglar's pack
    A burglar's pack containing a backpack, ball bearings, string, bell, candles, crowbar, hammer, pitons, hooded lantern, oil, rations, tinderbox, and waterskin
  • Black hooded cloak
    A fur-lined black hooded cloak
  • Broken brass key
    A battered keepsake key carried on a cord around his neck

Purse

  • Coin pouch
    A 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

He names every lock he defeats, usually after a person who underestimated him.
He leaves a black thread tied around the wrist of anyone he has spared.
He can identify most city districts by smell alone.
He keeps one coin from every major job and never spends them.
He hums children's counting rhymes while planning dangerous operations.

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.”
From their backstory
Background
Urchin

Connections

Species

Human

Media

0 images

No images yet.

Visual sheet

Turn Cassian Veyr into a sheet

A high-res, share-ready sheet you can post or print.