Areni Tavakuri
Areni Tavakuri
Sheet
AC 13 · HP 22 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingWIS
- ArcanaINT
- AthleticsSTR
- DeceptionSTR
- HistoryINT
- InsightWIS
- IntimidationCHA
- InvestigationINT
- MedicineWIS
- NatureINT
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- ReligionINT
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
13 featuresBonus action
- Cunning ActionLevel 2
When Your turn in combat.
As a bonus action, Dash, Disengage, or Hide.
- Fast HandsLevel 3
When Your turn, when a suitable object, lock, trap, or Sleight of Hand opportunity is available.
As a bonus action, make a Dexterity check with thieves' tools, disarm a trap, open a lock, take the Use an Object action, or make a Sleight of Hand check.
Reaction
- Infernal Legacy, Hellish Rebuke
When When you take damage from a creature within 60 feet that you can see, as a reaction.
Cast hellish rebuke as a 2nd-level spell once per long rest. Charisma is your spellcasting ability for this spell.
Always on
- Sneak AttackLevel 1
When Once per turn when you hit with a finesse or ranged weapon and have advantage, or when an eligible enemy of the target is within 5 feet.
After hitting a creature with a finesse or ranged weapon, deal an extra 2d6 damage once per turn when the attack qualifies for Sneak Attack.
- Second-Story WorkLevel 3
When When making a running jump.
Increase the distance of a running jump by 2 feet.
- Infernal Legacy, Thaumaturgy
When At will.
Cast the thaumaturgy cantrip.
- ExpertiseLevel 1
You are proficient with thieves' tools. Your proficiency bonus is doubled for any ability check you make using either of your chosen proficiencies, Stealth and Sleight of Hand.
- Thieves' CantLevel 1
You have learned thieves' cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation and recognize such messages from others who know the cant.
- Roguish ArchetypeLevel 3
You choose the Thief archetype, gaining the Fast Hands and Second-Story Work features.
- DarkvisionTieflingYou can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light, though you cannot discern color in darkness.
- Hellish ResistanceTieflingYou have resistance to fire damage.
- Infernal LegacyTieflingYou know the thaumaturgy cantrip. At 3rd level, you can cast hellish rebuke once per long rest as a 2nd-level spell. At 5th level, you can cast darkness once per long rest. Charisma is your spellcasting ability for these spells.
- False IdentityCharlatan
You have a false identity, including documentation, established acquaintances, and disguises that allow you to pass yourself off as someone else. In addition, you can forge documents and counterfeit official papers, provided you have seen an example of the document or the handwriting you are trying to copy.
Spells
2 spellsSpellcasting. Areni Tavakuri casts with Charisma (spell save DC 10, to hit with spell attacks).
Cantrips (at will):
2nd level:
Gear
11 itemsWeapons
- RapierA light, finesse melee weapon with a 1d8 piercing damage die.
- ShortbowA ranged weapon with a normal range of 80 feet and a long range of 320 feet, dealing 1d6 piercing damage.
- 2×DaggerLight finesse and thrown weapons dealing 1d4 piercing damage.
Armor
- Leather ArmorLight armor with an armor class of 11 plus Dexterity modifier.
Tools
- Thieves' ToolsTools used to disarm traps and open locks.
- Disguise KitA kit containing cosmetics, wigs, false facial hair, costume pieces, and other materials for creating disguises.
- Forgery KitMaterials for copying handwriting, seals, signatures, and official documents.
Gear
- 20×ArrowsAmmunition for the shortbow.
- Burglar's PackA pack containing essential adventuring gear, including a bedroll, mess kit, tinderbox, torches, rations, waterskin, and rope.
- Fine ClothesWell-cut clothing suitable for respectable company and convincing disguises.
Purse
- 15×Gold PiecesStarting currency from his Charlatan background.
Appearance
A lean, broad-shouldered tiefling man with deep russet-red skin, swept-back black hair, and two polished ivory horns that curve gently toward the ceiling. His amber eyes are steady rather than sinister, and a thin silver chain circles one horn, carrying a tiny brass key. He dresses in well-maintained leather armor beneath a wine-colored travel coat, with fine clothes and practical boots suggesting a man equally comfortable at a card table or a locked door. Within a minute of meeting him, most people notice that he stands with his weight balanced on the balls of his feet, as if every room contains an unseen exit. His voice is low and unusually smooth, but when rattled his breathing becomes quick and audible between carefully chosen words.
Mannerisms
When waiting, he balances lightly on the balls of his feet and keeps one hand near a pocket or doorframe. He speaks in an even, polished cadence, pausing just long enough to make listeners lean closer. When anxious, he takes three shallow breaths through his nose, then deliberately slows his speech as though negotiating with himself.
Personality
Areni is courteous, observant, and almost irritatingly composed. He treats conversation like a card game, studying what people omit as carefully as what they say. He has a dry sense of humor and a genuine tenderness toward frightened people, animals, and anyone trying to start over. Although he dislikes attention, he enjoys being underestimated and will sometimes let a bad first impression stand for several minutes before revealing how much he noticed.
Ideals
Mercy. A clever lie is justified when it gives the powerless a chance to survive people who already hold all the authority.
Bonds
The old apothecary that belonged to his mother was taken through forged legal orders. He will risk almost anything to recover it and restore it as a refuge for people who cannot afford medicine.
Flaws
He lies reflexively when the truth would be safer, especially if admitting ignorance or fear might make him appear vulnerable. He also cannot resist improving a scam that is already working, which has turned simple jobs into dangerous complications.
Quirks
Background
Areni Tavakuri learned early that people rarely fear a tiefling who is smiling, well dressed, and carrying a convincing story. His mother ran a modest apothecary near a busy trade road, while his father disappeared before Areni was old enough to remember his face. The shop survived on honest remedies, but Areni discovered that forged invoices, altered seals, and a well-timed lie could keep the tax collectors away when honesty could not. He became a practiced charlatan, selling harmless miracle tonics to wealthy fools and quietly returning part of the proceeds to families who had been cheated by merchants. His talent for locked rooms began with a debt. A local magistrate seized his mother's shop over a fabricated charge, and Areni broke into the magistrate's records room to find proof of the fraud. He found the evidence, exposed the scheme, and earned several enemies in the process. Rather than flee permanently, he turned his skills toward adventuring, where a quick hand and a useful lie can protect people before the law arrives too late. He still maintains a false identity under the name Aram Vekari, but the brass key on his horn belongs to the locked apothecary door he hopes to buy back someday.
“His mother ran a modest apothecary near a busy trade road, while his father disappeared before Areni was old enough to remember his face.”
- Background
- Charlatan
Connections
Species
Tiefling
Media
0 imagesNo images yet.
Turn Areni Tavakuri into a sheet
A high-res, share-ready sheet you can post or print.