Mireya Nuru
Mireya Nuru
Sheet
AC 16 · HP 75 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingWIS
- ArcanaINT
- AthleticsSTR
- DeceptionCHA
- HistoryINT
- InsightWIS
- InvestigationINT
- MedicineWIS
- NatureINT
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- ReligionINT
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
19 featuresBonus action
- Cunning ActionLevel 2
When As a bonus action on her turn.
Venna uses a bonus action to Dash, Disengage, or Hide.
- Magical AmbushLevel 9
Venna can use a bonus action to magically steal the ability to cast a spell from a creature. After successfully interrupting a spell, she can prevent that creature from casting the same spell and can use the spell herself with Intelligence as her spellcasting ability.
Always on
- Sneak Attack
When When Venna has advantage or an ally is within 5 feet of the target and she does not have disadvantage.
Venna attacks a distracted target with a finesse or ranged weapon, dealing an extra 5d6 damage once per turn when the conditions for Sneak Attack are met.
- Mage Hand LegerdemainLevel 3
When As an action, or as allowed by the Mage Hand spell.
Venna uses her invisible Mage Hand to pick locks, lift objects, manipulate mechanisms, or steal small items from a distance.
- Uncanny DodgeLevel 5
When When an attacker she can see hits her.
Venna uses her reaction to halve the damage from one weapon or spell attack that hits her.
- EvasionLevel 7
When When an effect allows a Dexterity saving throw for half damage.
Venna uses Evasion to avoid or reduce damage from Dexterity saving throw effects.
- Sneak Attack, 5d6Level 1
Venna deals an extra 5d6 damage once per turn when she hits with a finesse or ranged weapon attack and has advantage, or when another enemy of the target is within 5 feet of it and she does not have disadvantage.
- ExpertiseLevel 1
Venna has expertise in Deception and Stealth, doubling her proficiency bonus for those skills.
- Thieves' CantLevel 1
Venna gains proficiency with thieves' tools and knows Thieves' Cant, a secret mixture of dialect, jargon, and coded signs used by rogues.
- SpellcastingLevel 3
Venna gains spellcasting using Intelligence as her spellcasting ability. She knows three wizard cantrips and eight wizard spells, with most chosen from the enchantment and illusion schools.
- Roguish Archetype, Arcane TricksterLevel 3
Venna gains the Arcane Trickster archetype and its associated features.
- Ability Score ImprovementLevel 4
Venna increases her Dexterity by 1 and her Wisdom by 1 through her first Ability Score Improvement.
- Ability Score ImprovementLevel 8
Venna increases her Charisma by 1 and her Constitution by 1 through her second Ability Score Improvement.
- Reliable TalentLevel 11
Whenever Venna makes an ability check that lets her add her proficiency bonus, she can treat a d20 roll of 9 or lower as a 10.
- Ability Score IncreaseHumanEach ability score increases by 1.
- Extra LanguageHumanVenna knows one additional language, represented here by Thieves' Cant through her rogue training.
- SizeHumanMedium.
- SpeedHuman30 feet.
- False IdentityCharlatan
Venna maintains a second identity, complete with supporting details, forged documents, familiar mannerisms, and a network of contacts who know her by another name. She can usually create the circumstances needed to establish herself as a different person, provided she has time and materials.
Spells
11 spellsSpellcasting. Mireya Nuru casts with Intelligence (spell save DC 14, to hit with spell attacks).
Cantrips (at will): , ,
1st level (4 slots): , , ,
2nd level (2 slots): , , ,
Gear
13 itemsWeapons
- 2×ShortswordFinesse, light melee weapons, each dealing 1d6 piercing damage.
- 2×DaggerFinesse, light, thrown melee weapons, each dealing 1d4 piercing damage with a normal range of 20 feet and long range of 60 feet.
- ShortbowA ranged weapon dealing 1d6 piercing damage, with a normal range of 80 feet and long range of 320 feet.
Armor
- Leather armorLight armor made from supple, dark-dyed leather. Armor Class is 11 + Dexterity modifier.
Tools
- Thieves' toolsA set of specialized tools used to disarm traps and open locks.
- Disguise kitA kit containing cosmetics, wigs, clothing pieces, and other materials used to alter appearance.
- Forgery kitInk, parchment, quills, seals, and other materials used to create convincing false documents.
- Charlatan's gaming setA set of marked cards, weighted dice, and small props used in confidence games.
Gear
- 20×ArrowsAmmunition for the shortbow.
- Burglar's packA pack containing a backpack, 1,000 ball bearings, 10 feet of string, a bell, five candles, a crowbar, a hammer, 10 pitons, 10 torches, a tinderbox, and waterskin.
- Fine clothesFine clothes suitable for passing as a respectable merchant, minor noble, or professional.
- Crimson scarfA crimson scarf worn as a personal symbol and recognizable part of Venna's public persona.
Purse
- 15×Gold piecesStarting currency from Venna's charlatan background.
Appearance
Venna is a short, powerfully built human woman with close-cropped dark hair, shaved sides, and a distinct shock of silver at one temple. Intricate tattoos cover her shoulders, collarbone, arms, ribs, and back, forming jagged, twisting patterns that resemble both warding symbols and old scars made visible. She favors a tight black shirt beneath a torn leather jacket, scuffed boots, fingerless gloves, and a deep crimson scarf. Her dark eyes are intensely focused, and her smile usually suggests that she has noticed something everyone else missed.
Mannerisms
Venna moves slowly and deliberately, as if every gesture has been rehearsed for an audience. She holds eye contact a moment too long, touches the edge of her crimson scarf when lying, and tilts her head when someone says something she finds amusing. She often circles a room instead of crossing it directly, and she speaks in a low, calm voice even when making a threat.
Personality
Venna is intensely observant, theatrically composed, and unnervingly intimate in conversation. She makes people feel studied rather than watched, as though she has already catalogued their fears and favorite lies. Her humor is dry and sharp, often landing somewhere between an insult and a confession. She enjoys psychological games, dramatic entrances, and forcing arrogant people to confront how easily they can be manipulated. Beneath the calculated cruelty is a fierce capacity for loyalty, although her loyalty can become possessive and frighteningly absolute.
Ideals
Control. The world is ruled by whoever controls the story. I will never again allow someone else to decide who I am.
Bonds
One person has seen through Venna's most convincing identity, and she is obsessed with keeping that person close, whether they want her there or not. She also intends to find the surviving records of the arcanist who altered her, so no one can ever repeat the experiment.
Flaws
Venna confuses possession with devotion. When she becomes attached, she tests boundaries simply to prove they exist, and she reacts to rejection by becoming more attentive, more dangerous, and harder to escape. She cannot resist a secret, even when learning it puts innocent people at risk. She also believes that every relationship is a contest of leverage, including the ones she desperately wants to be genuine.
Quirks
Background
Venna was born in a crowded human river district where names were cheap, promises cheaper, and survival belonged to whoever could make a stranger believe the right lie. She learned early that people rarely wanted the truth. They wanted reassurance, admiration, fear, or permission. Venna became skilled at giving them exactly that. As a teenager, she worked for a traveling confidence crew, adopting identities as easily as other people changed coats. She forged letters, staged hauntings, impersonated minor officials, and once convinced an entire village that a stolen bell was cursed so her companions could escape with its silver fittings. The crew eventually sold her out to a secretive arcanist who recognized the strange geometries in her tattoos. The marks were not merely decorative. They were fragments of stolen magical notation, burned and inked into her skin during an experiment meant to make a living vessel for illusion magic. Venna survived, but the arcanist did not, and she has never explained exactly what happened in the laboratory. Since then, she has turned the tattoos into a private map of every betrayal she remembers. Now she travels as a charlatan, thief, and Arcane Trickster, collecting secrets, identities, and leverage. She has become intensely fixated on one particular companion, convinced that their connection is too significant to be left to chance. Her obsession is unsettling, deliberate, and sometimes dangerously sincere.
“She learned early that people rarely wanted the truth.”
- Background
- Charlatan
Connections
Species
Human
Media
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