Skip to content
CreatePricing
Veyr Siltjaw - AI-generated fantasy Character

Veyr Siltjaw

Triton · Artificer (Battle Smith) · Level 5 · Charlatan

Veyr Siltjaw

Smooth, watchful, and relentlessly pragmatic.
AC18
HP43/43
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 18 · HP 43 · 30 ft., swim 30 ft.
AlignmentNeutral EvilGenderMaleAge28
STR
DEX
CON
INT
WIS
CHA

Saving throws

CONINT

Skills

  • DeceptionCHA
  • InsightWIS
  • InvestigationINT
  • PersuasionCHA
  • Sleight of HandDEX

Armor

Light armor,
Medium armor,
Shields

Weapons

Simple weapons,
Martial weapons

Tools

Thieves' tools,
Tinker's tools,
Disguise kit

Languages

Common,
Primordial

Features

16 features

Always on

  • Steel Defender Commands

    When On your turn

    Your steel defender can strike with force, help an ally by using the Help action, or interpose itself to protect a nearby creature.

  • Infuse ItemLevel 2

    When After a long rest

    You can bolster a weapon, armor, shield, or tool with magical infusions such as Enhanced Defense or Repeating Shot, changing the utility of your gear after a long rest.

  • Magical TinkeringLevel 1

    You can imbue a tiny nonmagical object with a magical effect for 8 hours, creating useful sensory or practical tricks such as speaking a message, making lights or sounds, or projecting a static image.

  • SpellcastingLevel 1

    You can cast artificer spells, using Intelligence as your spellcasting ability. You can also use a spellcasting focus created through your tools and can prepare a number of artificer spells equal to your Intelligence modifier plus half your artificer level, rounded down.

  • Artificer SpecialistLevel 3

    You gain the Battle Smith specialization, which grants Battle Smith Spells, Battle Ready, and Steel Defender.

  • Battle Smith SpellsLevel 3

    You learn the spells heroism and shield, and they are always prepared for you.

  • Battle ReadyLevel 3

    You gain proficiency with martial weapons. When you attack with a magic weapon, you can use Intelligence instead of Strength or Dexterity for the attack and damage rolls.

  • Steel DefenderLevel 3

    You can magically summon a construct that acts on your initiative, obeys your commands, and can fight, help, or protect. It uses your proficiency bonus and ability scores to determine its statistics, and can repair itself when you cast mending. If you do not command it, it takes the Dodge action.

  • TraitTritonAmphibious, you can breathe air and water.
  • TraitTritonControl Air and Water, you can cast the control air and water innate spells.
  • TraitTritonEmissary of the Sea, you can communicate simple ideas with beasts that have a swimming speed.
  • TraitTritonGuardians of the Depths, you have resistance to cold damage.
  • TraitTritonDarkvision, you can see in dim light within 60 feet as if it were bright light.
  • TraitTritonSea Speech, you know the Common and Primordial languages.
  • TraitTritonSwimming speed 30 feet.
  • False IdentityCharlatan

    You have created a second identity that includes documentation, established acquaintances, and disguises. You can usually pass as your alternate persona and rely on it to move through society without immediate suspicion.

Spells

9 spells

Spellcasting. Veyr Siltjaw casts with Intelligence (spell save DC 14, to hit with spell attacks).

Cantrips (at will): , , ,

1st level (4 slots): , ,

2nd level (2 slots): ,

Gear

9 items

Weapons

  • Quarterstaff
    A simple melee weapon kept mostly for intimidation and emergencies.
  • Light crossbow
    A simple ranged weapon that can be modified with artificer infusions.

Armor

  • Scale mail
    Protective mail made of overlapping metal scales, functional and sea-weathered.
  • Shield
    A sturdy shield painted with a merchant crest and reinforced edges.

Tools

  • Thieves' tools
    Used to open locks, disable traps, and maintain the illusion that every door is negotiable.
  • Tinker's tools
    A set of precision tools used to repair and modify small mechanisms, gears, and fittings.
  • Disguise kit
    A compact kit for changing appearance and creating convincing disguises.

Gear

  • Fine clothes
    Elegant travel clothes fitted with hidden pockets, false hems, and quick-change fasteners.
  • Dungeoneer's pack
    A pack stocked for field work, travel, and hasty retreats.

Appearance

Veyr Siltjaw cuts an unmistakable figure even among the bright-armored folk of the sea. He is a lean triton of average height, built more for quick movement and careful observation than for brute force, with long-limbed grace and the clean posture of someone who is always half a step from leaving. His skin carries the muted sheen of deepwater blue and sea-glass green, marked here and there by pale reef-like tracery along the temples, throat, and forearms. His hair is dark and slick in heavy waves that seem perpetually damp, often tied back with cord, shell beads, or whatever practical fastening is nearest to hand. His eyes are sharp and bright, the color of stormlight over open water, and they seldom rest for long on any one thing without first measuring its worth. He dresses like a merchant who expects to travel through trouble. Salt-stained coats, layered sashes, and fitted travel leathers are reinforced with hidden pockets, brass clasps, and clever seams for tools, seals, and contraband trinkets. His colors lean toward deep teal, iron gray, and weathered gold, the palette of a man who wants to look respectable at a distance and expensive up close. A compact shield loaded with compartments, hooks, and specialized tools rides near at hand, more workshop than weapon at a glance. Around him, everything seems arranged for convenience, concealment, or sudden negotiation. His expression is the most disarming part of him: a smooth, almost courteous smile that never quite reaches the eyes, as if he is forever in the act of offering a fair deal he has already profited from. When he moves, a steel defender often shadows him with silent, deliberate menace, like a hunting beast taught manners only in the broadest sense. Together they look less like hero and companion than like a patient collector and the consequence that follows him.

Mannerisms

He circles people while speaking, like a shark assessing a wounded fish, and taps two fingers against his shield whenever he is about to make an offer. When annoyed, he smiles wider instead of frowning. He never says no at first, he says, 'That depends on the fee.'

Personality

Smooth, watchful, and relentlessly pragmatic. Veyr speaks like an obliging quartermaster and bargains like a knife hidden in silk. He is not cruel for sport, but he sees mercy as a luxury item and loyalty as a subscription service.

Ideals

Profit is not greed, it is proof that I understand the world better than my rivals. Every weakness has a market, every fear has a price, and every promise is only as real as the coin behind it.

Bonds

I keep a ledger of every serious debt owed to me, and I will cross oceans to collect. My steel defender is the first thing I ever made that never tried to cheat me, and I will not let it be taken apart, stolen, or sold by anyone else. Somewhere out there is the arsonist who destroyed my workshop, and I intend to make them buy back every hour they stole from me.

Flaws

He can justify almost any betrayal as long as the price was fair. He lies with such practiced ease that even when he tells the truth, people suspect a sales pitch. If someone looks desperate enough, he starts calculating instead of sympathizing.

Quirks

He keeps price tags on objects even when nobody asked for a sale.
He names every expensive tool as if it were a prized fish.
He tastes seawater before important negotiations, claiming it improves his instinct.
He gives allies 'discounts' and enemies 'premium rates.'

Background

Veyr Siltjaw was born in a kelp-market at the edge of a reef city, where sharks circled beneath the docks and every trader learned that value was just another current to ride. He was small for a triton, quick-eyed, and blessed with a smile that made buyers forget they were being measured. While other young reeffolk learned nets and spears, Veyr learned ledgers, counterfeit seals, and the tiny grammar of greed. He could tell what a captain wanted before the first lie left their mouth, then sell it back to them at a profit. His talent became a profession after he apprenticed under a reclusive artificer who specialized in repairing shipboard contraptions, salvage charms, and clockwork locks. Veyr discovered that invention was simply commerce with better packaging. He did not just sell objects, he sold certainty, shortcuts, and the comforting illusion that every problem could be bought off. When a deal soured and the apprentice workshop burned, he left with a shield full of tools, a head full of formulas, and a newly awakened steel defender that learned to stand beside him like a predatory shadow. Now he travels from port to port and camp to camp, offering everything from forged credentials to genuine miracles, depending on what the client can pay, and what they will never live long enough to regret.

“He was small for a triton, quick-eyed, and blessed with a smile that made buyers forget they were being measured.”
From their backstory
Background
Charlatan

Connections

Species

Triton

Media

0 images

No images yet.

Character Sheet
Ready

Turn Veyr Siltjaw into a sheet

A high-res, share-ready sheet you can post or print.