Varenia
Varenia
Sheet
AC 16 · HP 143 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingWIS
- InvestigationINT
- PerceptionWIS
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
24 featuresAction
- Second-Story WorkLevel 3
When you take the Dash action, difficult terrain does not cost you extra movement on that turn. In addition, you can make a running jump after moving only 10 feet on foot, rather than 20 feet.
Bonus action
- Cunning ActionLevel 2
When Bonus Action
As a bonus action, move with uncanny speed to Dash, Disengage, Hide, or manipulate objects and locks with practiced ease.
- Supreme SneakLevel 9
When Bonus Action
Spend bonus action and movement to vanish from attention and move through shadows with exceptional ease.
- Fast HandsLevel 3
You can use the bonus action granted by Cunning Action to make a Dexterity (Sleight of Hand) check, use your thieves' tools to disarm a trap or open a lock, or take the Use an Object action.
- ElusiveLevel 18
You can use a bonus action to assume a blur of evasive motion. Until the end of the current turn, if a creature attacks you with advantage, it does not gain that advantage against you unless you are incapacitated.
Always on
- Sneak AttackLevel 1
When On hit, once per turn
When you hit a valid target with a finesse or ranged weapon attack, deal extra Sneak Attack damage once per turn.
- EvasionLevel 7
When Reaction
Negate damage from an effect that allows a Dexterity saving throw.
- Uncanny DodgeLevel 5
When Reaction
Halve damage from one visible attacker.
- Stroke of LuckLevel 20
When When you would otherwise miss or fail
When initiative is rolled, once per rest if needed, make one attack or skill check with extraordinary certainty from Stroke of Luck.
- Rogue, Level 1 FeaturesLevel 1
You are a master of stealth and subterfuge. You gain proficiency with light armor, one-handed simple weapons, one-handed martial weapons, thieves' tools, and the Thieves' Cant secret language.
- Eyes of the DarkLevel 1
You can see through normal and magical darkness to a range of 120 feet.
- Thieves' CantLevel 1
You know the Thieves' Cant secret mix of dialect, code, and jargon used by thieves and criminals.
- Thief Archetype TrainingLevel 3
You gain two additional skill proficiencies. Your sneak attack becomes especially lethal when you attack from hiding.
- Use Magic DeviceLevel 13
Your Dexterity or Intelligence modifier now modifies the number of magic items you can use, and you can use magic items you normally could not.
- Reliable TalentLevel 11
You can no longer be surprised while you are conscious, and other creatures do not gain advantage on attack rolls against you unless they are incapacitated.
- BlindsenseLevel 14
You gain blindsight to a range of 10 feet, provided you are not deafened.
- Ability Score ImprovementLevel 20
You gain one additional ability score improvement or feat at this level. As a level 20 rogue, your class grants six total ASIs.
- TraitElfDarkvision 120 ft.
- TraitElfKeen Senses, proficiency in Perception
- TraitElfFey Ancestry, advantage on saving throws against being charmed, and magic cannot put you to sleep
- TraitElfTrance, you meditate for 4 hours instead of sleeping
- TraitElfDrow Magic, you know the dancing lights cantrip and can cast faerie fire once per long rest
- TraitElfSunlight Sensitivity
- Rustic HospitalityFolk Hero
Whenever you are in a settlement you once protected or liberated, common folk will shelter and support you as best they can. They recognize your deeds and are inclined to hide you, feed you, and share what they know.
Gear
10 itemsWeapons
- ShortswordA precise close-quarters blade favored for ambushes and quick kills.
- 2×DaggerA lightweight throwing blade kept at the ready for emergencies.
- ShortbowA compact ranged weapon for silent attacks from concealment.
Armor
- Leather ArmorA quiet set of black leather armor or modern stealth wear that allows full mobility.
Tools
- Thieves' ToolsA set of tools for picking locks, disarming traps, and bypassing security.
- Tinker's ToolsA useful craftsman's kit chosen from the thief's additional tool proficiency, represented here as a practical modern tinkering set.
Gear
- 20×ArrowsA quiver of ammunition for the shortbow.
- Explorer's PackA set of travel essentials for a hidden road life.
- Common ClothesA set of sturdy modern clothes suited for moving unnoticed in urban streets.
- Trophy of her heroismA symbol of her hard-won place among ordinary people.
Appearance
Varenia is a striking drow elf with flawless obsidian skin, crimson eyes that seem to glow in low light, and short white hair cut into a sharp undercut. Her frame is lean and sculpted, all controlled strength and predatory grace. She favors matte black modern clothing, a fitted leather jacket, dark utility pants, knee-high boots, and silver rings etched with subtle runes. Every movement is measured, silent, and economical, like a blade being drawn only when absolutely necessary.
Mannerisms
She speaks in a low, precise voice and rarely wastes words. When listening, she tilts her head slightly as if measuring an opponent's balance, and she often taps one silver ring against another when thinking. In unfamiliar rooms she always chooses the darkest corner, the best exit, and the highest vantage point before she relaxes.
Personality
Varenia is controlled, incisive, and intimidatingly calm, with the stillness of someone who has already survived the worst outcome she can imagine. She rarely shows warmth openly, but when she does, it is fierce and unwavering. She respects competence, preparation, and loyalty, and she has little patience for boasting, cowardice, or moral performance.
Ideals
Freedom. No tyrant, slaver, or petty strongman has the right to decide who gets to live afraid. Power should belong to those willing to use it to protect what cannot protect itself.
Bonds
She protects the small town that once gave her a bed, a meal, and a reason to believe loyalty could be more than a lie. She keeps a list of names, enemies she has buried in memory, and she will one day settle every debt owed to the powerless she failed to save.
Flaws
She assumes most people are weak, dishonest, or both, and she often treats trust as a tactical error. When cornered emotionally, she becomes colder and more cutting instead of vulnerable. She will risk everything to settle a score, even if doing so endangers allies who care about her.
Quirks
Background
Varenia was born deep in the Underdark, where mercy was a weakness and cruelty was a currency. She learned early that survival belonged to the silent, the patient, and the clever, and she carried those lessons to the surface when she fled as a child. The world above was wider, brighter, and far less forgiving than it looked from below, but Varenia adapted by turning every shadow into shelter and every conversation into a weapon. She grew into a thief, scout, and knife in the dark, moving through human streets in modern black leather as if she had been designed for the night itself. Her legend began in a small frontier community that had been abandoned by officials, criminals, and opportunists alike. Varenia took the role of protector almost by accident, cutting down slavers, smugglers, and monsters that thought the settlement easy prey. The people who once feared her came to depend on her, and for a brief time she allowed herself to be something other than a predator. She never stopped being ruthless, but she learned that even a blade can choose what it defends. Now she walks the world with a folk hero's reputation and an exile's heart, half reluctant to accept gratitude, half tempted to vanish before anyone can ask for more than she intends to give.
“Her legend began in a small frontier community that had been abandoned by officials, criminals, and opportunists alike.”
- Background
- Folk Hero
Connections
Species
Elf
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