Veylin Brindlewick
Veylin Brindlewick
Sheet
AC 12 · HP 88 · 25 ft.Saving throws
Skills
- AcrobaticsDEX
- DeceptionCHA
- HistoryINT
- InsightWIS
- InvestigationINT
- PerceptionWIS
- PersuasionCHA
- Sleight of HandDEX
- StealthDEX
Armor
Weapons
Tools
Languages
Features
21 featuresBonus action
- Cunning ActionLevel 2
When Bonus action
Take Dash, Disengage, or Hide as a bonus action.
Always on
- Sneak AttackLevel 1
When Once per turn when the conditions are met
Deal extra damage once per turn when you have advantage from surprise or when an ally threatens the target and no disadvantage applies.
- Uncanny DodgeLevel 5
When Reaction when hit by an attack
Halve the damage from a hit you can see.
- EvasionLevel 7
When When making a Dexterity saving throw
Take no damage on a successful Dexterity save against effects that normally deal half damage on a success.
- Stroke of LuckLevel 20
When Once per short or long rest
Turn one failed attack roll or ability check into a success once per short or long rest.
- AssassinateLevel 1
You are trained to be especially deadly when you catch foes unaware. You have advantage on attack rolls against any creature that hasn't taken a turn in combat yet, and any hit you score against a surprised creature is a critical hit.
- Assassin FeaturesLevel 3
Your training is focused on stealth and sudden violence. You gain proficiency with the disguise kit and the poisoner's kit, and you can mimic the speech of a person or the sounds of a place after studying them.
- Thieves' Cant and Thieves' ToolsLevel 1
You know how to make the most of a quick hand and a quicker escape. You gain proficiency with thieves' tools.
- ExpertiseLevel 1
You are more adept than most at performing tasks requiring subtlety and precision. Choose two of your skill proficiencies, or one skill proficiency and your thieves' tools proficiency, to gain double your proficiency bonus. You choose two more at 6th level, and again at 11th and 16th level.
- Assassin ImprovementLevel 9
You can no longer be surprised while conscious, and other creatures have disadvantage on attack rolls against you if you are unseen by them and have not yet acted in the first round of combat.
- Uncanny EscapeLevel 5
Your skill with evasive movement improves further. You can move through a space as narrow as 1 inch wide without squeezing if a creature is not occupying it, and opportunity attacks against you are made at disadvantage.
- Reliable TalentLevel 11
Your talent has become instinctive. If you make an ability check using a skill you're proficient in, the d20 roll of 9 or lower is treated as a 10.
- ElusiveLevel 18
You are so elusive that no attack roll has advantage against you while you are not incapacitated and no creature can have advantage against you from being unseen unless it also meets other requirements.
- ImpostorLevel 13
At 13th level, you gain the ability to impersonate a specific creature with uncanny accuracy after studying them, making you a terrifying infiltrator.
- Expertise ImprovementLevel 6
You gain two additional uses of your expertise, allowing you to master four skills in total beyond ordinary training.
- TraitGnomeDarkvision, 60 ft.
- TraitGnomeGnome Cunning, advantage on Intelligence, Wisdom, and Charisma saving throws against magic
- TraitGnomeNatural Illusionist, knows the minor illusion cantrip
- TraitGnomeSpeak with Small Beasts
- TraitGnomeTinker-like curiosity and careful hands, reflected in meticulous habits
- Position of PrivilegeNoble
Thanks to ties of birth and title, you can usually secure an audience or hospitality among the upper class, provided your name still carries weight or your old house still has friends.
Gear
11 itemsWeapons
- RapierA rapier chosen as the primary dueling blade, kept impeccably maintained.
- ShortbowA shortbow for silent ranged attacks.
Armor
- Studded Leather ArmorA set of dark studded leather armor fitted beneath noble clothing.
Tools
- Thieves' ToolsA trusted set of thieves' tools, hand-picked and carefully maintained.
- Dice SetA gaming set inherited from childhood lessons in noble etiquette.
Gear
- 20×ArrowsA quiver of arrows for the shortbow.
- Burglar's PackA burglar's pack containing tools and supplies for infiltration.
- Signet RingA signet ring bearing the Brindlewick crest.
- Fine ClothesFine clothes suitable for moving in high society.
- Scroll of PedigreeA scroll showing the family's pedigree and social claims.
Purse
- PurseA purse containing 25 gp.
Appearance
A small, sharp-featured gnome with iron-gray curls, an immaculate but practical noble's coat tailored to conceal tools and blades, and ink-stained fingers from years of ledger work. A signet ring hangs on a chain around the neck instead of being worn openly. Their bright eyes rarely stop moving, as if cataloging exits, lies, and weak seams in every room. A narrow scar cuts across one eyebrow, and their boots are polished enough to pass in a manor, yet silent enough for a rooftop.
Mannerisms
Speaks softly and precisely, often pausing as though selecting words from a private menu of sharper alternatives. Adjusts cuffs, rings, or lapels when lying, and taps two fingers against the nearest surface when weighing a decision. In conversation, Veylin circles the point like a vulture in a velvet glove, never quite saying the most important thing outright.
Personality
Calm, exacting, and disarmingly polite, Veylin treats every conversation like a negotiation and every room like a puzzle box. They are patient to the point of menace, but beneath the courtly exterior is a dry wit and a fierce loyalty to anyone who proves trustworthy. They prefer planning, leverage, and clean exits, yet once committed, they pursue a goal with relentless, almost scholarly focus.
Ideals
Restoration. Power should be earned, not inherited, and the corrupt should fear the careful hands of those they discarded. A broken name can be rebuilt, but only if someone is willing to carry the first stone.
Bonds
The Brindlewick signet ring is all that remains of the family authority, and Veylin will reclaim the house name or die trying. Veylin also keeps a hidden ledger of every person who profited from the family ruin, and each name on it is a promise.
Flaws
Veylin cannot resist a challenge of wit, even when a faster escape would be wiser. They keep dangerous secrets longer than they should, because knowledge feels like ownership. When threatened with public shame, they become reckless, and when offered the chance to ruin a rival's reputation, they sometimes forget that vengeance is a poor substitute for peace.
Quirks
Background
House Brindlewick once kept the ledgers, keys, and secrets for half a duchy, and Veylin Brindlewick was raised to believe that manners were simply a more refined kind of lockpick. While siblings were trained for courts, Veylin learned inventories, ciphered correspondence, and the delicate art of hearing what powerful people said when they thought no one important was listening. The family expected a clerk, a patron, perhaps a negotiator. They got a child who could enter any archive, steal any document, and vanish before the ink dried on the theft. The fall came quietly, as such things often do. A rival house orchestrated a scandal, a forged confession, and a perfectly legal ruin. By the time Veylin understood that the family name was being stripped away page by page, most allies had already become strangers. Veylin survived by becoming useful to sharper and less honest people, first as a courier, then as a fixer, then as the kind of assassin who never leaves a body in the wrong place. Years later, Veylin still moves like a courtier and strikes like a knife, hunting the hidden thread that ties the conspiracy together while collecting names, favors, and debts the way other folk collect coins.
“The family expected a clerk, a patron, perhaps a negotiator.”
- Background
- Noble
Connections
Species
Gnome
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