Silene
Silene
Sheet
AC 12 · HP 8 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingWIS
- ArcanaINT
- AthleticsSTR
- DeceptionSTR
- HistoryINT
- InsightWIS
- InvestigationINT
- MedicineWIS
- NatureINT
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- ReligionINT
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Weapons
Tools
Languages
Features
15 featuresAlways on
- Prestidigitation
When When Silene needs to clean, soil, warm, chill, mark, or harmlessly alter something
Silene channels a spark of unstable arcane power into a nearby creature or object, producing a minor magical effect at the DM's discretion.
- Mage Hand
When When an object within 30 feet needs to be manipulated from a distance
A spectral hand appears at a point Silene chooses and can manipulate objects, open unlocked containers, retrieve items, or pour contents from vessels.
- Fire Bolt
When When Silene makes a ranged spell attack
Silene launches a mote of fire that deals 1d10 fire damage on a hit. A flammable object that is not being worn or carried can ignite.
- Minor Illusion
When When Silene needs a distraction, signal, or simple sensory trick
Silene creates a harmless sensory effect, such as a sound, image, scent, or brief mark, lasting up to 1 minute.
- Chromatic Orb
When When Silene spends a 1st-level spell slot and makes a ranged spell attack
Silene hurls a bolt of crackling energy at a creature within 120 feet, dealing 1d10 lightning damage on a hit.
- Shield
When When Silene is hit by an attack or targeted by magic missile
A shimmering force surrounds Silene, granting him a +5 bonus to AC until the start of his next turn, including against the triggering attack, and potentially causing the attack to miss.
- SpellcastingLevel 1
Silene is a 1st-level spellcaster. Charisma is his spellcasting ability. He knows four sorcerer cantrips and two 1st-level sorcerer spells. He uses a component pouch as his spellcasting focus.
- Sorcerous OriginLevel 1
Silene's innate magic comes from an unpredictable and dangerous source connected to the mysterious artifact and the island sought by his family.
- Wild Magic SurgeLevel 1
Whenever Silene casts a sorcerer spell of 1st level or higher, the DM can require him to roll a d20. On a roll of 1, a Wild Magic Surge can occur, producing a random magical effect.
- Tides of ChaosLevel 1
Once per long rest, Silene can gain advantage on one attack roll, ability check, or saving throw. Before he can use this feature again, the DM can have him roll on the Wild Magic Surge table after he casts a sorcerer spell of 1st level or higher.
- TraitHalf-ElfDarkvision, Silene can see in dim light within 60 feet as if it were bright light, and in darkness as if it were dim light.
- TraitHalf-ElfFey Ancestry, Silene has advantage on saving throws against being charmed, and magic cannot put him to sleep.
- TraitHalf-ElfSkill Versatility, Silene gains proficiency in two additional skills, History and Investigation.
- TraitHalf-ElfLanguages, Silene can speak, read, and write Common and Elvish, and he knows Aquan and Draconic.
- Ship's PassageSailor
Silene can secure free passage on sailing ships for himself and his companions in exchange for work. He is familiar with the operation of sailing vessels and the behavior of the sea.
Spells
6 spellsSpellcasting. Silene casts with Charisma (spell save DC 10, to hit with spell attacks).
Cantrips (at will): , , ,
1st level (2 slots): ,
Gear
9 itemsWeapons
- Light crossbowA light crossbow suitable for shipboard defense and hunting.
- Belaying pinA sturdy wooden pin used aboard ships and serviceable as a club.
Gear
- 20×Crossbow boltsAmmunition for the light crossbow.
- Component pouchA focus for channeling and manipulating arcane energy.
- Explorer's packA pack containing bedroll, mess kit, tinderbox, ten torches, ten days of rations, waterskin, and 50 feet of hempen rope.
- 50×Silk ropeStrong silk rope, carefully coiled and maintained.
- Lucky charmA small nautical charm of uncertain origin, kept for luck.
- Common clothesPlain, durable clothing suitable for travel and shipboard work.
Purse
- 10×Gold piecesStarting money retained from his sailor's wages.
Appearance
Silene is a lean, broad-shouldered half-elf with weathered bronze skin, pointed ears, and pale gray-green eyes that seem to reflect distant lightning. His hair and beard are kept unusually short and carefully trimmed, growing in with faint copper and ash-colored streaks after years of uncontrolled magical flare-ups. He wears a patched sailor's coat over practical travel clothes, with every fastening repaired neatly and repeatedly. A small blackened fragment of unknown metal hangs at his throat on a braided cord, and he checks it unconsciously whenever he is anxious.
Mannerisms
Silene repeatedly touches the blackened metal fragment at his throat when thinking or lying. He studies knots, hinges, carvings, and old masonry during conversations, sometimes answering a person only after examining the nearest piece of architecture.
Personality
Silene is quiet, observant, and intensely curious. He prefers the company of sailors, ruins, and old maps to crowded settlements, yet he listens closely whenever someone mentions a lost place or an unexplained magical event. He has a dry sense of humor and a practical sailor's patience, but his composure becomes strained when people ask about his family or the years he refuses to discuss.
Ideals
Truth. The past cannot be changed, but it can be uncovered. No mystery deserves to remain buried merely because frightened people prefer ignorance.
Bonds
The blackened fragment given to him by his parents is the only thing he has left of them. He will cross any sea and enter any ruin to discover the truth about the mysterious island and why his family has always searched for it.
Flaws
Silene hides information whenever he fears it might make others see him as dangerous or unnatural. He is also willing to take reckless risks with magic, ruins, and the sea rather than admit that he does not understand what is happening to him.
Quirks
Background
Silene was raised in a remote mountain village populated mostly by elves, where his human father and elven mother were treated with suspicion. They were rarely home for long, always returning from distant journeys with stories of ruins, drowned temples, and a mysterious island in the ocean that several generations of his father's family had seen only once. Before one of their departures, they gave Silene a small blackened fragment of metal recovered from that island. He kept it close, believing it was proof that their stories were true and that they would return. They did not return. Years later, while Silene was clutching the fragment and grieving their absence, it grew hot enough to burn his skin and set his hair and beard smoking. When he ran to the village elders, they recoiled and shouted that he had become like his father. Silene did not understand what they meant, but strange surges of power continued to erupt around him as he grew older. Eventually, frightened by his own magic and unable to endure the village's fear, he left the mountains and found work at sea. He never speaks about the years between leaving home and becoming a sailor. He took the name Silene when he reached the coast, and now follows every rumor of lost islands, vanished ships, and ancient ruins, hoping to find his parents and learn what truly awakened inside him.
“Before one of their departures, they gave Silene a small blackened fragment of metal recovered from that island.”
- Background
- Sailor
Connections
Species
Half-Elf
Media
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