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Vexynne Duskwhisper - AI-generated fantasy Character

Vexynne Duskwhisper

Tiefling · Rogue (Mastermind) · Level 12 · Urchin

Vexynne Duskwhisper

Calculating, detached, and unsettlingly calm.
AC14
HP63/63
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 14 · HP 63 · 30 ft.
AlignmentChaotic NeutralGenderFemaleAgeApproximately 27 years old
STR
DEX
CON
INT
WIS
CHA

Saving throws

STRDEXCONINTWISCHA

Skills

  • AcrobaticsDEX
  • AthleticsSTR
  • DeceptionCHA
  • InsightWIS
  • IntimidationCHA
  • InvestigationINT
  • MedicineWIS
  • NatureWIS
  • PerceptionWIS
  • PerformanceCHA
  • PersuasionCHA
  • Sleight of HandDEX
  • StealthDEX
  • SurvivalWIS

Armor

Light armor

Weapons

Simple weapons,
Hand crossbows,
Longswords,
Rapiers,
Shortswords

Tools

Thieves' tools,
Disguise kit,
Playing card set

Languages

Common,
Infernal

Features

22 features

Bonus action

  • Cunning Assistance

    When On her turn as a bonus action.

    Vexynne uses a bonus action to Dash, Disengage, Hide, or use Help against a creature within 30 feet that can see or hear her.

  • Cunning ActionLevel 2

    Vexynne can use a bonus action to take the Dash, Disengage, or Hide action.

  • Master of TacticsLevel 3

    Vexynne can use the Help action as a bonus action. When she uses Help to aid an ally's attack, the target of that attack can be within 30 feet of her rather than within 5 feet, provided the ally can see or hear her.

Reaction

  • Uncanny DodgeLevel 5

    When When an attacker she can see hits her with an attack.

    Vexynne halves the damage from one attack that hits her using her reaction.

Always on

  • Calculated Strike

    When When Vexynne has advantage or an ally is within 5 feet of the target.

    Vexynne makes a weapon attack with advantage when circumstances permit and adds 6d6 damage once per turn when Sneak Attack applies.

  • Evasive Footwork

    When When an effect allows a Dexterity saving throw for half damage.

    Vexynne avoids damage from successful Dexterity saving throws and takes only half damage on failed saves.

  • Rogue ProficienciesLevel 1

    Vexynne has proficiency with light armor, simple weapons, hand crossbows, longswords, rapiers, and shortswords. She also gains proficiency with thieves' tools and chooses four skills, including Deception, Insight, Sleight of Hand, and Stealth, as her proficient rogue skills.

  • Sneak AttackLevel 1

    Once per turn, Vexynne can deal an extra 6d6 damage to one creature she hits with an attack if she has advantage on the attack roll, or if another enemy of the target is within 5 feet of it and Vexynne does not have disadvantage.

  • Roguish ArchetypeLevel 3

    Vexynne chooses Mastermind as her rogue archetype. She gains features from this archetype at 3rd, 9th, and 13th levels.

  • Master of IntrigueLevel 3

    Vexynne can mimic the speech patterns, writing, and behavior of another person she has observed for at least 1 minute. She can perfectly mimic handwriting and speech if she has studied them for at least 3 minutes. A successful Insight check contested by her Charisma (Deception) check reveals the ruse.

  • Ability Score ImprovementLevel 4

    Vexynne gains an Ability Score Improvement. Her Charisma score increases by 2, from 14 to 16.

  • ExpertiseLevel 6

    Vexynne gains expertise in two additional proficient skills, Sleight of Hand and Stealth. Her proficiency bonus is doubled for these skills.

  • EvasionLevel 7

    Vexynne gains proficiency in Wisdom saving throws.

  • EvasionLevel 7

    When subjected to an effect that allows her to make a Dexterity saving throw to take only half damage, Vexynne instead takes no damage on a success and half damage on a failure.

  • Ability Score ImprovementLevel 8

    Vexynne gains an Ability Score Improvement. Her Dexterity score increases by 2, from 15 to 17.

  • Rogue Saving Throw ProficiencyLevel 7

    Vexynne gains proficiency in Wisdom saving throws as a rogue of her level, replacing the normal rogue proficiency in Dexterity and Intelligence saving throws only if selected through a separate feature. Her normal rogue saving throw proficiencies remain Dexterity and Intelligence.

  • Reliable TalentLevel 11

    Vexynne can treat a d20 roll of 9 or lower as a 10 whenever she makes an ability check that lets her add her proficiency bonus.

  • Ability Score ImprovementLevel 12

    Vexynne gains an Ability Score Improvement. Her Intelligence score increases by 1, from 12 to 13, and her Charisma score increases by 1, from 16 to 17.

  • TraitTieflingDarkvision, Vexynne can see in dim light within 60 feet as if it were bright light and in darkness as if it were dim light, though she sees darkness as shades of gray.
  • TraitTieflingHellish Resistance, Vexynne has resistance to fire damage.
  • TraitTieflingInfernal Legacy, Vexynne knows the thaumaturgy cantrip. At 3rd level, she can cast hellish rebuke once per long rest as a 2nd-level spell. At 5th level, she can cast darkness once per long rest. Charisma is her spellcasting ability for these spells.
  • City SecretsUrchin

    Vexynne knows the secret patterns and shortcuts of the city. She can find passages through urban areas that others would miss, and she can locate food, shelter, and other basic necessities for herself and her companions in a city.

Spells

3 spells

Spellcasting. Vexynne Duskwhisper casts with Charisma (spell save DC 13, to hit with spell attacks).

Cantrips (at will):

2nd level: ,

Gear

13 items

Weapons

  • Rapier
    A finely balanced rapier suited to precise, discreet attacks.
  • Shortbow
    A compact ranged weapon with a concealed profile.
  • 2×
    Daggers
    A pair of light blades for close combat or throwing.

Armor

  • Leather armor
    Light leather armor reinforced at the seams and modified with hidden pockets.

Tools

  • Thieves' tools
    A set of thieves' tools for opening locks and disabling traps.

Gear

  • 20×
    Arrows
    Ammunition for the shortbow.
  • 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.
  • Small knife
    A small knife suitable for cutting purses, rope, and food.
  • Map of the city
    A crude map of the city districts and hidden routes known to street children.
  • Token from a deceased parent
    A token from Vexynne's lost childhood, its original meaning forgotten.
  • Common clothes
    A set of common clothes altered for concealment and quick movement.
  • Belt pouch
    A pouch containing the modest savings Vexynne accumulated before becoming an adventurer.

Purse

  • 10×
    Gold pieces
    Starting money retained after purchasing basic street necessities.

Appearance

Vexynne has red skin with a subtle velvety texture, asymmetrical horns, one sweeping backward in a jagged curve and the other shorter and ridged. Her pupil-less silver-white eyes seem to pierce through lies. Dark purple hair falls in loose waves, partially braided with silver chains. She is petite and curvy, with a lithe, graceful frame and a long spaded tail with a barbed tip. Her asymmetrical dark leather attire features crimson accents, layered straps, ornate silver details, and concealed pockets, blending elegance with practical danger.

Mannerisms

Vexynne speaks in a calm, measured voice even when threatened. She studies exits before sitting, turns coins across her knuckles while thinking, and tilts her head slightly when someone lies. She rarely raises her voice, preferring a quiet observation that makes others feel seen through.

Personality

Calculating, detached, and unsettlingly calm. Vexynne treats every conversation as a contest of leverage, every favor as a possible debt, and every silence as information. Beneath her controlled exterior is an intense fear of helplessness, which drives her to manipulate events before they can manipulate her.

Ideals

Freedom is earned through wit, not strength. Chains, seen or unseen, are meant to be broken.

Bonds

There is one person from my past I once cared for. I betrayed them to survive, and I still wonder if they live.

Flaws

I trust no one, and I push others away before they can get close enough to hurt me or be hurt by me.

Quirks

She gives people private nicknames based on their most exploitable weakness.
She keeps written records of every promise made in her presence.
She touches one horn when recalling a fragmented memory.
She leaves a single black thread at the scene of an especially elegant deception.

Background

Vexynne Duskwhisper remembers the world in fragments, each memory arriving like a blade glimpsed in darkness. She remembers hunger, cold stone, and the sting of a brand, but not the name she was given before she was sold into service. The alleys became her first teachers. She learned which watchmen could be bribed, which merchants lied badly, and which abandoned shrines offered dry shelter. By adolescence, she had transformed survival into a craft, becoming an accomplished thief, forger, and listener who could vanish into the rhythm of a crowded street.

“She remembers hunger, cold stone, and the sting of a brand, but not the name she was given before she was sold into service.”
From their backstory
Background
Urchin

Connections

Species

Tiefling

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