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Malice Travra - AI-generated fantasy Character

Malice Travra

Drow · Fighter (Samurai) · Level 15 · Acolyte

Malice Travra

Malice is quiet, watchful, and unnervingly courteous.
AC17
HP139/139
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 17 · HP 139 · 30 ft.
AlignmentNeutral EvilGenderFemaleAge126 years old
STR
DEX
CON
INT
WIS
CHA

Saving throws

STRDEXCONINTWISCHA

Skills

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

Armor

Light armor,
Medium armor,
Heavy armor,
Shields

Weapons

Simple weapons,
Martial weapons

Tools

Calligrapher's Supplies

Languages

Common,
Drow Sign Language,
Elvish,
Undercommon

Features

32 features

Action

  • Extra AttackLevel 11

    When using Action Surge, Malice can make two additional attacks instead of one, if she uses it to take the Attack action.

Bonus action

  • Second WindLevel 1

    Three uses per Long Rest. As a Bonus Action, regain 1d10 plus 15 Hit Points. If no uses remain when initiative is rolled, regain one use.

  • Fighting SpiritLevel 3

    As a Bonus Action, gain Advantage on all weapon attack rolls until the end of the current turn and gain 5 Temporary Hit Points. Usable three times per Long Rest. This is called Fighting Spirit.

Reaction

  • Mage SlayerLevel 12

    Malice has Advantage on saving throws against spells and can use a reaction to make one weapon attack against a creature that casts a spell within 5 feet of her.

Always on

  • Black Widow's Favor

    When Bonus Action, three uses per Long Rest

    Malice invokes Lolth's favor, gaining Advantage on weapon attacks for the turn and 5 Temporary Hit Points.

  • Silken Feint

    When When making an attack with Advantage and using a Finesse or ranged weapon

    Malice turns one advantageous strike into a pair of swift cuts.

  • Sudden Execution

    When Action Surge used to Attack

    Malice spends a Second Wind to take an extra action and make two additional attacks.

  • Fighting StyleLevel 1

    Choose a Fighting Style feat. Malice has Two-Weapon Fighting, allowing her to add her ability modifier to the extra attack granted by fighting with two weapons.

  • Weapon MasteryLevel 1

    Choose three kinds of weapons for Weapon Mastery. Malice has mastery with the Scimitar, Shortsword, and Longbow. Her mastery properties are available when wielding them.

  • Action SurgeLevel 2

    Once per Short or Long Rest, take one additional action on your turn, limited to one attack, Dash, Disengage, or Utilize action.

  • Tactical MindLevel 2

    When a Fighter ability or feat requires a D20 Test, expend a use of Second Wind to add 1d10 to the roll after seeing the result, potentially turning a failure into a success.

  • SamuraiLevel 3

    Malice follows the Samurai subclass, using its legacy features as a compatible martial archetype under the 2024 Fighter chassis.

  • Magic Initiate, ClericLevel 4

    Origin feat from the Acolyte background. Malice knows the Cleric cantrips Guidance and Thaumaturgy, and the level 1 spell Bane. She can cast Bane once per Long Rest without a spell slot, using Wisdom.

  • Extra AttackLevel 5

    Attack twice instead of once when taking the Attack action.

  • Ability Score ImprovementLevel 6

    Ability Score Improvement. Increase Dexterity by 2, raising it to 20.

  • Elegant CourtierLevel 7

    If Malice is not proficient in a Wisdom saving throw, she gains proficiency. She also gains proficiency in Persuasion, or expertise if already proficient, through Elegant Courtier.

  • Defensive DuelistLevel 8

    Malice can replace one attack made with Advantage with two attacks, provided both attacks use a Finesse or ranged weapon. Only one additional attack can be made this way per turn.

  • IndomitableLevel 9

    Once per Long Rest, when she fails a saving throw, Malice can reroll it with a bonus equal to her Fighter level. She also gains two uses of Indomitable at this level.

  • Indomitable ImprovementLevel 13

    Malice gains a third use of Indomitable per Long Rest.

  • Ability Score ImprovementLevel 14

    Ability Score Improvement. Increase Wisdom by 2, raising it to 18.

  • Tireless SpiritLevel 10

    If Malice has no uses of Fighting Spirit remaining when initiative is rolled, she regains one use. This is Tireless Spirit.

  • Rapid StrikeLevel 15

    When Malice has Advantage on an attack and hits, she may forgo that Advantage on the attack to make one additional weapon attack as part of the same action. Usable once per turn. This is Rapid Strike.

  • TraitDrowCreature type Humanoid
  • TraitDrowMedium size
  • TraitDrowSpeed 30 feet
  • TraitDrowDarkvision with a range of 120 feet
  • Drow MagicDrowMalice knows the Dancing Lights cantrip. At level 3, she can cast Faerie Fire once per Long Rest. At level 5, she can cast Darkness once per Long Rest. Wisdom is her spellcasting ability for these spells.
  • Keen SensesDrowProficiency in the Perception skill.
  • Fey AncestryDrowAdvantage on saving throws to avoid or end the Charmed condition.
  • TranceDrowMalice does not need to sleep and can finish a Long Rest in 4 hours while remaining semiconscious.
  • Ancestral LegacyDrowMalice has Elven lineage and counts as an Elf for effects that require it.
  • Magic InitiateAcolyte

    Magic Initiate, Cleric. Malice learned two Cleric cantrips and one level 1 Cleric spell, cast with Wisdom. The spell can be cast once per Long Rest without a spell slot, and can also be cast with any spell slots she possesses.

Gear

12 items

Weapons

  • Scimitar
    A curved one-edged martial sword used with the right hand. It has the Vex mastery property.
  • Scimitar
    A second curved blade used with the left hand. It has the Nick mastery property.
  • Longbow
    A compact longbow of dark yew, carried for executions and ambushes.

Armor

  • Studded leather armor
    Flexible black leather armor reinforced with lacquered plates, worn beneath layered ceremonial robes.

Gear

  • 20×
    Arrows
    Arrows suitable for the longbow.
  • Dungeoneer's pack
    A pack containing a bedroll, mess kit, tinderbox, torches, rations, and waterskin.
  • Holy symbol
    A spider-shaped holy symbol of Lolth carved from obsidian.
  • Prayer book
    A narrow book containing prayers, venom recipes, and diagrams of ritual sacrifice.
  • 5×
    Incense sticks
    Incense used during private devotions and venomous offerings.
  • Vestments
    Ceremonial garments worn during temple rites.
  • Common clothes
    Plain clothing for travel on the surface.

Purse

  • 15×
    Gold pieces
    Unspent starting currency.

Appearance

Malice is a tall, lithe drow woman with charcoal-violet skin, white hair cut bluntly at the jaw, and pale red eyes that rarely widen. Fine scars cross her palms and collarbone, the marks left by the silk cocoon in which she was remade. She wears black studded leather beneath layered crimson, plum, and bone-white robes styled after surface samurai armor, with lacquered shoulder guards and a silk sash bearing a crude spider sigil. Two curved blades hang at her waist, one polished obsessively and the other stained dark from repeated contact with venom.

Mannerisms

Malice pauses before answering questions, as if waiting for a spider to whisper the proper response. She adjusts the position of her sword knot whenever someone lies. In conversation, she uses honorifics with excessive precision, then drops them without warning when she decides a person has become prey.

Personality

Malice is quiet, watchful, and unnervingly courteous. She treats every room as a web, every conversation as a test, and every kindness as either bait or an investment. She has a practical respect for competence, especially in servants and enemies, but affection makes her suspicious. She speaks of Lolth with intimate certainty, as though the goddess is physically present behind her left shoulder.

Ideals

Submission. Freedom is the lie told by prey before the web tightens. A worthy life is one surrendered completely to Lolth, then used to make others surrender as well.

Bonds

The spider temple beneath the ruins of House Travra is still hers to reclaim. She carries a broken seal from her former house and intends to press it into the throat of the priestess who ordered her sacrifice.

Flaws

She mistakes fear for devotion and devotion for proof of love. When uncertain, she creates a crisis so that someone must reveal where they stand. She is also incapable of leaving an insult unanswered, even when silence would better serve Lolth.

Quirks

She leaves a single strand of black thread across the doorway of any room where she sleeps.
She names each venom after a lesson she believes Lolth has taught her.
She eats only after feeding a crumb to a nearby spider.
She taps her thumb against the sword guard three times before accepting a challenge.

Background

Aurelia of House Travra was raised for the priesthood, taught that every breath was a debt owed to Lolth and every relationship a ladder to be climbed or kicked away. She was clever, disciplined, and patient, but never quite cruel enough for the senior priestesses. Her hesitation ended during a failed rite in the lower vaults, when the temple spiders covered her in silk and dragged her into a living cocoon. House Travra declared her dead, an embarrassment consumed by the goddess. Days later, Malice emerged, changed in body and certainty. She abandoned Aurelia, her house, and every claim that belonged to the person she had been.

“She was clever, disciplined, and patient, but never quite cruel enough for the senior priestesses.”
From their backstory
Background
Acolyte

Connections

Species

Drow

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