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Anathemir - AI-generated fantasy Character

Anathemir

Kenku · Rogue · Level 1 · Charlatan

Anathemir

Curious, opportunistic, and theatrically polite, Anathemir treats every conversation as a performance with hidden stage directions.
AC14
HP12/12
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 14 · HP 12 · 30 ft.
AlignmentChaotic NeutralGenderNon-binaryAge25 years
STR
DEX
CON
INT
WIS
CHA

Saving throws

STRDEXCONINTWISCHA

Skills

  • AcrobaticsDEX
  • Animal HandlingWIS
  • ArcanaINT
  • AthleticsSTR
  • DeceptionCHA
  • HistoryINT
  • InsightWIS
  • IntimidationCHA
  • InvestigationINT
  • MedicineWIS
  • NatureINT
  • PerceptionWIS
  • PerformanceCHA
  • PersuasionCHA
  • ReligionINT
  • Sleight of HandDEX
  • StealthDEX
  • SurvivalWIS

Armor

Light armor

Weapons

Simple weapons,
Hand crossbows,
Longswords,
Rapiers,
Shortswords

Tools

Thieves' tools,
Disguise kit,
Forgery kit

Languages

Common,
Auran

Features

8 features

Always on

  • ExpertiseLevel 1

    Anathemir has expertise in Deception and Stealth, doubling their proficiency bonus for ability checks using those skills.

  • Sneak AttackLevel 1

    Once per turn, Anathemir can deal an extra 1d6 damage to one creature hit with a finesse or ranged weapon attack if they have advantage on the attack roll, or if an eligible enemy of the target is within 5 feet of it and Anathemir does not have disadvantage.

  • Thieves' CantLevel 1

    Anathemir knows thieves' cant, a secret mix of dialect, jargon, and coded signs used by rogues to conceal messages.

  • Expert ForgeryKenkuAnathemir can duplicate the handwriting and craftwork of another creature, giving advantage on relevant checks to produce or detect forgeries.
  • Kenku TrainingKenkuAnathemir is proficient in Acrobatics and Stealth.
  • MimicryKenkuAnathemir can accurately imitate sounds they have heard, though a listener can detect the imitation with a successful Wisdom Insight check opposed by Anathemir's Charisma Deception check.
  • LanguagesKenkuAnathemir can speak, read, and write Common and Auran.
  • False IdentityCharlatan

    Anathemir has created a second identity with documentation, acquaintances, and disguises. They can produce false credentials and establish a convincing cover story for this identity, provided they have the time and resources to do so.

Gear

12 items

Weapons

  • Rapier
    A finely made rapier suitable for both formal duels and discreet violence.
  • Shortsword
    A light, agile backup blade.
  • 2×
    Dagger
    A pair of concealed blades, each suitable for melee or throwing.
  • Shortbow
    A shortbow with a quiver containing 20 arrows.

Armor

  • Leather armor
    Supple leather armor reinforced at the shoulders and ribs.

Tools

  • Thieves' tools
    Tools for opening locks and disabling traps.
  • Disguise kit
    Cosmetics, wigs, facial padding, and other materials for changing appearance.
  • Forgery kit
    Ink, parchment, sealing wax, templates, and specialized implements for reproducing documents.

Gear

  • 20×
    Arrows
    A quiver holding twenty arrows.
  • Burglar's pack
    A pack containing a bedroll, mess kit, tinderbox, ten torches, ten days of rations, and a waterskin.
  • Fine clothes
    A tailored set of respectable clothing used to support Anathemir's false identities.

Purse

  • 15×
    Gold pieces
    A belt pouch containing starting funds.

Appearance

Anathemir is a slender kenku with charcoal-black feathers that shift to deep blue around the neck and wing joints. Their bright, observant eyes are framed by a narrow fan of silver-tipped feathers, and they favor a burgundy scarf, a fitted leather coat, and soft-soled boots. A collection of tiny metal tokens hangs from their belt, each engraved with a different name or symbol. Before speaking, Anathemir pauses, draws a careful breath through their beak, and tilts their head as if selecting the precise voice needed for the moment.

Mannerisms

Anathemir pauses for one measured breath before speaking, then often begins in a voice that does not seem to belong to them. They stand just outside the center of a group, quietly tracking every exit, hand, and unattended object. When listening, they angle their head sharply and tap one metal token against another in a steady rhythm.

Personality

Curious, opportunistic, and theatrically polite, Anathemir treats every conversation as a performance with hidden stage directions. They enjoy collecting phrases, accents, and small secrets, but they are more attentive to people who speak plainly than to those who try to manipulate them. They are quick to laugh at danger, slower to trust kindness, and always interested in what someone is trying not to say.

Ideals

Freedom. No authority has the right to decide who Anathemir must be, what they must sound like, or which life they are allowed to live.

Bonds

The stolen ledger from Anathemir's former confidence ring is hidden somewhere safe, and they will risk almost anything to keep it from being recovered. It contains evidence that could ruin powerful people, including one person Anathemir has not yet identified.

Flaws

Anathemir cannot resist improving a lie, even when the simple truth would be safer. They also become reckless when someone dismisses them as only an imitation, and they secretly fear that their own identity is less real than the voices they borrow.

Quirks

Keeps metal tokens engraved with names and symbols, arranging them by emotional importance rather than value.
Practices unfamiliar voices under their breath while walking.
Refuses to sign a document without examining the ink, paper, seal, and handwriting.
Uses compliments that sound suspiciously like observations from someone else's private conversation.

Background

Anathemir learned early that a voice could open more doors than a lockpick. Raised among traveling kenku performers and petty confidence artists, they became a collector of useful sounds, from a magistrate's clipped commands to a grieving merchant's soft assurances. Their first successful deception involved copying a tax collector's proclamation and persuading an entire village that a nonexistent festival exemption had been granted. The villagers celebrated. The real tax collector did not. Anathemir considered the result educational. Eventually, Anathemir joined a small confidence ring that used forged letters, staged arguments, and carefully selected disguises to separate wealthy travelers from their coin. The work suited their quick hands and flexible morals, but Anathemir grew tired of being treated as a disposable mimic rather than a person with plans of their own. They stole the ring's ledger, invented a false identity named Vey Orison, and disappeared into the wider world. Now they work as a rogue, spy, and occasional fraud, chasing profitable opportunities while searching for the one secret that might explain why several powerful people recognize the name Anathemir and immediately become afraid.

“They stole the ring's ledger, invented a false identity named Vey Orison, and disappeared into the wider world.”
From their backstory
Background
Charlatan

Connections

Species

Kenku

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