Nim Varkony
Nim Varkony
Sheet
AC 16 · HP 129 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- AthleticsSTR
- DeceptionCHA
- HistoryINT
- InsightWIS
- InvestigationINT
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- Sleight of HandINT
- StealthDEX
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
32 featuresAction
- Versatile Trickster's CunningLevel 7
You can take two bonus actions on your turn, but only one can be used to take the Cunning Action options.
Bonus action
- Cunning ActionLevel 2
When On your turn
Use a bonus action to Dash, Disengage, or Hide.
- Insightful FightingLevel 3
As a bonus action, make a Wisdom (Insight) check contested by a creature's Charisma (Deception). If you succeed, you can use Sneak Attack against that creature without advantage for 1 minute, provided you do not have disadvantage. The effect ends if you switch targets or use this feature against a different target.
- Eye for DetailLevel 3
You can make a bonus action Wisdom (Perception) check to spot a hidden creature or object, or to locate an obscured object. You can also use Investigation to find or decipher clues as a bonus action.
- Ear for DeceitLevel 3
You can use a bonus action to make a Wisdom (Insight) check to determine whether a creature is lying. You also gain a bonus to Wisdom (Perception) checks equal to your Wisdom modifier when searching for a hidden creature or object.
Reaction
- Uncanny DodgeLevel 5
When When an attacker you can see hits you
Halve the damage from one attack that hits you as a reaction.
- Stroke of LuckLevel 18
When After failing an attack roll, ability check, or saving throw
If you fail an attack roll, ability check, or saving throw, choose to succeed instead. Recharges after a short or long rest.
Always on
- Sneak AttackLevel 1
When Once per turn when hitting with a finesse or ranged weapon
Deal an extra 9d6 damage once per turn when attacking with advantage, or when an enemy of the target is within 5 feet and you lack disadvantage.
- Unerring EyeLevel 13
When After failing a qualifying check
Treat one failed Perception or Investigation check as a 20, once per long rest with current Wisdom.
- Rogue ProficienciesLevel 1
You gain proficiency with light armor, simple weapons, hand crossbows, longswords, rapiers, and shortswords. You gain proficiency with thieves' tools and one gaming set.
- ExpertiseLevel 6
You gain proficiency in two skills, or expertise in two skills in which you are already proficient. Chosen skills: Investigation and Insight.
- Roguish ArchetypeLevel 3
You choose the Inquisitive archetype and gain its features.
- Inquisitive TrainingLevel 3
When you choose this archetype at 3rd level, you gain proficiency with the disguise kit and thieves' tools. These proficiencies are already included in your proficiencies.
- Ability Score ImprovementLevel 4
You gain an Ability Score Improvement. Dexterity increases by 2, from 17 to 19.
- Expertise and Tool ExpertiseLevel 6
Your proficiency bonus is doubled for any ability check that uses your proficiency with thieves' tools. You also gain proficiency in two more skills, or expertise in two proficient skills. Chosen skills: Perception and Sleight of Hand.
- Ability Score ImprovementLevel 8
You gain an Ability Score Improvement. Dexterity increases by 1, from 19 to 20, and Constitution increases by 1, from 13 to 14.
- Slippery MindLevel 15
You gain proficiency in Wisdom saving throws.
- Ability Score Improvement, AlertLevel 10
You gain an Ability Score Improvement. You take the Alert feat, gaining +5 initiative, awareness of hidden attackers, and protection from being surprised while conscious.
- BlindsenseLevel 14
Your movement cannot be reduced by nonmagical difficult terrain, and you can move through the space of a hostile creature. The space is difficult terrain, and you cannot willingly end your turn there.
- Ability Score Improvement, SharpshooterLevel 12
You gain an Ability Score Improvement. You take the Sharpshooter feat, ignoring disadvantage from long range and cover, and gaining the option to take -5 to hit for +10 damage with a ranged weapon.
- Ability Score Improvement, ObservantLevel 16
You gain an Ability Score Improvement. You take the Observant feat, increasing Wisdom by 1, giving a passive Perception bonus of 5, and allowing you to read lips when you can see a speaking creature.
- ElusiveLevel 18
You have advantage on attack rolls against creatures you cannot see. You are also aware of the location of any creature within 10 feet of you that is not hidden from you, even if invisible or obscured.
- Steady EyeLevel 9
You gain advantage on Wisdom (Perception) checks if you move no more than half your speed on the same turn. You gain advantage on Intelligence (Investigation) checks to find or decipher clues if you move no more than half your speed.
- TraitHigh ElfDarkvision, you can see in dim light within 60 feet as if it were bright light, and darkness as if it were dim light.
- TraitHigh ElfFey Ancestry, advantage on saving throws against being charmed, and magic cannot put you to sleep.
- TraitHigh ElfTrance, you do not need to sleep and can finish a long rest in 4 hours of meditation.
- TraitHigh ElfKeen Senses, proficiency in Perception.
- TraitHigh ElfElf Weapon Training, proficiency with longswords, shortswords, shortbows, and longbows.
- Cantrip, you know one wizard cantripHigh ElfChosen cantrip: Minor Illusion.
- TraitHigh ElfAbility Score Increase, Dexterity increases by 2 and Intelligence increases by 1.
- TraitHigh ElfWalking speed is 30 feet.
- Network of the UnboundEnslaved Survivor
You know how to move through guarded places, recognize the signs of coercion and captivity, and identify people who are being controlled by fear, debt, or violence. In settlements where former servants, laborers, or fugitives gather, you can usually find discreet aid, shelter, or rumors. Those who profit from bondage may recognize you as a threat.
Gear
9 itemsWeapons
- Hand crossbowA compact hand crossbow with a darkened wooden stock and a quiet catch.
- 2×DaggersBalanced blades with plain handles and no identifying decoration.
Armor
- Leather armorLight protective armor made from worn brown leather, reinforced at the shoulders and ribs.
Tools
- Thieves' toolsA set of thieves' tools, including picks, files, tension wires, and a small mirror.
- Disguise kitA disguise kit assembled from theater scraps and servant uniforms.
Gear
- 20×Crossbow boltsBolts carried in a narrow belt case.
- Burglar's packA burglar's pack containing a backpack, a thousand ball bearings, 10 feet of string, a bell, five candles, a crowbar, a hammer, 10 pitons, a hooded lantern, two flasks of oil, five days of rations, tinderbox, and a waterskin.
- Three-Dragon Ante setA gaming set used by guards and servants to pass time and exchange information.
- Enslaved Survivor's kitA false identity, forged papers, a dark common cloak, and 15 gp saved from years of hidden work.
Appearance
Nim Varkony is a slight, long-limbed high elf with warm brown skin, ash-blond hair cut short around the jaw, and gray-green eyes that rarely stay still. Both ears were deliberately cut down to blunt, uneven human-length points. The scars are old, pale, and impossible to mistake. He wears a close-fitted suit of weathered leather armor beneath a dark traveling coat, with two plain daggers at his belt and a compact hand crossbow concealed beneath his left arm. His movements are quiet, economical, and watchful.
Mannerisms
Nim pauses before entering any room, silently counting doors, windows, and people. He touches the scars on his ears whenever someone calls him by a title, and he speaks more softly when he is angry.
Personality
Nim is gentle with frightened people, dryly funny with trusted companions, and relentlessly observant around strangers. He dislikes being touched without warning and prefers practical gifts, clear agreements, and rooms with more than one exit.
Ideals
No one is property. Freedom is not a reward for good behavior, and no law that says otherwise deserves obedience.
Bonds
He carries a strip of linen embroidered with the names of twelve people who escaped with him, and he will risk almost anything to locate the others whose names never made it into the ledger.
Flaws
He assumes every kindness has a hidden price, and when someone offers trust freely, he becomes suspicious enough to sabotage it.
Quirks
Background
Nim Varkony was born among high elves who traded in ink, maps, and carefully preserved family histories. He was still young by elven standards when raiders sold him into a chain of households and workshops. His final owner maintained a collection of servants from many elven lineages and ordered their ears cut to make them appear more human. Nim survived the procedure, the years of labor, and the lesson it was meant to teach: that a person could be made easier to own by altering the evidence of what they were. He learned to steal keys before he learned to read locks, to read a guard's shoulders before the guard reached for a weapon, and to hide messages inside the stitching of work clothes. His escape began with a hand crossbow assembled from discarded parts and ended when he turned the household's own ledger against it, exposing debts that had been fabricated to keep dozens of people captive. Nim now works as an investigator, infiltrator, and occasional thief, tracking slavers and the respectable merchants who finance them. He does not seek to restore his ears or erase their scars. To him, they are proof that survival can leave a mark without becoming a defeat.
“He was still young by elven standards when raiders sold him into a chain of households and workshops.”
- Background
- Enslaved Survivor
Connections
Species
High Elf
Media
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