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Neeska infena Felwind - AI-generated fantasy Character

Neeska infena Felwind

Tiefling · Rogue (Thief) · Level 8 · Criminal

Neeska infena Felwind

Neeska is alert, sardonic, theatrical, and intensely observant.
AC15
HP51/51
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 15 · HP 51 · 30 ft.
AlignmentChaotic NeutralGenderFemaleAgeAppears 17, actual age 43
STR
DEX
CON
INT
WIS
CHA

Saving throws

STRDEXCONINTWISCHA

Skills

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

Weapons

Simple weapons,
Martial weapons with the Finesse or Light property,
Shortswords,
Daggers,
Shortbows,
Longswords,
Rapiers,
Hand crossbows,
Light crossbows,
Quarterstaffs,
Light hammers,
Maces,
Sickles,
Spears,
Slings,
Handaxes,
Javelins,
Scimitars,
Tridents,
Whips,
Battleaxes,
Flails,
Glaives,
Greataxes,
Greatswords,
Halberds,
Mauls,
Morningstars,
Pikes,
War picks,
Warhammers,
Heavy crossbows,
Longbows

Tools

Thieves' Tools,
Dice Set

Languages

Common,
Infernal

Features

26 features

Bonus action

  • Cunning ActionLevel 2

    When Your turn

    As a Bonus Action, Dash, Disengage, Hide, Search, Study, Utilize, or make a Dexterity check with Thieves' Tools.

  • Steady AimLevel 3

    When You have not moved during the turn

    As a Bonus Action, gain Advantage on your next attack this turn if you have not moved and are not incapacitated.

  • Cunning Action ExpansionLevel 2

    You can use a Bonus Action to take the Search, Study, or Utilize action, or to make a Dexterity check with Thieves' Tools.

  • Fast HandsLevel 3

    You can take the Search, Study, or Utilize action as a Bonus Action, and you can use Thieves' Tools as a Bonus Action. You can also use Sleight of Hand to pick pockets or manipulate objects as a Bonus Action.

Reaction

  • Uncanny DodgeLevel 5

    When A visible attacker hits you

    As a Reaction when hit by an attack you can see, halve the attack's damage.

Always on

  • Sneak AttackLevel 1

    When Hit with an eligible Finesse or ranged weapon attack with Advantage, or attack a target adjacent to one of your allies.

    Once per turn, deal an extra 4d6 damage with an eligible Finesse or ranged weapon attack when the Sneak Attack conditions are met.

  • Cunning StrikeLevel 5

    When Hit with a weapon attack while Sneak Attack is available

    After hitting with a weapon, expend Sneak Attack dice to impose Trip, Withdraw, or Daze effects through Cunning Strike.

  • EvasionLevel 7

    When A Dexterity saving throw for half damage

    On a Dexterity save for half damage, take no damage on a success and half damage on a failure.

  • Rogue ProficienciesLevel 1

    You gain proficiency with simple weapons, martial weapons that have the Finesse or Light property, Light armor, Thieves' Tools, and one type of Gaming Set. You also gain proficiency in four skills of your choice.

  • Thieves' CantLevel 1

    You gain proficiency in the Rogues' Cant, a secret mix of dialect, code, and signs used by rogues.

  • ExpertiseLevel 6

    Choose two of your skill or tool proficiencies. Your Proficiency Bonus is doubled for checks using them. You can choose two additional proficiencies at this level.

  • Reliable TalentLevel 7

    You can add your Proficiency Bonus to any ability check you make that uses one of your proficient skills or tools if the check does not already include your Proficiency Bonus.

  • ThiefLevel 3

    You gain the features of the Thief subclass, including Fast Hands, Second-Story Work, Supreme Sneak, and Use Magic Device.

  • Second-Story WorkLevel 3

    You gain a Climb Speed equal to your Speed. In addition, jumping distance is determined using your Dexterity rather than your Strength.

  • Supreme SneakLevel 3

    If you have Advantage on an attack roll, you can give yourself Advantage on your next attack roll against the same target on the same turn without expending an action, provided you do not have Disadvantage on the second attack.

  • Use Magic DeviceLevel 3

    You can attune to up to four magic items at once. You can also use a magic item even if it normally requires a class, species, or level prerequisite, and you can use a magic item to cast a spell without using the item's normal spellcasting ability.

  • Ability Score ImprovementLevel 4

    You gain the Ability Score Improvement feat. Your final ability scores include the improvements selected for this character.

  • Ability Score ImprovementLevel 8

    You gain the Ability Score Improvement feat. Your final ability scores include the improvements selected for this character.

  • Creature TypeTieflingHumanoid.
  • SizeTieflingSmall, chosen to reflect Neeska's compact build.
  • SpeedTiefling30 feet.
  • DarkvisionTieflingYou can see in dim light within 60 feet as if it were bright light, and in darkness as if it were dim light.
  • Fiendish Legacy, InfernalTieflingYou know the Fire Bolt cantrip. At character level 3, you can cast Hellish Rebuke once per Long Rest without a spell slot. At character level 5, you can cast Darkness once per Long Rest without a spell slot. Charisma is the spellcasting ability for these spells.
  • Otherworldly PresenceTieflingYou know the Thaumaturgy cantrip, using Charisma as the spellcasting ability.
  • TraitTieflingInfernal ancestry gives Neeska a supernatural affinity for fire and demonic or devilish environments, but it does not grant extra tails, claws, venom, acid breath, summoned creatures, or fireballs under the SRD rules. Those details are flavorful or require DM-approved options.
  • AlertCriminal

    You have the Alert Origin feat. You add your Proficiency Bonus to Initiative rolls, and immediately after rolling Initiative you can swap your Initiative with that of one willing ally in the same combat, provided neither of you is Incapacitated. Criminal training also grants Sleight of Hand and Stealth proficiency, plus Thieves' Tools proficiency.

Spells

4 spells

Spellcasting. Neeska infena Felwind casts with Charisma (spell save DC 13, to hit with spell attacks).

Cantrips (at will): ,

1st level:

2nd level:

Gear

10 items

Weapons

  • 2×
    Dagger
    A finely balanced light blade used for close assassinations and thrown attacks.
  • Shortbow
    A compact bow suitable for silent ranged attacks.

Tools

  • Thieves' Tools
    A complete set of lockpicks, tension tools, probes, and small files.

Gear

  • 20×
    Arrows
    A quiver containing arrows for the shortbow.
  • Crowbar
    A heavy iron bar useful for forcing doors, levering mechanisms, or anchoring traps.
  • 2×
    Pouch
    Small pouches used to conceal coins, powders, trap components, and stolen objects.
  • Traveler's Clothes
    Durable black clothing designed for travel and concealment.
  • Dice Set
    A compact set of loaded dice and marked gaming pieces used for gambling and coded exchanges.
  • Infernal Devil Guards
    A matched pair of infernal forearm and leg guards taken from a spiked devil Neeska killed.

Purse

  • 16×
    Gold Pieces
    Coin remaining from the Criminal background package.

Appearance

Neeska is a small, vividly red tiefling with four slender scorpion-like tails, each ending in a barbed stinger that drips with supernatural venom. Her feathered white hair frames a youthful face, and her livid purple eyes shift constantly as she studies exits, weapons, and weaknesses. She wears black short dungarees, fitted forearm and leg guards taken from a slain spiked devil, soft-soled boots, and a collection of concealed blades, wire, vials, and clockwork trap components. Her movements are unnervingly quick and precise, giving her the appearance of a dangerous adolescent who is always one heartbeat away from violence.

Mannerisms

Neeska rarely stands still. Her tails twitch independently, tracing invisible patterns in the air or testing the distance to nearby objects. She taps twice on every doorframe, counts exits under her breath, and smiles when someone unknowingly steps near one of her traps. When angry, she becomes unnaturally polite and speaks in a soft, almost childish voice.

Personality

Neeska is alert, sardonic, theatrical, and intensely observant. She enjoys making enemies realize that they have already lost before she attacks. Beneath the taunts and predatory charm is a frightened survivor who wants connection but does not know how to seek it without testing, controlling, or threatening the people she cares about. She is fiercely protective of outcasts, abused servants, and anyone who reminds her of Valen.

Ideals

Freedom. No throne, bloodline, god, or devil owns me. Every chain has a weakness, and every tyrant deserves to discover it.

Bonds

Valen is the only member of her family she trusts. She will cross nations and burn alliances to rescue him or punish anyone who harms him. She also keeps one broken piece of her mother's ceremonial jewelry as proof that the court of Nessus did not erase her.

Flaws

Neeska expects betrayal even from people who have proven themselves loyal. She responds to vulnerability with cruelty, and her fear of abandonment can make her possessive, manipulative, and dangerously impulsive. Years of abuse left her with involuntary loss of bladder control under extreme stress, along with a compulsive tendency to mark territory. Her acidic urine can damage mundane materials, so she carries spare clothing and corrosive-resistant containers. She is ashamed of these problems and becomes violent if anyone mocks them.

Quirks

Names every trap after someone who betrayed her.
Keeps a private list of everyone who has ever shown her unexpected kindness.
Uses her tails to point, gesture, and silently count down from five.
Collects broken lock mechanisms and studies them before sleeping.
Occasionally sniffs the air before answering a question.
Feeds scraps of meat to imaginary hellhounds when anxious.

Background

Neeska infena Felwind was born in Nessus, the deepest and most violent reaches of the Nine Hells, to Felwind, an infernal duke of violence, and Junara, a succubus queen in his service. Her bloodline was powerful, but her position was never secure. As the youngest child, she was treated as a disposable piece in a court ruled by poison, betrayal, and spectacle. Her older brother Lucius considered her existence an insult and a potential threat, while her brother Valen was one of the few people who showed her genuine affection. When the court was turned against her, Neeska was abused, poisoned, and cast into the wastes to die. She survived by becoming smaller, faster, and more ruthless than anything hunting her. She learned to dismantle infernal mechanisms, build traps from bone and wire, and kill creatures many times her size. Her most infamous victory was over a spiked devil whose armor she stripped and reforged into her own guards. Years later, Valen was banished as well after Lucius judged him dangerous. He spent decades searching for the sister everyone else assumed was dead. Their reunion was uneasy but fierce, and Neeska eventually escaped to the mortal world, where she became a criminal, assassin, infiltrator, and trapmaker. She now works for coin, revenge, and the rare employer who understands that her loyalty is not bought by kindness, but earned by refusing to abandon her.

“Her bloodline was powerful, but her position was never secure.”
From their backstory
Background
Criminal

Connections

Species

Tiefling

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