Viraim
Viraim
Sheet
AC 14 · HP 26 · 30 ft.Saving throws
Skills
- InvestigationINT
- PerceptionWIS
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
15 featuresAlways on
- Hunter’s Mark
When Hit a creature with a weapon attack
When Viraim hits a creature with a weapon attack, she can bind it with spectral quarry-marking. For the rest of the spell's duration, she deals extra damage and can track the target more easily.
- Colossus Slayer
When Hit a wounded creature with a weapon
Viraim moves with a predator’s patience and can exploit the weaknesses of prey she has marked.
- SpellcastingLevel 1
You can cast ranger spells, and you prepare a number of ranger spells each day based on your level. Your spellcasting ability is Wisdom.
- Favored EnemyLevel 1
You always have Hunter’s Mark prepared. You can cast it twice without expending a spell slot, and you regain all uses when you finish a Long Rest.
- Weapon MasteryLevel 1
You can use the mastery properties of two kinds of Simple or Martial weapons with which you have proficiency. You can change one chosen weapon after a Long Rest. Viraim favors the longbow and shortsword.
- Deft ExplorerLevel 2
Choose one skill proficiency that does not already have Expertise. You gain Expertise in that skill. You also know two additional languages of your choice. Viraim's Expertise is in Stealth, and her additional languages are Undercommon and Goblin.
- Fighting StyleLevel 2
You gain a Fighting Style feat of your choice. Viraim chose Archery, favoring ranged attacks and the patient certainty of a clean shot.
- Ranger SubclassLevel 3
You gain the Hunter subclass. This choice grants Hunter’s Lore and Hunter’s Prey.
- Hunter’s LoreLevel 3
While a creature is marked by your Hunter’s Mark, you know whether it has Immunities, Resistances, or Vulnerabilities, and what they are.
- Hunter’s PreyLevel 3
When you hit a creature with a weapon, that weapon deals an extra 1d8 damage to the target if it is missing any Hit Points. You can deal this extra damage only once per turn.
- TraitElfDarkvision, 60 feet.
- Elven LineageElfChoose a lineage. Viraim is a High Elf, which grants the Prestidigitation cantrip and, at level 3, Detect Magic. Wisdom is her spellcasting ability for this trait.
- Fey AncestryElfViraim has advantage on saving throws against being Charmed, and magic can’t put her to sleep.
- TranceElfViraim finishes a Long Rest in 4 hours of meditation while remaining semiconscious.
- Underworld ContactsCriminal
Viraim has an instinctive feel for illicit circles, hidden routes, and people who traffic in secrets. She can usually find a fence, a lock smith, a smuggler's runner, or a cutpurse who knows the local underworld.
Spells
5 spellsSpellcasting. Viraim casts with Wisdom (spell save DC 11, to hit with spell attacks).
Cantrips (at will):
1st level (3 slots): , , ,
Gear
11 itemsWeapons
- 2×DaggersA pair of versatile blades from the ranger starting equipment.
- ShortswordA martial finesse weapon chosen from ranger starting equipment.
- ShortbowA light ranged weapon chosen from ranger starting equipment.
Armor
- Leather ArmorLight armor, worn and darkened for stealth. Chosen from the ranger starting equipment.
Tools
- Thieves’ ToolsTools for opening locks, bypassing seals, and working quietly in the dark. From the Criminal background.
Gear
- 20×ArrowsAmmunition for the shortbow.
- QuiverContainer for arrows.
- CrowbarA satchel of stolen or carefully repurposed adventuring gear from the Criminal background.
- 2×PouchCarried with the Criminal background package.
- Traveler’s ClothesPractical clothing suited to travel and theft alike. From the Criminal background.
- Burglar’s PackA hooded wilderness pack for survival on the road.
Appearance
A lean, silver-haired elf with sharp amber eyes, a narrow scar along one cheek, and the quiet confidence of someone who moves like a rumor. Viraim favors dark green leather armor cut for silence, a hood lined with crow feathers, and a weathered shortbow kept in perfect repair. A ring of tiny brass keys hangs at her belt like trophies, and her hands are ink-stained from maps, lock picks, and careful notes.
Mannerisms
She listens with one eye on exits and speaks only after a beat of silence, as if weighing whether the truth is worth the price. When tense, she rolls a key or a coin across her knuckles, and when thinking hard, she unconsciously tracks invisible lines on nearby walls, as though mapping routes of escape.
Personality
Dry-witted, watchful, and difficult to corner, Viraim treats every room like a puzzle and every conversation like a negotiation. She is not cruel, but she is willing to lie, vanish, or steal to protect her independence or someone she has chosen as her own.
Ideals
Freedom. No crown, guild, or law should own a person's choices. Power should be used to open doors, not to build cages.
Bonds
She keeps a cracked silver token from the first gang that ever sheltered her, and she will not let their last surviving member be left to the mercy of the city watch. She also carries a hand-drawn map of the forest home she fled, and though she pretends not to care, she cannot bear to see it burned, paved over, or defiled.
Flaws
She cannot resist taking one more risk if it means proving she can outthink a guard, a guild, or a monster. Viraim also distrusts organized authority so deeply that she sometimes rejects good advice simply because it sounds official, and she can be unbearably secretive when a direct answer would make her feel beholden to someone.
Quirks
Background
Viraim was born in a forest enclave where patience, distance, and old grudges were treated as sacred virtues. She chafed against elven restraint from the moment she learned how to move quietly through thorn and shadow, and she left before her hundredth year with a bow, a knife, and no intention of living by anyone else’s rules. Cities fascinated her more than the wilds at first, not for their splendor, but for their doors, their ledgers, and the elegant ways people lied to one another. She drifted into the criminal life the way some travelers drift into taverns, one small bad choice at a time. Viraim began as a courier for smugglers, then as a lockbreaker, then as the one sent ahead when a job needed someone who could spot a trap, read a trail, and disappear before sunrise. The work suited her, but the gangs and guilds never did. She stole from worse thieves, burned a few profitable bridges, and earned a reputation as an elf who could vanish into a hedge or a crowd with equal ease. Now she wanders as a ranger for hire, hunting monsters, tyrants, and the occasional treacherous employer, because freedom is the only law she still trusts.
“She drifted into the criminal life the way some travelers drift into taverns, one small bad choice at a time.”
- Background
- Criminal
Connections
Species
Elf
Media
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