Vasiliy the Younger

Variant Human, Guild Artisan (Jeweller), Rogue (Arcane Trickster) [3] Wizard (Transmutation) [2] Chaotic Neutral

Strength Dexterity Constitution Intelligence Wisdom Charisma
12 [+0] 16 [+3] 14 [+2] 17 [+3] 13 [+1] 13 [+1]

12,15+1,14,15+1+1,13,13

Speed: 30ft
Size: Medium
Height: 5'8"
Weight: 158 lb
Wounds:36
Saving Throws: Dexterity, Intelligence
Proficiency: +3
Experience:
Age:
AC: 14

Proficiencies:
Weapons: Simple, Hand Crossbows, Longswords, Rapiers, Shortswords.
Armour: Light Armour
Tools: Thieves Tools, Jeweller's Tools
Skills: Stealth, Arcana, Insight, Persuasion, Deception x2, Sleight of Hand x2,
Languages: Common, +2 languages

Feats and Abilities:

  • Observant
    • +1 Int
    • Can lip read if understanding the language
    • +5 to passive perception (wis) and passive investigation (int)

Rogue:

  • Sneak Attack:

Once per turn, you can deal an extra 2d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.
You don’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll.

  • Thieves' Cant:

A secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows thieves’ cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly.
In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves’ guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run.

  • Cunning Action:

You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action. Or any of the following with your Magehand:

  • stow one object the hand is holding in a container worn or carried by another creature
  • the opposite of above.
  • use thieves tools to pick lock or disarm trap at range.
  • must succeed on a Dex (sleight of hand) check vs. Wisdom (Perception) to not be noticed.

Wizard

  • Arcane Recovery:

1/day when you finish a short rest, can recover 1/2 wizard level of spell slots.

  • Transmutation Savant:

Half gold and time to copy transmutation spells into your spellbook

  • Minor Alchemy:

cast on one object entirely of wood, stone, iron, copper, or silver, transforming it into a different one of those materials.
requires 10mins/1ft3 of material, after which it stays for conc. 1 hr.

Artisan

  • Guild Membership:

Guild will pay for food and lodgings if necessary (and funeral). some cities/towns will have guildhalls. Guild will support you in legal case if a good case can be made for your innocence or justifiable crime. Gain access to powerful figures, if your are in good standing, may require donations of gold/magic items.
** 5gp/month tithe to guild** must backpay missed payments to remain in the guild's good graces.

Equipment:

  • Cart:
  • Holding: 55.5lb
    • Shortsword d6 P, finesse, light. 2lb
    • Shortbow & 20arrows d6 P, R80/320 2hdned 2+1lb
    • quiver 1lb
    • 2 Daggers d4 P, finesse, light, Thrown 20/60 1 lb
    • burglar's pack: bag of 1000 ballbearings , 10ft string, a bell, 5 candles, crowbar, hammer, 10 pitons, hooded lantern, 2 flasks of oil, 5 days rations, a tinderbox, and a waterskin, 50ft hemp rope. 4332.5lbs
    • Thieves' tools 1lb
    • Jeweller's tools 2lb
    • Letter of introduction from guild
    • Traveller's clothes 4lb

want a bedroll/blanket, component pouch and/or arcane focus crystal and spellbook(says I get one at lvl 1 wizard with 6 spells.

  • Belt:
    • Money pouch
    • Crystal that faintly glows in the moonlight
  • Equipped:
    • Leather Armour 14ac 10lb

Currency:
Platinum:
Gold: 20
Electrum:
Silver: 9
Copper: 8
Selling items with strikethrough
Spellcasting:
Cantrips known are Magehand + 5 (2 from Rogue and 3 from Wizard)
Spells prepared is INTb + Wizard lvl (5) and 3 Rogue spells Combined caster level is (3/3+2=3)

Cantrips:

  • Mage Hand
  • Friends
  • Sword Burst
  • Green Flame Blade
  • Minor Illusions
  • Mould Earth

Level 1: 4/day

  • Charm Person
  • Disguise Self
  • Silent Image
  • Alarm
  • Featherfall
  • Detect Magic
  • Identify
  • Longstrider
  • Catapult
  • Shield
  • Absorb Elements

Level 2: 2/day


Born in Womford—-
to a poor widower alchemist who did not have the magical aptitude required to be successful. He quickly grew up and began to steal and roam the streets. Incorporating the minor magics learnt by assisting his father in his alchemy, he became even more difficult to catch.

Over the years his father had little by little saved up enough to apply his son to one of the artisan guilds, and noticing his physical and mental suitability and apparently innocent interest in gems, sent him off with his letter of introduction and a purse to become an apprentice jeweller during his early teens.

He worked hard as an apprentice Jewelsmith but could not resist supplementing his income by some shady side-work and become further involved in the underbelly of Bargewright inn.
Upon completion of several stages of apprenticeship at the age of 17, he began to work alongside his master and for a decent wage. This continued for a few years as he continued to work alongside his master, but also worked as a pseudo-fence, turning stolen gems into jewellery that would be unrecognisable.

Half of the money he earned he sent back to his father, who's health was slowly declining over the years. Eventually earning a large enough sum of money for tuition at a magic academy in ?Neverwinter? so that he could eventually learn the full depths of his father's trade.

Personality:

  • I'm a snob who looks down on those who can't appreciate fine art.
  • I like to talk at length about my profession.

Ideal:

  • Everyone should be free to pursue his or her own livelihood.

Bond:

  • The workshop where I learned my trade is the most important place in the world to me. (Home with his father and the Jewelsmith's at bargewright inn)

Flaw:

  • I'm never satisfied with what I have; I always want more.
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