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Vespera Thorne

Variant Human · Artificer (Alchemist) · Level 3 · Hermit

Vespera Thorne

Vespera is analytical and observant, often treating social interactions like a titration experiment.
AC15
HP24/24
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 15 · HP 24 · 30 ft.
AlignmentTrue NeutralGenderFemaleAge24 years
STR
DEX
CON
INT
WIS
CHA

Saving throws

STRDEXCONINTWISCHA

Skills

  • ArcanaINT
  • MedicineWIS
  • NatureINT
  • ReligionINT
  • Sleight of HandDEX

Armor

Light armor,
Medium armor,
Shields

Weapons

Simple weapons

Tools

Thieves' tools,
Tinker's tools,
Alchemist's supplies,
Herbalism kit

Languages

Common,
Sylvan

Features

8 features

Bonus action

  • FeatVariant HumanPoisoner (Ignore poison resistance, apply poison as a bonus action)

Always on

  • Magical TinkeringLevel 1

    Touch a Tiny nonmagical object to give it a magical property, light, recorded message, odor, or visual effect.

  • SpellcastingLevel 1

    You produce your artificer spell effects through your tools.

  • Infuse ItemLevel 2

    You can imbue mundane items with magical infusions. Known: Enhanced Defense, Replicate Magic Item (Bag of Holding), Homunculus Servant, Enhanced Weapon.

  • The Right Tool for the JobLevel 3

    You can magically create one set of artisan's tools in an hour of work.

  • Experimental ElixirLevel 3

    Whenever you finish a long rest, you can magically produce an experimental elixir in an empty flask. Roll for effect: Healing, Swiftness, Resilience, Boldness, Flight, or Transformation.

  • SkillVariant HumanSleight of Hand
  • DiscoveryHermit

    You have made a discovery regarding the nature of the carnivorous flora of the Wildsea and its relationship to the shifting tides of the canopy.

Spells

6 spells

Spellcasting. Vespera Thorne casts with Intelligence (spell save DC 13, to hit with spell attacks).

Cantrips (at will): ,

1st level (3 slots): , , ,

Gear

5 items

Weapons

  • 2×
    Dagger
    A curved bone blade used for harvesting.

Armor

  • Studded Leather (Hardened Vine Tunic)
    Light armor made of treated, interlocking plant fibers.

Tools

  • Alchemist's Supplies
    Glass beakers and various reagents.
  • Poisoner's Kit
    Vials and tools for extracting toxins.

Gear

  • Explorer's Pack
    Backpack, bedroll, mess kit, tinderbox, 10 torches, 10 days of rations, and a waterskin.

Appearance

Vespera is a lean human with a trim, athletic build. Her skin is dark and dusky, perpetually coated in a shimmering, musky oil that reflects green under the forest canopy. She has striking green eyes and coppery red hair that looks like autumn leaves. Her smile reveals sharp, carnivorous fangs, and she possesses an odd dewclaw on each of her legs, useful for climbing. She wears minimalist garments made of thin cloths and woven plant materials that leave much of her slick skin exposed.

Mannerisms

Vespera often tilts her head to one side, listening for the sound of sap flowing through nearby vines. She tends to stand very still, as if she is a plant waiting for the sun.

Personality

Vespera is analytical and observant, often treating social interactions like a titration experiment. She is comfortable with the silence of the Wildsea and speaks with a calm, melodic voice that belies her dangerous nature. She values efficiency and biological synergy above all else.

Ideals

Balance. Everything in nature has a cycle, and the alchemist's job is to ensure that cycle continues without being choked by waste.

Bonds

I am the only person who can keep the crew of the Zephyr Vine alive in the lower depths, and I feel a maternal need to protect them with my toxins.

Flaws

I am deeply fascinated by toxic things, often putting myself or others at risk just to see how a new venom interacts with the blood.

Quirks

She constantly licks her fangs when she is deep in thought.
She prefers to sleep hanging from a sturdy branch rather than in a bed.

Background

Born in a nomadic outpost perched on the edge of a great arboreal drop, Vespera fell into a cluster of symbiotic, carnivorous pitcher plants as a child. Rather than digesting her, the plants merged their biology with hers through a series of micro-injections of mutative nectar. She spent years in isolation, learning to harmonize her changing body with the verdant chemistry of the wild, eventually discovering that her skin produced a poisonous oil that doubled as a powerful pheromone. This oil has a strange, magnetic quality, often drawing others toward her despite the clear danger she poses. She now travels the canopy, acting as an alchemist for those who dare explore the depths, using her unique physiology to harvest reagents that would kill a normal human. Her mutation is not a curse to her, but a refined state of evolution that allows her to thrive where the canopy is thickest and the air is filled with spores.

“Rather than digesting her, the plants merged their biology with hers through a series of micro-injections of mutative nectar.”
From their backstory
Background
Hermit

Connections

Species

Variant Human

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