Merrit Vane
Merrit Vane
Sheet
AC 14 · HP 9 · 25 ft.Saving throws
Skills
- AcrobaticsDEX
- DeceptionCHA
- InsightWIS
- IntimidationCHA
- InvestigationINT
- PerceptionWIS
- Sleight of HandDEX
- StealthDEX
Armor
Weapons
Tools
Languages
Features
8 featuresAlways on
- Sneak Attack (1d6)Level 1
Your training with weapons and your ability to exploit an enemy's distraction allow you to deal an extra 1d6 damage once per turn when you have advantage on the attack roll, or when an enemy of the target is within 5 feet of it, provided you do not have disadvantage. The attack must use a finesse or ranged weapon.
- ExpertiseLevel 1
Choose two of your skill proficiencies, or one skill proficiency and your proficiency with thieves' tools. Your proficiency bonus is doubled for any ability check you make that uses either chosen proficiency. Merrit has expertise in Stealth and thieves' tools.
- Thieves' CantLevel 1
You know thieves' cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. You also understand secret signs and symbols used by criminals.
- LuckyLightfoot HalflingWhen you roll a 1 on the d20 for an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.
- BraveLightfoot HalflingYou have advantage on saving throws against being frightened.
- Halfling NimblenessLightfoot HalflingYou can move through the space of any creature that is of a size larger than yours.
- Naturally StealthyLightfoot HalflingYou can attempt to hide even when obscured only by a creature that is at least one size larger than you.
- Criminal ContactCriminal
You have a reliable and trustworthy contact who acts as your liaison to a network of other criminals. You know how to get messages to and from your contact, even over great distances.
Gear
11 itemsWeapons
- RapierA finely balanced one-handed finesse weapon with a narrow blade.
- ShortbowA ranged weapon suitable for silent attacks. Includes a quiver containing 20 arrows.
- 2×DaggersSmall blades concealed in boots, sleeves, or belts.
Armor
- Leather ArmorLight protective armor made from hardened leather.
Tools
- Thieves' ToolsTools for opening locks, disabling traps, and manipulating mechanisms. Merrit's proficiency bonus is doubled when using them.
Gear
- 20×ArrowsStandard arrows for the shortbow.
- Burglar's PackA compact pack containing a bedroll, mess kit, tinderbox, torches, rations, waterskin, and rope.
- CrowbarA sturdy iron bar useful for prying open doors, crates, and windows.
- Dark Common Clothes with HoodA dark set of ordinary clothing with a deep hood, designed to avoid drawing attention.
- Gaming SetA small gaming set used to mark time, cultivate false trust, and settle wagers.
Purse
- 15×Gold PiecesCoins accumulated from criminal work and the background starting package.
Appearance
A small, narrow-shouldered lightfoot halfling man with ash-brown hair, pale gray eyes, and a thin scar running from his left temple to the corner of his mouth. He dresses in immaculate dark leather beneath a hooded travel cloak, keeping every buckle polished and every pocket carefully arranged. His smile is rare, deliberate, and entirely without warmth.
Mannerisms
Merrit counts objects whenever he enters a room, especially exits, windows, visible purses, and unattended weapons. He speaks softly and precisely, never raises his voice, and wipes his fingertips with a square of black cloth after touching another person's belongings.
Personality
Merrit is quiet, observant, and relentlessly transactional. He rarely shows anger because he considers emotional displays inefficient. He remembers the exact amount of every debt, tips servants only when watched, and treats generosity as a suspicious form of manipulation. Beneath his cruelty is a deep terror of helplessness, which he disguises by always having an escape route and a hidden reserve of coin.
Ideals
Security. Gold is freedom made tangible. Anyone who says otherwise is either a fool, a beggar, or someone trying to take it from me.
Bonds
He keeps the first gold coin he ever stole from the burned countinghouse, and will risk almost anything to recover the family ledger that vanished in the fire.
Flaws
Merrit assumes everyone has a price, and becomes irrationally hostile when he meets someone who cannot be bought. He would rather betray an ally early than risk being betrayed later.
Quirks
Background
Merrit Vane learned the value of gold before he learned the value of kindness. His family ran a tiny countinghouse in a river port, where merchants paid them to weigh coins, record debts, and keep quiet about missing cargo. When the countinghouse burned, Merrit discovered that the fire had been ordered by one of their wealthiest clients. The client offered compensation, the local magistrate accepted a bribe, and Merrit's parents died with nothing. Merrit survived by stealing back the family's account books, selling the information within them, and discovering that secrets were worth more than honest labor. He became a burglar, fence, and occasional assassin for the criminal network that now uses him as a courier. Merrit does not steal for excitement or revenge. He steals because ownership is the only language he believes everyone truly understands. He has no interest in power, romance, glory, or redemption, only the accumulation of enough wealth that no one can ever purchase his life, his silence, or his obedience again. He is cold-hearted, calculating, and patient, but not careless. To Merrit, every friendship is a liability, every favor a debt, and every locked door an insult waiting to be corrected.
“His family ran a tiny countinghouse in a river port, where merchants paid them to weigh coins, record debts, and keep quiet about missing cargo.”
- Background
- Criminal
Connections
Species
Lightfoot Halfling
Media
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