Cassian Vey
Cassian Vey
Sheet
AC 11 · HP 7 · 30 ft.Saving throws
Skills
- Animal HandlingWIS
- ArcanaINT
- DeceptionCHA
- HistoryINT
- InsightWIS
- IntimidationCHA
- InvestigationINT
- MedicineWIS
- NatureINT
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- ReligionINT
- Sleight of HandDEX
- StealthDEX
Weapons
Tools
Languages
Features
8 featuresAlways on
- Thaumaturgy
When As an action
You can cast Thaumaturgy, producing minor supernatural effects such as an altered voice, harmless tremors, opening or closing unlocked doors, or changes in flame appearance.
- SpellcastingLevel 1
You can cast prepared Wizard spells using Intelligence as your spellcasting ability. You have a spellbook containing six level 1 Wizard spells, and you can prepare a number of Wizard spells equal to your Wizard level plus your Intelligence modifier.
- Ritual AdeptLevel 1
You can cast a Wizard spell as a Ritual if that spell has the Ritual tag and is in your spellbook. You do not need to have the spell prepared.
- Arcane RecoveryLevel 1
Once per day after a Short Rest, you can recover expended spell slots with a combined level equal to half your Wizard level, rounded up. At level 1, this restores one expended level 1 spell slot.
- DarkvisionTieflingYou have Darkvision with a range of 60 feet.
- Fiendish Legacy, InfernalTieflingYou have Resistance to Fire damage. You know the Thaumaturgy cantrip. Starting at level 3, you can cast Hellish Rebuke once per Long Rest without a spell slot. Starting at level 5, you can cast Darkness once per Long Rest without a spell slot. You can also cast these spells using spell slots.
- Otherworldly PresenceTieflingYou know the Thaumaturgy cantrip, which uses Charisma as its spellcasting ability when cast through this trait.
- AlertCriminal
Alert. You gain a bonus to Initiative equal to your Proficiency Bonus. Immediately after rolling Initiative, you can swap your Initiative with the Initiative of one willing ally in the same combat.
Spells
9 spellsSpellcasting. Cassian Vey casts with Intelligence (spell save DC 13, to hit with spell attacks).
Cantrips (at will): , ,
1st level (2 slots): , , , , ,
Gear
9 itemsWeapons
- QuarterstaffA plain wooden staff used as both a walking aid and an arcane focus substitute for certain spells.
- 2×DaggerSmall blades suitable for concealment and close defense.
Tools
- Thieves' ToolsA set of picks and specialized tools for opening locks and disabling mechanisms.
- Gaming SetA set of weighted dice and marked gaming pieces used for gambling and distraction.
Gear
- Scholar's PackA collection of parchment, ink, pens, sealing wax, and other materials for research and writing.
- SpellbookA black leather book containing six level 1 Wizard spells.
- CrowbarA compact iron bar useful for forcing doors and prying open containers.
- 2×PouchTwo small belt pouches for coins, components, and stolen documents.
Purse
- 16×Gold PiecesStarting currency retained from his criminal trade.
Appearance
Lean and wiry, with deep crimson skin, swept-back black horns, gold-flecked amber eyes, and shoulder-length dark hair tied with a red cord. A thin scar crosses his left eyebrow. He wears a soot-stained scholar's robe beneath a dark travel coat, with several hidden pockets sewn into the lining. His spellbook is bound in black leather and secured with a brass lock.
Mannerisms
Cassian taps two fingers against his spellbook whenever he is thinking. He habitually checks doors, windows, and pockets when entering a room, then pretends he was merely admiring the architecture. He speaks quickly when excited and slows dramatically when lying.
Personality
Cassian is quick-witted, curious, and disarmingly charming. He treats every problem like a puzzle and every conversation like a negotiation, but his bravado hides a sincere concern for people who are trapped by poverty, authority, or bad luck. He prefers clever solutions and nonlethal magic, though he is perfectly willing to cheat someone who abuses power.
Ideals
Freedom. No tyrant, guildmaster, devil, or institution has the right to decide what another person may become. Knowledge should be used to break chains, not forge them.
Bonds
Cassian once stole a forbidden grimoire from a powerful arcanist, only to discover that the book contained evidence that the arcanist had been exploiting poor apprentices. Cassian escaped with the book, but left behind a young apprentice who helped him. He now seeks a way to expose the arcanist and repay the debt to the person he could not rescue.
Flaws
Cassian cannot resist proving that he is the cleverest person in the room, especially when someone underestimates him. He keeps secrets even from close allies, and his instinct to plan an escape sometimes makes him appear untrustworthy. When frightened, he becomes reckless rather than admitting that he needs help.
Quirks
Background
Cassian Vey grew up among the cramped alleys, shuttered gambling dens, and candlelit counting rooms of a city where information was worth more than gold. His mother taught him the practical arts of survival, including slipping locks, reading ledgers, and knowing which guards could be bribed. Cassian discovered his gift for magic while copying a stolen merchant's spellbook. The symbols rearranged themselves beneath his fingers, revealing patterns no ordinary thief could see. He began using minor illusions and clever enchantments to make impossible burglaries look like clerical errors.
“His mother taught him the practical arts of survival, including slipping locks, reading ledgers, and knowing which guards could be bribed.”
- Background
- Criminal
Connections
Species
Tiefling
Media
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