Silas Vey
Silas Vey
Sheet
AC 13 · HP 31 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingSTR
- ArcanaINT
- AthleticsSTR
- DeceptionCHA
- HistoryINT
- InsightWIS
- IntimidationCHA
- InvestigationINT
- MedicineWIS
- NatureINT
- PerceptionWIS
- PerformanceCHA
- PersuasionWIS
- ReligionINT
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Weapons
Tools
Languages
Features
19 featuresBonus action
- Innate SorceryLevel 1
As a Bonus Action, you unleash your inner magic for 1 minute. During that time, you have Advantage on the attack rolls of Sorcerer spells you cast, and the spell save DC of your Sorcerer spells increases by 1.
Always on
- SpellcastingLevel 1
You can cast Sorcerer cantrips and prepared level 1 or higher Sorcerer spells using Charisma. You have four cantrips and six prepared Sorcerer spells, with four level 1 spell slots and three level 2 spell slots.
- Font of MagicLevel 2
You have 4 Sorcery Points, regained when you finish a Long Rest. You can convert spell slots into Sorcery Points or create level 1 or level 2 spell slots by expending Sorcery Points.
- MetamagicLevel 2
You know two Metamagic options. Silas has Subtle Spell and Quickened Spell. You can use only one Metamagic option on a spell unless an option says otherwise.
- Sorcerer SubclassLevel 3
You gain the Draconic Sorcery subclass. Your magic manifests as faint draconic scales and volatile elemental power.
- Draconic ResilienceLevel 3
Your Hit Point maximum increases by 3 at Sorcerer level 3 and by 1 at each later Sorcerer level. While not wearing armor, your base Armor Class equals 10 plus your Dexterity and Charisma modifiers.
- Draconic SpellsLevel 3
Alter Self, Chromatic Orb, Command, and Dragon's Breath are always prepared as Sorcerer spells for you.
- Ability Score ImprovementLevel 4
You gain the Skilled feat, gaining proficiency in Arcana, Investigation, and Perception.
- Human VersatilityLevel 1
You gain an Origin feat of your choice. Silas has Magic Initiate, Wizard, gaining two Wizard cantrips and one level 1 Wizard spell. He can cast the chosen level 1 spell once without a spell slot after a Long Rest and can also cast it using spell slots.
- ResourcefulLevel 1
You gain Heroic Inspiration whenever you finish a Long Rest.
- SkillfulLevel 1
You gain proficiency in one skill of your choice, Insight.
- Creature Type, Size, and SpeedLevel 1
You are a Humanoid, Medium or Small, with a Speed of 30 feet.
- Creature TypeHumanHumanoid.
- SizeHumanMedium or Small, chosen when selecting this species. Silas is Medium.
- SpeedHuman30 feet.
- ResourcefulHumanGain Heroic Inspiration whenever you finish a Long Rest.
- SkillfulHumanGain proficiency in one skill of your choice, Insight.
- VersatileHumanGain one Origin feat of your choice, Magic Initiate, Wizard.
- Criminal ContactCriminal
You can usually find a place to hide, rest, or recover among other criminals. The group will shield you from the law or those who pursue you, though they will not risk their lives for you unless there is an exceptional reason.
Spells
16 spellsSpellcasting. Silas Vey casts with Charisma (spell save DC 12, to hit with spell attacks).
Cantrips (at will): , , , ,
1st level (4 slots): , , , , , , , ,
2nd level (3 slots): ,
Gear
9 itemsWeapons
- SpearA simple melee weapon with a long wooden shaft and a pointed metal head.
- 2×DaggerLight, finesse melee weapons suitable for concealment and close combat.
Tools
- Thieves' ToolsA set of specialized tools for picking locks and disabling traps.
Gear
- Arcane Focus, CrystalA crystal used as an arcane focus for Sorcerer spells.
- Dungeoneer's PackA pack containing basic adventuring supplies such as rations, rope, tinderbox, and containers.
- CrowbarA sturdy iron bar useful for prying open doors and containers.
- 2×PouchSmall containers used to hold coins, components, or stolen goods.
- Traveler's ClothesDurable clothes suitable for travel and inconspicuous urban work.
Purse
- 44×Gold PiecesUnspent starting currency from the Sorcerer and Criminal equipment packages.
Appearance
A lean, sharp-featured human man with olive skin, restless gray eyes, and black hair cut unevenly with a knife. Fine copper-colored scales shimmer faintly along his collarbones and forearms, especially when his temper rises. He dresses in a dark travel coat with hidden inner pockets, worn boots, fingerless gloves, and a crimson scarf used to conceal his face during illicit work. A crystal arcane focus hangs from one ear like an earring.
Mannerisms
He rolls his crystal focus between his fingers while thinking, taps twice on any locked door before opening it, and smiles whenever a plan becomes more dangerous than expected. When his magic stirs, he unconsciously bares his teeth and speaks with a faint rasp.
Personality
Charming, suspicious, and theatrically fearless, Silas treats every conversation like a negotiation and every dungeon like a puzzle box. He is quick with a joke, quicker with an excuse, and surprisingly protective of anyone who reminds him of the desperate children he once knew in the alleys.
Ideals
Freedom. No guild, law, dragon, deity, or prophecy owns me. If I must choose between safety and the right to decide my own fate, I choose the dangerous road.
Bonds
He carries the cracked crystal that awakened his sorcery and is determined to discover the dragon whose hoard once contained it. He also secretly sends money to the younger members of his old burglary crew.
Flaws
He assumes every kindness has a hidden price and often ruins genuine friendships by testing them. Silas cannot resist a risky wager, especially when someone tells him that a plan is impossible. When cornered, he lies first and thinks about the consequences later.
Quirks
Background
Silas Vey grew up in the crowded alleys behind a merchant district, where his mother picked locks and his father forged shipping seals. He learned early that honesty was a luxury reserved for people who had never gone hungry. By sixteen, Silas was running messages, lifting purses, and breaking into counting houses for a small burglary crew. He was good at it, but his magic made him dangerous. Whenever fear sharpened his pulse, sparks crawled across his fingers, and one disastrous robbery ended with a vault door melting into a puddle of smoking metal. The source of Silas's sorcery was eventually traced to a silver dragon's hoard robbed generations ago by one of his ancestors. A stolen crystal from that hoard had been passed secretly through his family, and Silas carried it during the robbery that awakened his power. The thieves' guild wanted to use him as an enforcer, while the city watch wanted him executed as a magical criminal. Silas escaped both by betraying the guild's leader and vanishing into the wider world. Now he works as an adventurer, con artist, and occasional burglar, chasing rumors of the original dragon's hoard while trying to decide whether his power is a curse, a debt, or the first honest thing his family ever gave him.
“He learned early that honesty was a luxury reserved for people who had never gone hungry.”
- Background
- Criminal
Connections
Species
Human
Media
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