Sylvester von Brandt

Sylvester is the spymaster of Guy von Hoffgeheim, the current Prior of Schloss Hochgarten.

Backstory
He was born under extremely mysterious circumstances. The first known and admitted encounter one had with Sylvester was when he was a novice in a monastery in Kells before disappearing, reappearing only as the spymaster and inquisitor for the Prior of Schloss Hochgarten many years later.

Originally he had many friends and allies, but decided later in life to work alone after a devastating incident made him realise that he couldn't trust himself with anyone's life. Sylvester was decidedly celibate, failing to understand human attraction and affection. He saw the battle between good and evil as a game of chess, and everyone around him as pawns in the game of fighting evil that he directed. He hated himself for it.

Von Brandt actively sought out villains to vanquish and dictatorships to dethrone. He had little respect for those who chose not to fight injustice when they had the power to. In the fight against evil, he would often only see the "bigger picture" rather than the world before him. He was known for his use of words to resolve problems instead of violence. In fact, he maintains that words were the most powerful weapons in existence.

Many compare him to and call him The Owl, given that we was comfortable in darkness and comfortable with hunting down prey in cold blood.

Sneak Attack
Once per turn, you can deal extra 5d6 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'raits and Proficiencies disadvantage on the attack roll.

Halfling Traits
Lucky: When 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.

Halfling Nimbleness: You can move through the space of any creature that is of a size larger than yours.

Naturally Stealthy. You can attempt to hide even when you are obscured only by a creature that is at least one size larger than you.

Earned Traits
Proficiencies: Deception, Insight, Streetwise, Sleight of Hand, Stealth, Thieves' Tools, Thieves' Cant

Deception III: You gain proficiency in Deception.

Feint: When you take the Attack action on your turn, you can replace one attack with an attempt to deceive one humanoid you can see within 30 feet of you that can see and hear you. Make a Deception check contested by the target's Insight. If your check succeeds, your movement doesn't provoke opportunity attacks from the target and your attack rolls against it have advantage; both benefits last until the end of your next turn or until you use this ability on a different target. If your check fails, the target can't be deceived by you in this way for 1 hour.

Enthralling Lies: You may weave minor magic into your words, compelling a creature to be enchanted by you. As an action, you may select a single humanoid creature within 15 feet of you that can hear you and force that creature to make a Wisdom saving throw or be charmed by you for 1 minute. The saving throw DC for this feature equals 8 + your proficiency bonus + your cha modifier. While charmed by you in this way, the creature will be as a suitor, and seek to please you in whatever way they can, but will not risk their life or morals for you. A creature charmed by you in this way is not aware of the influence of your minor magic. You may use this feature once, and regain the ability to do so upon completion of a long rest.

Insight I: You gain proficiency in Insight.

Insightful: If you spend 1 minute observing or interacting with another creature outside of combat, you can learn certain information about its capabilities compared to your own.

Streetwise I: You gain proficiency in Streetwise. You learn Thieves' Cant.

Stealth II: You gain proficiency in Sleight of Hand and Stealth, as well as proficiency in Thieves' Tools.

Light Fingers: As a bonus action, you can take the Use an Object action, make a Dexterity (Sleight of Hand) check, or use thieves' tools to disarm a trap or open a lock. After you have taken the Hide action, you can move at your full speed without revealing your position.

Skulker: If you are hidden, you can move up to 10 feet in the open without revealing yourself if you end the move in a position where you're not clearly visible.

Perception I: You gain proficiency in Perception.

Keen Mind: Light Weapons I: You gain proficiency in daggers, shortswords, clubs, and spears.
 * If you can see a creature's mouth while it is speaking a language you understand, you can interpret what it's saying by reading its lips.
 * You have a +5 bonus to your passive Perception and Investigation scores.

Tet-a-tet: When you wield a melee weapon in with only one hand, the weapon is considered to have the finesse property for you.

Unarmored Defense I: You may add one modifier to your AC when not wearing armor that isn't your Dexterity modifier.