Sable Quill
Sable Quill
Sheet
AC 14 · HP 9 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingWIS
- ArcanaINT
- AthleticsSTR
- DeceptionCHA
- HistoryINT
- InsightWIS
- IntimidationCHA
- InvestigationINT
- MedicineWIS
- NatureINT
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- ReligionINT
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
9 featuresAlways on
- ExpertiseLevel 1
You have expertise in two of your skill proficiencies or one skill proficiency and your proficiency with thieves' tools. Your proficiency bonus is doubled for any ability check that uses either chosen proficiency. Sable has expertise in Deception and Stealth.
- Sneak AttackLevel 1
Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll, or if an enemy of the target is within 5 feet of it and you do not have disadvantage on the attack roll. The attack must use a finesse or ranged weapon.
- Thieves' CantLevel 1
You have learned the thieves' cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows thieves' cant can understand such messages.
- DarkvisionTabaxiYou 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. You cannot discern color in darkness, only shades of gray.
- Feline AgilityTabaxiWhen you move on your turn in combat, you can double your speed until the end of the turn. You cannot use this trait again until you move 0 feet on one of your turns.
- Cat's ClawsTabaxiYour claws are natural weapons, which you can use to make unarmed strikes dealing slashing damage equal to 1d4 + your Strength modifier.
- Cat's TalentTabaxiYou have proficiency in the Perception and Stealth skills.
- LanguagesTabaxiYou can speak, read, and write Common and one other language. Sable speaks Tabaxi.
- False IdentityCharlatan
You have created a second identity, complete with documentation, established acquaintances, and disguises. You can also forge documents, provided you have seen an example of the document or the handwriting you are trying to copy.
Gear
10 itemsWeapons
- RapierA finely made dueling blade with a narrow, balanced point. It is a finesse weapon.
- Shortbow and arrowsA compact ranged weapon with a quiver containing 20 arrows.
- 2×DaggersSlim blades balanced for throwing or close combat.
Armor
- Leather armorStudded leather armor sized for a tabaxi.
Tools
- Thieves' toolsA set of specialized tools for opening locks and disabling traps.
- Disguise kitCosmetics, wigs, false facial hair, costume pieces, and other disguise materials.
Gear
- Burglar's packA pack containing a bedroll, mess kit, tinderbox, 10 torches, 10 days of rations, and a waterskin.
- Fine clothesElegant but travel-worn clothing used to appear respectable in polite society.
- Marked cardsA marked deck of cards used in confidence games.
Purse
- Coin pouchCoins and small valuables representing the remainder of his starting funds.
Appearance
A lean male tabaxi with charcoal-gray fur, silver stripes along his cheeks and forearms, and bright amber eyes. His long tail is tipped with white fur, and a small notch mars one ear. He wears fitted leather armor beneath a burgundy traveling coat, soft boots, and a collection of concealed pouches. His claws are carefully trimmed but sharp, and his confident smile suggests that every conversation is part of a larger game.
Mannerisms
Sable pauses to groom one claw whenever he is deciding whether to lie. His ears swivel toward interesting sounds, his tail gives away his mood, and he often circles a new room once before choosing a seat with a clear view of every exit.
Personality
Charming, observant, and relentlessly playful, Sable treats conversation like a card game. He is generous toward underdogs, suspicious of authority, and delighted by puzzles, locked doors, and people who claim they cannot be fooled.
Ideals
Freedom. No tyrant, contract, or social convention should have the power to own another person's choices. Every creature deserves the chance to escape a cage.
Bonds
He owes his life to a traveling troupe that sheltered him after a con went wrong. He will protect the troupe and its descendants, even when doing so risks his freedom or fortune.
Flaws
He cannot resist improving a story, even when the truth would be safer. His curiosity and greed for an interesting challenge often lead him to accept a wager, open a forbidden door, or con someone who did not technically deserve it.
Quirks
Background
Sable Quill grew up among caravans, market performers, and peddlers who taught him that a quick smile could open doors that claws never would. As a young tabaxi, he learned to read crowds the way other cats read tracks, noticing who was lonely, who was vain, and who was desperate to believe a good story. He became an accomplished confidence artist, using disguises, forged papers, and elaborate tales to separate dishonest merchants from their ill-gotten fortunes. Sable always kept enough of the proceeds to survive, then quietly redirected the rest to hungry travelers, exploited workers, and children living on the streets.
- Background
- Charlatan
Connections
Species
Tabaxi
Media
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