Seylin "The Spark" Brightlight
Seylin "The Spark" Brightlight
Sheet
AC 15 · HP 24 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- InsightWIS
- PerformanceCHA
- PersuasionCHA
- Sleight of HandDEX
- StealthDEX
Armor
Weapons
Tools
Languages
Features
11 featuresBonus action
- Cunning ActionLevel 2
You can take a Bonus Action on each of your turns in combat to Dash, Disengage, or Hide.
- Steady AimLevel 3
As a bonus action, give yourself advantage on your next attack roll this turn, but your speed becomes 0.
Always on
- ExpertiseLevel 1
Double proficiency bonus for Sleight of Hand and Stealth.
- Sneak AttackLevel 1
Deal an extra 2d6 damage to one creature you hit with an attack if you have advantage or if an ally is within 5 ft. of the target.
- Thieves' CantLevel 1
Understand and convey secret messages in otherwise normal conversation.
- Mage Hand LegerdemainLevel 3
Your Mage Hand is invisible. You can use it to stow/retrieve objects from containers worn by others or use thieves' tools at a distance.
- TraitHalflingSmall Size
- BraveHalflingAdvantage on saves against being Frightened.
- Halfling LuckHalflingReroll a 1 on d20 for attack rolls, ability checks, or saving throws.
- NimblenessHalflingCan move through the space of any creature that is a size larger than you.
- MusicianEntertainer
After a Short or Long Rest, you can play a song to give Heroic Inspiration to a number of allies equal to your Proficiency Bonus.
Spells
5 spellsSpellcasting. Seylin "The Spark" Brightlight casts with Intelligence (spell save DC 11, to hit with spell attacks).
Cantrips (at will): , ,
1st level (2 slots): ,
Gear
7 itemsWeapons
- ShortswordA light, finesse blade she uses mostly for parrying.
- 2×DaggerSmall knives hidden in her boots, used for cutting ropes or warning pokes.
Armor
- Studded Leather ArmorLight protection made of leather reinforced with studs.
Tools
- Thieves' ToolsEssential for lockpicking and disarming traps.
- LuteA well worn instrument for caravan performances.
Gear
- CostumeA bright, multi colored performer outfit.
- Burglar's PackContains a backpack, 1000 ball bearings, string, bell, candles, crowbar, hammer, pitons, lantern, oil, rations, tinderbox, waterskin, and rope.
Appearance
Seylin is a petite halfling with wild, bright orange hair that looks like a crown of embers. Her green eyes sparkle with a mischief that borders on magical, and she possesses a soft, innocent face that she frequently uses to look like a lost child. She wears vibrant traveling silks over her practical leather gear, often adorned with colorful ribbons.
Mannerisms
She constantly fidgets with a copper coin, making it dance across her knuckles and vanish into thin air while she talks.
Personality
Perpetually optimistic and rarely without a smile, Seylin treats every heist like a high stakes game of hide and seek. She is remarkably social and would rather talk her way out of a dungeon than fight through it. She maintains a youthful wonder about the world, though her quick fingers reveal a life spent in the shadows of the Gilded Wheel caravan.
Ideals
Artistry. Life is a performance, and every action should be done with style and a touch of flair.
Bonds
My heart belongs to the Gilded Wheel caravan. Every copper I save is meant to find its way back to help my traveling family.
Flaws
I am too soft hearted for my own good and find it impossible to hurt someone even when my life is on the line.
Quirks
Background
Born into the Gilded Wheel, a massive traveling caravan of acrobats, fortune tellers, and light fingered rogues, Seylin learned to walk on tightropes before she could run. Her childhood was spent playing beneath wagons and learning the fine art of the distraction from her many aunts and uncles. She was never the strongest, but she found that a flash of magic or a bright smile could open more doors than any crowbar. An old gnome illusionist in the troupe taught her that the best theft is the one the victim forgets happened, which led her to hone her magical tricks alongside her lockpicking. She recently left the caravan to see if the big cities are truly as full of gold as the storytellers say, carrying only her lute, her tools, and her caravan's code of non-violence. She views herself more as an uninvited guest than a criminal, always aiming to leave her marks with a story they can tell their friends later, even if they are missing a few coins.
“Her childhood was spent playing beneath wagons and learning the fine art of the distraction from her many aunts and uncles.”
- Background
- Entertainer
Connections
Species
Halfling
Media
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