Anathemir
Anathemir
Sheet
AC 14 · HP 12 · 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
8 featuresAlways 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 itemsWeapons
- RapierA finely made rapier suitable for both formal duels and discreet violence.
- ShortswordA light, agile backup blade.
- 2×DaggerA pair of concealed blades, each suitable for melee or throwing.
- ShortbowA shortbow with a quiver containing 20 arrows.
Armor
- Leather armorSupple leather armor reinforced at the shoulders and ribs.
Tools
- Thieves' toolsTools for opening locks and disabling traps.
- Disguise kitCosmetics, wigs, facial padding, and other materials for changing appearance.
- Forgery kitInk, parchment, sealing wax, templates, and specialized implements for reproducing documents.
Gear
- 20×ArrowsA quiver holding twenty arrows.
- Burglar's packA pack containing a bedroll, mess kit, tinderbox, ten torches, ten days of rations, and a waterskin.
- Fine clothesA tailored set of respectable clothing used to support Anathemir's false identities.
Purse
- 15×Gold piecesA 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
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.”
- Background
- Charlatan
Connections
Species
Kenku
Media
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