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Vitha Ashtrail - AI-generated fantasy Character

Vitha Ashtrail

Goblin · Rogue (Scout) · Level 14 · Outlander

Vitha Ashtrail

Quiet, observant, and fiercely self-reliant, Vitha notices details others dismiss and remembers insults long after everyone else has forgotten them.
AC17
HP154/154
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 17 · HP 154 · 40 ft.
AlignmentNeutral GoodGenderFemaleAgeApproximately 35 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
  • Sleight of HandDEX
  • StealthDEX
  • SurvivalWIS

Armor

Light armor

Weapons

Simple weapons,
Hand crossbows,
Longswords,
Rapiers,
Shortswords,
Martial weapons with the finesse or ranged property

Tools

Thieves' tools,
One musical instrument or other artisan's tool from rogue starting proficiencies

Languages

Common,
Goblin

Features

22 features

Bonus action

  • Cunning ActionLevel 2

    When Bonus action

    Vitha can Dash, Disengage, or Hide as a bonus action.

  • Expertise and Sneak AttackLevel 1

    Vitha can use a bonus action to Dash, Disengage, or Hide. She also gains Sneak Attack, dealing an extra 7d6 damage once per turn when she has advantage or an eligible ally is within 5 feet of the target.

  • TraitGoblinNimble Escape, allowing her to Disengage or Hide as a bonus action.

Reaction

  • Skirmisher

    When A creature ends its turn within 5 feet of Vitha

    When a creature ends its turn within 5 feet of Vitha, she can move up to half her speed as a reaction without provoking opportunity attacks from that creature.

  • Uncanny DodgeLevel 5

    When When an attack hits her

    Vitha can halve the damage from one attack that hits her when she can see the attacker.

  • ScoutLevel 3

    Vitha becomes a Scout. She gains Skirmisher, allowing her to move up to half her speed as a reaction when an enemy ends its turn within 5 feet of her without provoking opportunity attacks. Survivalist grants proficiency and expertise in Nature and Survival. She also gains the ability to choose a rogue archetype feature.

Always on

  • Sneak Attack

    When Once per turn when she hits with a finesse or ranged weapon attack

    Vitha deals an extra 7d6 damage once per turn when she has advantage on the attack roll, or when an enemy of the target is within 5 feet of it and she does not have disadvantage.

  • EvasionLevel 7

    When Dexterity saving throw

    Vitha takes no damage on a successful Dexterity saving throw against an effect that normally deals half damage on a success, and half damage on a failure.

  • Ambush MasterLevel 13

    When Initiative and first hit of the first round

    Vitha has advantage on initiative rolls. The first creature she hits in the first round grants advantage to attack rolls made against it by others until the start of her next turn.

  • BlindsenseLevel 14

    When A creature is within 10 feet and Vitha can hear it

    Vitha knows the location of any creature within 10 feet that she can hear, even if it is invisible or hidden.

  • Ability Score ImprovementLevel 4

    Vitha can improve ability scores or select a feat. Her manual ability scores reflect improvements made during advancement.

  • Additional ExpertiseLevel 6

    Vitha gains Expertise in two additional proficient skills or tools. Her expertise applies to Stealth and thieves' tools. Her proficiency bonus is doubled for these checks.

  • Ability Score ImprovementLevel 8

    Vitha can improve ability scores or select a feat. Her manual ability scores reflect improvements made during advancement.

  • Superior MobilityLevel 9

    Vitha gains Superior Mobility, increasing her walking speed by 10 feet. This applies while she is not wearing heavy armor.

  • Ability Score ImprovementLevel 10

    Vitha can improve ability scores or select a feat. Her manual ability scores reflect improvements made during advancement.

  • Reliable TalentLevel 11

    Vitha gains Reliable Talent. Whenever she makes an ability check that includes proficiency, a d20 roll of 9 or lower counts as a 10.

  • Ability Score ImprovementLevel 12

    Vitha can improve ability scores or select a feat. Her manual ability scores reflect improvements made during advancement.

  • TraitGoblinDarkvision, allowing her to see in dim light within 60 feet as if it were bright light and darkness as if it were dim light.
  • TraitGoblinFury of the Small, allowing her to deal extra damage equal to her level to a creature larger than her once per short or long rest when she damages it with an attack or spell.
  • TraitGoblinGoblin creatures speak Common and Goblin.
  • TraitGoblinSmall size, with a typical height of about 3 to 4 feet and a walking speed of 30 feet.
  • WandererOutlander

    Vitha has an excellent memory for maps, terrain, and landmarks. She can always recall the general layout of places she has seen and can find food and fresh water for herself and up to five other people each day, provided the land offers such resources.

Gear

12 items

Weapons

  • Shortbow
    A curved shortbow suitable for a small creature.
  • Dagger
    A serrated dagger with a faded red cloth grip.
  • Dagger
    A second light blade kept as a backup weapon.

Armor

  • Studded leather armor
    A suit of patched studded leather armor, altered to fit Vitha's small frame.

Tools

  • Thieves' tools
    Thieves' tools, including picks, tension wires, files, and probes.

Gear

  • 20×
    Arrows
    Arrows carried in a worn leather quiver.
  • 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.
  • Staff
    A staff used for walking, vaulting, and testing unstable ground.
  • Hunting trap
    A hunting trap used to secure camps or mark dangerous approaches.
  • Trophy
    A trophy from a place she has visited, a chipped fang from a cavern bear.
  • Traveler's clothes
    Traveler's clothes, patched and darkened by years underground.

Purse

  • Coin pouch
    A pouch containing the standard starting coin from her rogue and outlander equipment, 10 gp.

Appearance

Vitha stands just over three feet tall, a lean and wiry female goblin with weathered slate-gray-green skin, luminous amber eyes, long pointed ears, and short dark hair braided tightly against her scalp. Pale scars cross both arms and the left side of her attractive but unmistakably goblin-like face, including one that cuts through her eyebrow and ends below her cheekbone. She wears patched studded leather armor altered for her small frame, reinforced trousers, worn boots, and a belt crowded with vials, herbs, snares, tools, and blackened iron trail spikes. A delicate curved shortbow rests across her back, while a serrated dagger wrapped in faded red cloth hangs at her hip.

Mannerisms

Vitha rarely stands still. Her ears twitch toward every unusual sound, and one hand habitually checks the nearest trail spike or dagger hilt. She speaks in a low, gravelly rasp and delivers sarcasm with a completely straight face. When considering a route, she crouches and draws maps in dust with one claw.

Personality

Quiet, observant, and fiercely self-reliant, Vitha notices details others dismiss and remembers insults long after everyone else has forgotten them. Her dry humor appears unexpectedly, usually in the middle of danger. She is protective of lost travelers, wounded scouts, and anyone who has been treated as disposable.

Ideals

Freedom. No creature should be trapped by birth, clan, territory, or the expectations of others. Every living thing deserves at least one path out.

Bonds

The blackened iron trail spikes she carries belonged to the lost scouts who taught her. She intends to map every route leading back to their burial tunnels and ensure no traveler dies there through ignorance.

Flaws

She assumes every promise has a hidden cost, including her own. When frightened, she becomes controlling and secretive, withholding information until she is certain no one can use it against her.

Quirks

She marks important locations with blackened iron spikes rather than chalk.
She keeps dried herbs tucked behind one ear and chews them when thinking.
She sleeps with one hand wrapped around a dagger hilt.
She names dangerous tunnels after the last person who underestimated them.
She counts doorways, exits, and ceiling supports whenever she enters a new room.

Background

Vitha was born beneath a mountain range where goblin clans fought over every tunnel, spring, and chimney of smoke. As a child, she learned that the safest path was rarely the widest one. She became a runner, then a tunnel scout, marking safe routes with blackened iron spikes and learning to read disturbed dust, broken webs, and the faintest change in underground wind. During a clan feud, a collapsing passage buried most of her hunting party. Vitha survived by following a trickle of cold water through darkness for three days, emerging alone and scarred on the far side of the mountains.

“As a child, she learned that the safest path was rarely the widest one.”
From their backstory
Background
Outlander

Connections

Species

Goblin

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