Silas Vey
Silas Vey
Sheet
AC 12 · HP 12 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingWIS
- ArcanaINT
- AthleticsSTR
- DeceptionSTR
- HistoryINT
- InsightWIS
- IntimidationCHA
- InvestigationINT
- MedicineWIS
- NatureINT
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- ReligionINT
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
13 featuresBonus action
- Bardic Inspiration d6Level 1
As a bonus action, you can inspire one creature other than yourself within 60 feet that can hear you. For the next 10 minutes, it can add a d6 to one ability check, attack roll, or saving throw. You can use this feature a number of times equal to your Charisma modifier, and regain all expended uses after a long rest.
Always on
- Vicious Mockery
When A creature within 60 feet can hear him.
A cutting phrase targets one creature within 60 feet that can hear him. The target must succeed on a Wisdom saving throw or take 1d4 psychic damage and have disadvantage on its next attack roll before the end of its next turn.
- Minor Illusion
When He needs a distraction or false sensory detail.
Silas creates a sound or image within 30 feet that lasts for up to 1 minute. He uses it to draw attention, create false footsteps, or make an enemy look in the wrong direction.
- Dissonant Whispers
When A hostile creature is close enough to hear the ocarina.
A discordant melody reaches one creature within 60 feet. On a failed Wisdom saving throw, it takes 3d6 psychic damage and must immediately use its reaction to move as far as its speed allows away from him.
- Charm Person
When He needs a suspicious humanoid to lower its guard.
Silas attempts to magically influence one humanoid that can hear him. The target must make a Wisdom saving throw or regard him as a friendly acquaintance for 1 hour, subject to the spell's limitations.
- Sleep
When Several weaker enemies are gathered together.
A wave of supernatural drowsiness overtakes creatures in a 20-foot radius within 90 feet. Creatures with the lowest hit points fall unconscious until damaged or awakened.
- Tasha's Hideous Laughter
When A dangerous enemy must be removed from the fight without killing it immediately.
Silas fills one creature's mind with a looping phrase and mocking laughter. On a failed Wisdom saving throw, the creature falls prone and becomes incapacitated, laughing uncontrollably, until the spell ends or it succeeds on a later saving throw.
- SpellcastingLevel 1
You can use a musical instrument or your voice as a spellcasting focus. You know two cantrips and four 1st-level bard spells. Charisma is your spellcasting ability.
- Ability Score IncreaseHumanYour ability scores each increase by 1.
- SizeHumanMedium.
- SpeedHumanYour base walking speed is 30 feet.
- LanguagesHumanYou can speak, read, and write Common and one extra language of your choice.
- False IdentityCharlatan
You have an alternate identity and disguise kit. You can forge documents, imitate voices, and create convincing false identities, allowing you to pass yourself off as someone else when circumstances and materials permit.
Spells
6 spellsSpellcasting. Silas Vey casts with Charisma (spell save DC 13, to hit with spell attacks).
Cantrips (at will): ,
1st level (2 slots): , , ,
Gear
8 itemsWeapons
- RapierA light, flexible blade favored by duelists and performers.
- DaggerA small blade concealed easily in a sleeve or boot.
Tools
- OcarinaA small ocarina-like wind instrument with a dark ceramic body and several hidden finger holes, used as his spellcasting focus.
- Disguise KitA kit containing cosmetics, wigs, facial hair, and other materials used to create false appearances.
- Forgery KitInk, parchment, seals, and implements used to create or alter written documents.
Gear
- Diplomat's PackA compact collection of clothing, maps, writing supplies, and provisions for discreet travel.
- Dark Fine ClothesA dark, fitted set of travel clothing suitable for blending into city crowds or roadside shadows.
Purse
- 15×Gold PiecesCoins kept from his former life as a professional deceiver.
Appearance
A white human man with dark brown hair, dark brown eyes, and a short, carefully trimmed beard. His lean, wiry frame is dressed in a dark, close-fitting outfit of black leather, charcoal cloth, and weathered travel layers, practical rather than armored. A deep hood shadows his face, though a subtle dark glow lingers in his eyes as he stares directly at those who approach. He carries a narrow rapier, a dagger, and a small ocarina-like wind instrument. His expression is cold, tired, and faintly angry, as though every conversation is an interrogation.
Mannerisms
Silas speaks quietly, forcing people to lean toward him. He pauses before answering simple questions, as though selecting the most damaging version of the truth. When angered, he rolls the ocarina between his fingers and begins tapping out a rhythm only he can hear.
Personality
Silas is observant, sardonic, and intensely self-contained. He studies the way people breathe, blink, and shift their weight, then uses those details to predict what they will say next. He dislikes crowds, sentimental songs, and anyone who calls his talent a gift. Beneath his anger is a deep fear that he is nothing more than the weapon his family created.
Ideals
Control. No one will ever decide what I am again. Freedom means having the power to make others hesitate before they try.
Bonds
The ocarina is the last thing left from his mother, and he will kill anyone who tries to take it or discover the family melodies hidden within it.
Flaws
He assumes every kindness conceals a demand, and when cornered he would rather manipulate an innocent person than admit fear or ask for help.
Quirks
Background
Silas Vey was born beneath a ruined theater where his mother performed for nobles and criminals alike. Before he could speak, she placed an ocarina in his hands and taught him the first breath-song of their family. The Vey line had spent generations mastering music that could slip beneath reason, soften suspicion, and turn a listener's own thoughts against them. Silas did not choose the art. It was placed inside him before he understood the difference between inheritance and a cage. When Silas was seventeen, his family sold his services to a traveling magistrate who used his songs to extract confessions and manufacture obedience. Silas eventually turned the same music on his employer, leaving the magistrate alive but permanently unable to trust his own memories. He fled with a false name, a forged set of papers, and the ocarina that had started it all. Now he walks alone from settlement to settlement, luring bandits, bounty hunters, and cruel opportunists into conversations they cannot escape. He rarely fights fair. A whispered melody, a carefully chosen insult, and one moment of hesitation are usually enough. When they finally realize they have been manipulated, Silas is already walking away, leaving only silence and the unsettling feeling that they agreed to their own deaths.
“Before he could speak, she placed an ocarina in his hands and taught him the first breath-song of their family.”
- Background
- Charlatan
Connections
Species
Human
Media
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