Vale Thistledown
Vale Thistledown
Sheet
AC 13 · HP 8 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingWIS
- ArcanaINT
- AthleticsSTR
- DeceptionCHA
- HistoryINT
- InsightWIS
- IntimidationCHA
- InvestigationINT
- MedicineWIS
- NatureINT
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- ReligionINT
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
7 featuresAlways on
- ExpertiseLevel 1
You are trained in a broad set of skills and can use your knack for the right talent at the right moment to stay ahead of danger.
- Sneak AttackLevel 1
Once per turn, you can deal extra damage to one creature you hit with an attack if you have advantage on the attack roll, or if another enemy of the target is within 5 feet of it and you do not have disadvantage. The extra damage is 1d6.
- Thieves' CantLevel 1
You know the secret signs and messages used by thieves and criminals to communicate hidden information.
- TraitHalf-ElfDarkvision, can see in dim light within 60 feet as if it were bright light, and in darkness as if it were dim light.
- TraitHalf-ElfFey Ancestry, advantage on saving throws against being charmed, and magic cannot put you to sleep.
- TraitHalf-ElfSkill Versatility, you gain proficiency in two skills of your choice.
- Criminal ContactCriminal
He has a reliable network of criminal contacts who can provide information, safe passage, or introductions to the underworld when he needs them.
Gear
10 itemsWeapons
- RapierA finesse melee weapon favored for precise strikes.
- ShortbowA ranged weapon with a short draw and quick handling.
- 2×DaggerA pair of light blades for close work.
Armor
- Leather ArmorProtective armor made of supple leather.
Tools
- Thieves' ToolsA set of tools used to pick locks and disarm traps.
Gear
- 20×ArrowsA bundle of arrows for the shortbow.
- Burglar's PackIncludes a backpack, a bag of ball bearings, 1000 ball bearings, 10 feet of string, a bell, 5 candles, a crowbar, a hammer, 10 pitons, a hooded lantern, 2 flasks of oil, 5 days of rations, a tinderbox, and a waterskin.
- CrowbarA sturdy iron lever useful for breaking open doors, crates, or locks.
- Common ClothesPlain dark clothing designed to blend into shadows, with a hood for concealment.
- Belt PouchA small pouch holding the remainder of his starting money.
Appearance
A lean half-elf with sharp green eyes, a wiry build, and dark hair tied back with a strip of red cloth. He dresses in practical black leather and layered gray clothing that allows silent movement, with a few subtle silver trinkets tucked away as if they were stolen keepsakes. His left ear bears a small nick, and his hands move with constant, restless precision.
Mannerisms
He never sits with his back to a door, and when he is thinking, he rolls a coin across his knuckles without looking at it. He speaks softly, but his eyes are always moving, measuring exits, faces, and hidden motives.
Personality
Quietly charming and hard to pin down, Vale treats every conversation like a game of angles and intent. He is cautious with strangers, generous with children and the helpless, and wickedly amused by anyone arrogant enough to underestimate him.
Ideals
Freedom. No king, gang boss, or priest should own another person’s life. Power should be used to protect the vulnerable, not to cage them.
Bonds
He keeps a small silver charm from his mother, the only proof he has that someone once loved him without asking for anything in return. He still looks for a missing younger street urchin who once called him brother, and he will risk a deal, a fight, or even his own freedom to protect that child if they are ever found.
Flaws
He hates being controlled so much that he sometimes rebels against good advice just to prove he is free. When fear gets hold of him, he becomes sarcastic and evasive, and he has a bad habit of vanishing instead of admitting he needs help.
Quirks
Background
Born to a half-elven mother who performed in taverns and a human father who vanished before he was old enough to remember his face, he learned early that kindness was often just another disguise. He grew up between two worlds, never fully trusted by the polite folk of the city and never fully accepted by the rougher crews who worked its alleys. That outsider’s life taught him to listen more than he spoke, to notice what people hid, and to survive by being faster, quieter, and cleverer than the danger chasing him. He first fell in with thieves not out of greed, but necessity. A pickpocket ring took him in when he was hungry, then taught him how to open locks, disappear into crowds, and read the shape of a lie in a stranger’s shoulders. He never stayed loyal to the criminals for long, though. The moment their games started hurting ordinary people, he began skimming from the worst of them, slipping coin to the desperate and sabotaging the truly cruel. Now he works the edges of the law, trading in secrets and silent blades, trying to prove that a rogue does not have to be a villain.
“He grew up between two worlds, never fully trusted by the polite folk of the city and never fully accepted by the rougher crews who worked its alleys.”
- Background
- Criminal
Connections
Species
Half-Elf
Media
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