Ghost
Ghost
Sheet
AC 12 · HP 10 · 30 ft.Saving throws
Skills
- ArcanaINT
- DeceptionCHA
- InsightWIS
- StealthDEX
Weapons
Tools
Languages
Features
6 featuresBonus action
- Innate SorceryLevel 1
As a Bonus Action, you can unleash the magic within for 1 minute. During this time, your Sorcerer Spell Save DC increases by 1, and you have Advantage on attack rolls for Sorcerer spells.
Always on
- SpellcastingLevel 1
You can cast known sorcerer spells using Charisma as your spellcasting ability.
- Draconic Ancestry (Silver)DragonbornResistance to Cold damage.
- Breath WeaponDragonborn15-foot cone, 1d10 Cold damage, DEX save DC 14. Usage: PB times per Long Rest.
- DarkvisionDragonborn60 ft.
- AlertCriminal
You gain a +2 bonus to Initiative. At the start of combat, you can swap your Initiative with a willing ally who isn't Incapacitated.
Spells
6 spellsSpellcasting. Ghost casts with Charisma (spell save DC 12, to hit with spell attacks).
Cantrips (at will): , , ,
1st level (2 slots): ,
Gear
6 itemsWeapons
- 2×DaggerA small, concealable blade.
Tools
- Thieves' ToolsA set of tools for picking locks and disarming traps.
- CrowbarA steel bar used for prying.
Gear
- Arcane Focus (Crystal)A cloudy white crystal that thrums with cold energy.
- Explorer's PackA backpack containing standard survival gear.
Purse
- 11×Gold PiecesPouch of coin.
Appearance
Ghost is a slender Dragonborn with shimmering silver scales that often appear translucent in low light. They wear tattered, dark grey robes layered with practical leather straps and hidden pockets. Their eyes are a piercing, icy blue, and a faint mist constantly curls from their nostrils. They carry no visible heavy weapons, preferring the two daggers tucked into their belt.
Mannerisms
They speak in short, clipped sentences and frequently check their surroundings with quick, bird-like movements of the head.
Personality
Detached and observant, Ghost speaks only when necessary and usually in whispers. They have a dry, cynical wit and a deep skepticism of anyone claiming to act for the greater good. They are uncomfortable in large crowds but possess an uncanny ability to notice the smallest details in their environment.
Ideals
Independence. I will not be a pawn for any guild, king, or god. I look after my own and keep my secrets buried.
Bonds
I still send half of my earnings to a group of street urchins in my home city. They are the only family I have ever known.
Flaws
I am pathologically suspicious. I assume every smile is a mask and every gift has a hook.
Quirks
Background
Born into the freezing slums of a coastal metropolis, Ghost earned their name long before they realized they had magic. They were a phantom in the counting houses and a shadow in the alleys, stealing just enough to keep their small circle of fellow orphans fed. Their silver scales, usually a mark of pride, were a liability they learned to hide under soot and rags. The awakening of their sorcery was a violent, cold affair. During a botched warehouse heist, Ghost was cornered by city guards. Instead of surrendering, they exhaled a blast of frost that coated the room in ice, allowing them to slip away into the night. Since that day, the thieves guild they once served has become wary of their presence. Ghost now travels the world, half-convinced that their magic is a curse of the blood, looking for a way to control the internal winter that threatens to freeze their very heart.
“They were a phantom in the counting houses and a shadow in the alleys, stealing just enough to keep their small circle of fellow orphans fed.”
- Background
- Criminal
Connections
Species
Dragonborn
Media
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