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Ravva Fang - AI-generated fantasy Character

Ravva Fang

Half-elf · Bard 3 / Rogue 2 (College of Whispers) · Level 5 · Charlatan

Ravva Fang

Ravva is observant, dryly funny, and relentlessly practical.
AC14
HP38/38
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 14 · HP 38 · 30 ft.
AlignmentChaotic NeutralGenderNonbinaryAgeThirty-one years old
STR
DEX
CON
INT
WIS
CHA

Saving throws

STRDEXCONINTWISCHA

Skills

  • AcrobaticsDEX
  • Animal HandlingWIS
  • ArcanaINT
  • AthleticsSTR
  • DeceptionCHA
  • HistoryINT
  • InsightWIS
  • IntimidationCHA
  • InvestigationINT
  • MedicineWIS
  • NatureINT
  • PerceptionWIS
  • PerformanceCHA
  • PersuasionCHA
  • ReligionINT
  • Sleight of HandDEX
  • StealthDEX
  • SurvivalWIS

Armor

Light armor

Weapons

Simple weapons,
Hand crossbows,
Longswords,
Rapiers,
Shortswords

Tools

Disguise kit,
Forgery kit,
Lute,
Thieves' tools

Languages

Common,
Elvish,
Sylvan,
Thieves' Cant

Features

20 features

Bonus action

  • Cunning ActionLevel 2

    When As a bonus action

    Ravva can use a bonus action to Dash, Disengage, or Hide.

Always on

  • Bardic Inspiration

    When As a bonus action

    Ravva can inspire an ally within 60 feet who can hear them. The ally gains a d6 that can be added to one ability check, attack roll, or saving throw within 10 minutes.

  • Sneak Attack

    When When Ravva has advantage, or an eligible ally is adjacent to the target

    Ravva makes a finesse or ranged weapon attack that can deal an extra 1d6 damage once per turn when the attack meets Sneak Attack conditions.

  • Psychic BladesLevel 3

    When When Ravva hits a creature with a weapon attack

    After hitting with a weapon attack, Ravva can expend Bardic Inspiration to deal an extra 2d6 psychic damage.

  • Words of TerrorLevel 3

    When After a private conversation lasting at least 1 minute

    Ravva can frighten a humanoid after speaking privately with it for at least 1 minute. The target makes a Wisdom saving throw against DC 14.

  • SpellcastingLevel 1

    Ravva can cast bard spells using Charisma as their spellcasting ability. They know two bard cantrips and six bard spells, and use a lute or voice as a spellcasting focus when appropriate.

  • Bardic Inspiration, d6Level 1

    Ravva can inspire an ally who can hear them within 60 feet. The ally gains one Bardic Inspiration die, a d6, usable within 10 minutes to add to an ability check, attack roll, or saving throw.

  • Jack of All TradesLevel 2

    Ravva adds half their proficiency bonus, rounded down, to ability checks they make that do not already include their proficiency bonus.

  • Song of Rest, d6Level 2

    Ravva can use song or oration during a short or long rest to help allies regain hit points. Each ally who hears the performance and spends Hit Dice at the end of the rest regains an extra 1d6 hit points.

  • ExpertiseLevel 3

    Ravva gains expertise in Deception and thieves' tools, doubling their proficiency bonus for checks using them.

  • Bard College, College of WhispersLevel 3

    Ravva gains the College of Whispers features Psychic Blades and Words of Terror.

  • Sneak Attack, 1d6Level 1

    Once per turn, Ravva deals an extra 1d6 damage when they hit with a finesse or ranged weapon attack while having advantage, or when an eligible ally is adjacent to the target and Ravva does not have disadvantage.

  • ExpertiseLevel 1

    Ravva gains expertise in two skills or tools. Their choices are Deception and thieves' tools.

  • Thieves' CantLevel 1

    Ravva knows the secret language of thieves and can recognize hidden signs and symbols used by criminal networks.

  • TraitHalf-elfDarkvision, Ravva can see in dim light within 60 feet as if it were bright light, and in darkness as if it were dim light, though darkness appears gray.
  • TraitHalf-elfFey Ancestry, Ravva has advantage on saving throws against being charmed, and magic cannot put them to sleep.
  • TraitHalf-elfSkill Versatility, Ravva is proficient in two additional skills, Investigation and Perception.
  • TraitHalf-elfRavva speaks Common, Elvish, and one additional language, Sylvan.
  • TraitHalf-elfAbility Score Increase, Charisma increases by 2, Dexterity increases by 1, and Constitution increases by 1.
  • False IdentityCharlatan

    Ravva maintains a carefully constructed false identity, complete with forged papers, a believable history, and contacts who can support the deception. They can acquire basic documents or shelter from people who believe the identity is genuine, provided the lie is not too extravagant.

Spells

8 spells

Spellcasting. Ravva Fang casts with Charisma (spell save DC 14, to hit with spell attacks).

Cantrips (at will): ,

1st level (4 slots): , , , ,

2nd level (2 slots):

Gear

14 items

Weapons

  • Rapier
    A finely repaired rapier with a rose-colored cloth grip
  • Dagger
    A light blade balanced for close work and thrown attacks
  • Shortbow
    A compact shortbow with a leather string case

Armor

  • Leather armor
    Soft, darkened leather armor suitable for desert travel

Tools

  • Lute
    A lute with a cracked rosewood body and brass tuning pegs
  • Thieves' tools
    Small metal picks, tension bars, and other tools for opening locks and disabling traps
  • Disguise kit
    A kit containing wigs, cosmetics, false facial hair, clothing alterations, and other disguise materials
  • Forgery kit
    A kit for producing counterfeit seals, papers, signatures, and official-looking documents

Gear

  • 20×
    Arrows
    Arrows kept in a fitted quiver
  • Diplomat's pack
    A diplomat's pack containing a chest, two cases for maps and documents, fine clothes, a bottle of ink, an ink pen, ten sheets of parchment, a vial of perfume, sealing wax, and soap
  • Burglar's pack
    A burglar's pack containing a backpack, 1,000 ball bearings, 10 feet of string, a bell, five candles, a crowbar, a hammer, 10 pitons, a hooded lantern, two flasks of oil, five days of rations, tinderbox, and a waterskin
  • Fine clothes
    A set of plain but respectable travel clothes used when performing the false identity of a minor trade representative
  • Belt pouch
    A pouch containing the remains of Ravva's early earnings and several coins of uncertain provenance

Purse

  • 45×
    Gold pieces
    Coins acquired from starting equipment and background

Appearance

Ravva is a lean, weather-browned half-elf with copper-brown skin, narrow green eyes, and black hair cut unevenly at the jaw. A pale scar crosses the bridge of the nose, and one pointed ear is notched from an old knife fight. Ravva dresses in faded rose, sand, and charcoal, favoring soft leather, loose desert cloth, and a long scarf woven with tiny brass bells. Their hands are quick and scarred, with ink stains along the fingertips from years of forged documents and marked cards.

Mannerisms

Ravva rarely answers a question directly on the first attempt. They tap two fingers against their thumb while thinking, tilt their head when deciding whether someone is lying, and adjust the brass bells on their scarf before entering a dangerous room.

Personality

Ravva is observant, dryly funny, and relentlessly practical. They treat conversation as a game of balance, offering just enough truth to make the lie stand upright. Beneath the practiced confidence is a watchful compassion for travelers, laborers, and anyone forced to bargain from a position of weakness.

Ideals

Freedom. No magistrate, caravan lord, priest, or employer should own another person's choices. A clever lie is sometimes the only weapon available to the powerless.

Bonds

Ravva owes a debt to the caravan family whose name was ruined by their former crew. They will risk almost anything to restore that family's water rights and recover the stolen deed hidden somewhere in the Rose Desert.

Flaws

Ravva cannot resist improving a lie once it has worked. They sometimes add unnecessary details, names, and complications until a simple deception becomes a dangerous performance. They also distrust sincere affection, expecting every kindness to conceal a price.

Quirks

Keeps three different signatures ready and occasionally forgets which identity they are using.
Names every useful blade, lockpick, and disguise item after a person who once betrayed them.
Leaves a single red thread at places where a powerful person has been successfully deceived.
Can identify distant caravan bells by their rhythm.
Always offers water to an enemy before asking a question.

Background

Ravva Fang was born in the Rose Desert, where the dunes turn red beneath the evening sun and every caravan carries three versions of the truth. Their human mother worked as a broker of water rights, while their elven father performed at caravan camps with a battered lute and a talent for making people remember whatever story he preferred. Ravva inherited both trades. As a child, they learned to read a person's hunger before reading the contract in front of them, and they discovered that a well-timed illusion could make a dry water skin look full long enough to prevent a fight. In adulthood, Ravva joined a traveling confidence crew that sold miracle maps, counterfeit relics, and rumors to merchants crossing the desert. The work taught them disguise, forgery, sleight of hand, and the delicate art of leaving before the victim understood what had happened. The crew eventually betrayed a caravan family that had once protected Ravva, taking payment from a city magistrate who wanted the family displaced. Ravva stole the crew's ledgers, exposed the scheme, and vanished under a new name, keeping only a brass-belled scarf and a page from the ledger. Now they work as a wandering performer, infiltrator, and occasional thief, hunting the people who profit from desperation while pretending that every dangerous job is merely another joke.

“In adulthood, Ravva joined a traveling confidence crew that sold miracle maps, counterfeit relics, and rumors to merchants crossing the desert.”
From their backstory
Background
Charlatan

Connections

Species

Half-elf

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