Demetri

Human, Charlatan, Wizard

Strength Dexterity Constitution Intelligence Wisdom Charisma
9 [-1] 14 [+2] 12 [+1] 16 [+3] 10 [-] 16 [+3]

Alignment: Lawful Neutral.

Experience: 950 [Next 4 at 2700]
Wounds: 18 [6+ Con]
Saving Throws: Wisdom and Intelligence.
AC: 15 (Mage Armour [13+Dex])
Passive Perception: 10

Proficiencies: [+2]
Weapons: Daggers, darts, slings, quarterstaff, light crossbows.
Tools: Disguise Kit, Forgery Kit.
Skills: Arcana, Deception, Investigation, Sleight of Hand.
Languages: Common, Dwarven, Elven and Goblin.

Feats and Abilities:

  • False Identity: You have created a second identity that includes documentation, established acquaintances, and disguises that allow you to assume that persona. Additionally, you can forge documents including official papers and personal letters, as long as you have seen an example of the kind of document or the handwriting you are trying to copy. (Alt Miko Rourke, a magic item collector and appraiser).
  • Wizard:
    • Arcane Recovery: Once per day when you finish a short rest, you can choose expended spell slots to recover equal to wizard levels [currently 1].
    • Conjuration Savant: The gold and time you must spend to copy a conjuration spell into your spellbook is halved.
    • Minor Conjuration: you can use your action to conjure up an inanimate object in your hand or on the ground in an unoccupied space that you can see within 10 feet of you. This object can be no larger than 3 feet on a side and weigh no more than 10 pounds, and its form must be that of a non-magical object that you have seen. The object is visibly magical, radiating dim light out to 5 feet. The object disappears after 1 hour, when you use this feature again, or if it takes any damage.

Equipment:

  • Dagger
  • Arcane focus
  • Explorer’s pack
  • Spell book
  • Set of fine clothes
  • Set of weighted dice, deck of cards
  • Duke ring

Platinum 0
Gold 15
Silver 0
Copper 0


Magic:

Spell Attack: +5 (Prof [2] + Int [3])
Spell Save DC: 13 (8+ Prof [2] + Int [3])
Spell Slots: 1st- 4 __ 2rd- 2

Spells Known:

Cantrips:

  • Shocking grasp (1d8)
  • Mage hand
  • Fire bolt (1d10)

Spells Prepared:

  • 1
  • 2
  • 3
  • 4
  • 5
  • 6

Spellbook:

  • Mage armor
  • Shield
  • Absorb elements
  • Identify
  • Unseen servant
  • Catapult (3d8)
  • Enlarge/Reduce
  • Suggestion

Personality: I lie about almost everything, even when there’s no good reason to. I’m a born gambler who can't resist taking a risk for a potential payoff.
Ideal: Fairness. I never target people who can’t afford to lose a few coins. (Lawful)
Bond: I swindled and ruined a person who didn’t deserve it. I seek to atone for my misdeeds but might never be able to forgive myself.
Flaw: I’m too greedy for my own good. I can’t resist taking a risk if there’s money involved

Demetri uses his magic to swindle and cheat people into buying items for more than their worth or selling items for more than they are worth. Running these cons means he has to move around often so he is often in new places and running new cons. Demetri once sold a regular dagger to a woman boasting that its magical properties could protect and shield the user for a hefty profit. The next day the woman was found dead in the street, she had been walking home late and been robbed and killed, she had thought the dagger would protect her. From then on Demetri vowed never to swindle the poor or weak.

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