Vitha Ashmark
Vitha Ashmark
Sheet
AC 17 · HP 115 · 40 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingWIS
- AthleticsSTR
- DeceptionCHA
- HistoryINT
- InsightWIS
- Insightful ObservationCHA
- IntimidationINT
- InvestigationINT
- MedicineWIS
- NatureWIS
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- ReligionINT
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
23 featuresBonus action
- Cunning ActionLevel 2
When As a bonus action on Vitha's turn.
Dash, Disengage, or Hide.
- TraitGoblinNimble Escape, take the Disengage or Hide action as a bonus action
Reaction
- Skirmisher's Retreat
When An enemy ends its turn within 5 feet of Vitha.
Move up to half her speed without provoking an opportunity attack from the triggering enemy.
- SkirmisherLevel 3
Vitha can use a reaction to move up to half her speed when an enemy ends its turn within 5 feet of her. This movement does not provoke opportunity attacks from that enemy.
Always on
- Sneak AttackLevel 1
When Once per turn when Vitha has advantage, or when an enemy of the target is within 5 feet of it and Vitha lacks disadvantage.
Make a weapon attack against a creature within range. If the conditions are met, add 7d6 Sneak Attack damage once per turn.
- Superior MobilityLevel 9
When Used with Skirmisher.
Move up to 35 feet without provoking opportunity attacks from the enemy that triggered the movement.
- Ambush MasterLevel 13
When Vitha hits the first creature she attacks during the first round of combat.
The next attack against the first creature Vitha hits during the first round, made by an ally before the start of Vitha's next turn, has advantage.
- ExpertiseLevel 1
Vitha is proficient with thieves' tools. She can choose two skill proficiencies, or one skill proficiency and thieves' tools, and double her proficiency bonus for checks using them. Her expertise applies to Stealth and thieves' tools.
- Thieves' CantLevel 1
Vitha knows the secret language of thieves and can recognize hidden messages and signs used by criminal networks.
- Roguish ArchetypeLevel 3
Vitha chooses the Scout archetype, gaining its features at 3rd, 9th, and 13th level.
- SurvivalistLevel 3
Vitha gains proficiency in Nature and Survival. If she is already proficient, her proficiency bonus is doubled for checks using those proficiencies. Her expertise applies to Nature and Survival.
- Ability Score ImprovementLevel 4
Vitha can increase one ability score by 2, or two ability scores by 1, according to the chosen ability score improvement. The improvement is included as an available class feature but no additional choice was specified in the character parameters.
- EvasionLevel 7
When Vitha makes a Dexterity saving throw to take only half damage from an effect, she instead takes no damage on a success and half damage on a failure.
- Ability Score ImprovementLevel 8
Vitha can increase one ability score by 2, or two ability scores by 1, according to the chosen ability score improvement. The improvement is included as an available class feature but no additional choice was specified in the character parameters.
- Reliable TalentLevel 11
Whenever Vitha 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 ImprovementLevel 10
Vitha can increase one ability score by 2, or two ability scores by 1, according to the chosen ability score improvement. The improvement is included as an available class feature but no additional choice was specified in the character parameters.
- Slippery MindLevel 14
Vitha gains proficiency in Wisdom saving throws.
- Ability Score ImprovementLevel 12
Vitha can increase one ability score by 2, or two ability scores by 1, according to the chosen ability score improvement. The improvement is included as an available class feature but no additional choice was specified in the character parameters.
- TraitGoblinDarkvision, 60 feet
- TraitGoblinFury of the Small, once per short or long rest, deal extra damage equal to character level when damaging a creature larger than Vitha with an attack or spell
- TraitGoblinGoblin languages and culture
- TraitGoblinWalking speed 30 feet
- WandererOutlander
Vitha has an excellent memory for maps and geography, and can always recall the general layout of terrain, settlements, and other features around her. She can find food and fresh water for herself and up to five other people each day, provided the land offers such resources.
Gear
15 itemsWeapons
- RapierA finely balanced finesse weapon suitable for close combat.
- ShortbowA shortbow used for quiet ranged attacks.
- 2×DaggersA matched pair of curved, serrated backup blades.
- StaffA sturdy wooden staff used for walking, probing tunnels, and defending against beasts.
Armor
- Leather armorLight armor made from patched, dark leather.
Tools
- Thieves' toolsTools for disarming traps, opening locks, and manipulating mechanisms.
- FluteA small flute made from carved bone, used sparingly around campfires.
Gear
- 20×ArrowsAmmunition for the shortbow.
- Burglar's packA pack containing a backpack, a bag of 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, a tinderbox, and a waterskin.
- Hunting trapA metal trap used to catch small or medium creatures.
- Animal trophyA trophy taken from an animal Vitha hunted in the deep wilds.
- Traveler's clothesPractical travel clothing, patched and darkened by years underground.
- 12×Path-marking spikesA bundle of blackened iron spikes used to mark routes through tunnels.
- Scout's belt kitSmall glass vials, dried herbs, a bone hook, and miscellaneous trap components.
Purse
- 10×Gold piecesA small pouch containing the standard Outlander starting funds.
Appearance
Vitha stands just over three feet tall, a lean and wiry female goblin with taut scout's muscle and weathered slate-gray skin mottled with green. Fine pale scars cross both arms and the left side of her attractive but distinctly goblin-like face, including a prominent scar through her eyebrow and down her cheek. Her large luminous amber eyes have a predatory intensity, and her long pointed ears twitch at every unfamiliar sound. Her dark hair is cropped short, with several tight braids against her scalp. She wears patched dark leather armor, a scavenged and altered chest piece, a studded leather pauldron on her right shoulder, reinforced trousers, and worn boots. A curved shortbow rests across her back, while a serrated dagger hangs at her hip. Her belt carries vials, herbs, traps, tools, and blackened iron spikes for marking paths. She moves with quiet, economical grace and smells faintly of damp earth and old smoke.
Mannerisms
Vitha pauses before entering any room, tilting her head to count echoes and identify hidden movement. She speaks in a low, gravelly rasp and often answers questions with a dry observation instead of a direct reply. When thinking, she rolls a black iron spike between her fingers. She marks unfamiliar thresholds with tiny scratches that only she can recognize.
Personality
Vitha is quiet, observant, and difficult to surprise. She values competence over charm and trusts people who prepare carefully, keep their promises, and know when to remain silent. Her humor is dry and sardonic, delivered with such deadpan seriousness that listeners often need a moment to realize she is joking. Beneath her guarded manner is a fierce instinct to protect the lost and vulnerable.
Ideals
Freedom. No creature should be owned, caged, or forced to live by another creature's map. The wild belongs to those clever enough to survive it.
Bonds
She is searching for the surviving members of her old clan and secretly maintains a map of every safe route, hidden refuge, and abandoned tunnel that might lead her back to them. She also protects lost travelers because no one should have to spend eleven days alone in the dark.
Flaws
She assumes every offer of kindness conceals a debt, and she would rather disappear into danger than admit she needs help. When frightened, she becomes controlling and secretive, hiding information from allies because she believes only she can keep everyone alive.
Quirks
Background
Vitha was born beneath a ruined border fort, into a goblin clan that survived by scavenging forgotten tunnels and guiding smugglers through the deep wilds. As a child, she learned that the safest path was rarely the obvious one. She memorized echoes, counted breaths between patrols, and scratched tiny black iron marks into stone so she could find her way home. When a cave-in separated her from her clan during a surface raid, Vitha spent eleven days alone in the dark, living on roots, cave insects, and rainwater gathered in broken helmets. She emerged scarred, silent, and changed. The clan had moved on, believing her dead, leaving only a damaged bow and a bundle of iron spikes behind.
“As a child, she learned that the safest path was rarely the obvious one.”
- Background
- Outlander
Connections
Species
Goblin
Media
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