Visk
Visk
Sheet
AC 13 · HP 8 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingWIS
- ArcanaINT
- AthleticsSTR
- AthleticsSTR
- DeceptionCHA
- HistoryINT
- InsightWIS
- IntimidationCHA
- InvestigationINT
- MedicineWIS
- NatureINT
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- ReligionINT
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Weapons
Tools
Languages
Features
8 featuresAction
- Grovel, Cower, and BegKoboldAs an action, you can cower pathetically to distract nearby foes. Until the end of your next turn, your allies have advantage on attack rolls against enemies within 10 feet of you that can see you. Once used, this trait cannot be used again until you finish a short or long rest.
Bonus action
- Martial ArtsLevel 1
While unarmored and not wielding a shield, Visk can use Dexterity instead of Strength for monk weapon and unarmed strike attack and damage rolls. They can roll a d4 instead of the normal damage die for unarmed strikes or monk weapons. After taking the Attack action with an unarmed strike or monk weapon, they can make one unarmed strike as a bonus action.
Always on
- Unarmored DefenseLevel 1
While unarmored and not wielding a shield, Visk's AC equals 10 + Dexterity modifier + Wisdom modifier. This is already reflected in their Armor Class.
- DarkvisionKoboldYou can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You cannot discern color in darkness, only shades of gray.
- Pack TacticsKoboldYou have advantage on an attack roll against a creature if at least one of your allies is within 5 feet of the creature and the ally is not incapacitated.
- Sunlight SensitivityKoboldYou have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, your target, or whatever you are trying to perceive is in direct sunlight.
- Kobold ability score adjustments appliedKobold+2 Dexterity and -2 Strength.
- False IdentityCharlatan
Visk has a second identity, a set of forged papers, and a convincing cover story. They can establish a false identity, including appropriate documentation and acquaintances who support it, though creating a new identity takes time and requires access to the materials and people needed.
Gear
8 itemsWeapons
- ShortswordA light, single-edged blade suitable for monk weapon attacks.
- 10×DartSmall thrown darts, usable as monk weapons.
Tools
- Disguise kitA kit for applying disguises and changing apparent features.
- Forgery kitTools and materials for producing convincing counterfeit documents.
Gear
- Explorer's packA pack containing a backpack, bedroll, mess kit, tinderbox, 10 torches, 10 days of rations, and a waterskin.
- Fine clothesA set of fine clothes, chosen to support Visk's practiced false identity.
- Belt pouchA small purse holding 15 gp.
Purse
- 15×Gold piecesStarting funds carried in the belt pouch.
Appearance
A small, russet-scaled kobold with a narrow muzzle and alert amber eyes. Visk keeps their dark crest combed into a neat, glossy ridge, and wears a carefully patched ochre monk's robe with the sleeves tied back. Their thumb repeatedly checks the little brass clasp at their collar, even when it is plainly fastened.
Mannerisms
Visk speaks in a quick, courteous murmur, then goes very still when listening. They smooth their crest before introductions and check the clasp at their collar whenever a lie is challenged.
Personality
Cheerful, watchful, and more generous than they let on, Visk treats every new acquaintance as both a possible friend and a possible audience. They love a neat performance, but are quietly impressed by people who do not need one.
Ideals
Freedom. No one should be trapped in the role or place others assign them, and a little cleverness can open a door that force cannot.
Bonds
Visk keeps Sella's old brass collar clasp as a reminder of the first person who taught them a trade without demanding a cut. They intend to repay her, though they have not yet worked out whether she would prefer coin, an apology, or both.
Flaws
Visk reaches for a false name whenever a conversation turns uncomfortable, even with people who have earned their trust. They also find it hard to walk away from a scheme once someone has called it impossible.
Quirks
Background
Visk grew up in a cramped burrow beneath a toll road, where larger folk rarely looked down unless they had dropped something. They learned to make themselves useful by becoming whoever a traveler expected to see: a courier with a sealed note, a shrine attendant with a practiced bow, a harmless little guide who knew the dry path through the marsh. Their best teacher was Sella, a caravan dresser who taught Visk how to sew a false hem and how to watch a person's hands when their mouth was lying. When a scheme went bad, Visk slipped away with a robe, a disguise kit, and the habit of checking every clasp twice. At a roadside shrine called the Bent Step, Visk met Thenn, a quiet pilgrim who practiced striking and breathing in the courtyard before dawn. Visk copied the movements at first to amuse themself, then discovered that patience and balance made better tools than a dozen borrowed identities. They left before Thenn could ask them to stay, carrying a shortsword, a handful of darts, and the belief that a body can tell the truth even when its owner will not. Now Visk drifts between settlements, taking small cons when hungry and offering honest help when it surprises them. They are still deciding which kind of life is the disguise.
“Their best teacher was Sella, a caravan dresser who taught Visk how to sew a false hem and how to watch a person's hands when their mouth was lying.”
- Background
- Charlatan
Connections
Species
Kobold
Media
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