Sammy
Sammy
Sheet
AC 12 · HP 10 · 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
11 featuresAlways on
- Eldritch Blast
When When a hostile creature is within 120 feet
Sammy fires a beam of crackling eldritch energy at a creature within 120 feet. Make a ranged spell attack. On a hit, the target takes 1d10 force damage.
- Mage Hand
When When a remote manipulation is useful
Sammy reaches toward a point within 30 feet and creates a spectral, floating hand that can manipulate objects, open unlocked doors, retrieve items, and perform similar simple tasks.
- Otherworldly Patron: The Great Old OneLevel 1
Sammy has made a pact with an otherworldly being, the Great Old One, and gains magical abilities through that connection.
- Pact MagicLevel 1
Sammy can cast known warlock spells using Charisma as his spellcasting ability. He can use an arcane focus as a spellcasting focus.
- Awakened MindLevel 1
Sammy can telepathically speak to any creature he can see within 30 feet. The creature understands him only if they share a language, but Sammy does not need to share a language with it to communicate telepathically.
- TraitHalf-ElfDarkvision, allowing Sammy to see in dim light within 60 feet as if it were bright light, and in darkness as if it were dim light.
- TraitHalf-ElfFey Ancestry, granting advantage on saving throws against being charmed, and immunity to magical sleep.
- TraitHalf-ElfSkill Versatility, granting proficiency in Sleight of Hand and Investigation.
- TraitHalf-ElfSammy can speak, read, and write Common and Elvish, plus one additional language, Infernal.
- TraitHalf-ElfAbility score increase, +2 Charisma, +1 Dexterity, and +1 Constitution.
- Criminal ContactCriminal
Sammy has a reliable contact among the criminal underground. He knows how to pass messages, obtain information, and arrange introductions through thieves, fences, smugglers, and other underworld figures.
Spells
2 spellsSpellcasting. Sammy casts with Charisma (spell save DC 13, to hit with spell attacks).
1st level (1 slot): ,
Gear
9 itemsWeapons
- Light crossbowA light crossbow suitable for ranged attacks, with a case holding 20 bolts.
- DaggerA simple weapon used for close combat.
Armor
- Leather armorLight armor made from hardened leather.
Tools
- CrowbarA sturdy iron bar useful for forcing doors and crates.
Gear
- 20×BoltsAmmunition for the light crossbow.
- Arcane focusA focus for Sammy's warlock magic, carved from black glass recovered beneath the observatory.
- Scholar's packA scholar's pack containing a backpack, a book of lore, a bottle of ink, an ink pen, 10 sheets of parchment, a little bag of sand, and a small knife.
- Dark common clothes with hoodA set of dark common clothes with a hood, intended to help conceal Sammy's identity.
Purse
- 15×Gold piecesStarting currency carried in a hidden inner pocket.
Appearance
Sammy is a lean, sharp-featured half-elf with warm brown skin, slightly pointed ears, unruly black hair, and mismatched eyes, one hazel and one faintly violet. He dresses in a weathered leather coat over dark travel clothes, with a silver earring shaped like a tiny crescent moon. His hands are nimble and scarred from years of locks, cards, and close escapes. When he invokes his patron, dim violet motes gather around his eyes like distant stars.
Mannerisms
Sammy rolls a coin across his knuckles when thinking, leans closer when someone lies, and pauses before answering questions as though listening to a second conversation. He rarely looks directly at mirrors.
Personality
Sammy is quick-witted, irreverent, and socially agile. He treats danger like a negotiation and usually assumes that every problem can be solved with either a clever lie or a well-placed escape route. Beneath his confidence is a deep fear of being powerless, which drives him to collect secrets, favors, and contingency plans.
Ideals
Freedom. No one, mortal or otherwise, gets to own my choices. If I must serve a cosmic horror to remain free, I will find a way to cheat the contract.
Bonds
The thieves' guild that raised him is the closest thing Sammy has to family, and he will not abandon its members even when their schemes become dangerous. He also keeps the key he stole from the observatory, convinced it opens a door his patron desperately wants found.
Flaws
Sammy cannot resist a tempting secret, even when learning it is clearly dangerous. He assumes everyone has an angle, including his companions, and his patron's whispers sometimes make him mistake paranoia for insight.
Quirks
Background
Sammy grew up between two worlds and belonged fully to neither. His human mother worked as a bookkeeper for a merchant house, while his elven father was a charming confidence artist who disappeared whenever responsibility became inconvenient. Sammy learned early that a quick smile could open more doors than a strong arm, and that a well-timed lie could keep food on the table. By adolescence, he was running messages, picking pockets, and quietly altering ledgers for a thieves' guild that valued his intelligence as much as his nerve. His life changed during a burglary beneath an abandoned observatory. Sammy expected to find jewels or forgotten manuscripts, but instead discovered a sealed black mirror covered in symbols that seemed to move when he looked away. The thing behind the glass offered him knowledge in exchange for a voice in his mind. Sammy agreed before he understood the price. Now a vast, alien consciousness whispers through his dreams, granting him unsettling power and fragments of impossible insight. Sammy still works as a thief when coin is scarce, but he is also searching for the meaning behind the whispers, hoping to learn whether he made a bargain with a god, a monster, or something that has never heard of either word.
“Sammy learned early that a quick smile could open more doors than a strong arm, and that a well-timed lie could keep food on the table.”
- Background
- Criminal
Connections
Species
Half-Elf
Media
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