Vexa Quill
Vexa Quill
Sheet
AC 13 · HP 28 · 30 ft.Saving throws
Skills
- DeceptionCHA
- InsightWIS
- InvestigationINT
- PerceptionWIS
- Sleight of HandDEX
- StealthDEX
Armor
Weapons
Tools
Languages
Features
15 featuresBonus action
- Cunning ActionLevel 2
On your turn, you can take Dash, Disengage, or Hide as a Bonus Action.
- Steady AimLevel 3
As a Bonus Action, you can give yourself Advantage on your next attack roll on the current turn if you have not moved this turn. After you use this feature, your Speed becomes 0 until the end of the turn.
Reaction
- Uncanny DodgeLevel 5
When When a visible attacker hits you with an attack roll
You can halve the damage from one attack that hits you, as a reaction.
Always on
- Cunning StrikeLevel 5
When When you deal Sneak Attack damage
Cunning ways to use Sneak Attack that trade damage dice for control effects. At level 5, choose Poison, Trip, or Withdraw when you deal Sneak Attack damage.
- Core Rogue TraitsLevel 1
You have proficiency in thieves' tools and light armor, gain the rogue Hit Die, and choose one skill proficiency from the rogue skill list if you had not already gained it from your background.
- ExpertiseLevel 1
You gain Expertise in two of your skill proficiencies. Your proficiency bonus is doubled for those skills.
- Sneak AttackLevel 1
Once per turn, you can deal an extra 3d6 damage to one creature you hit with an attack roll if you have Advantage on the roll and the attack uses a Finesse or a Ranged weapon. You do not need Advantage if an ally is within 5 feet of the target, the ally is not Incapacitated, and you do not have Disadvantage on the attack roll.
- Thieves' CantLevel 1
You know Thieves' Cant and one other language of your choice.
- Weapon MasteryLevel 1
You can use the mastery properties of two kinds of weapons of your choice with which you have proficiency. You can change these choices whenever you finish a Long Rest.
- Rogue SubclassLevel 3
You gain a rogue subclass. No subclass is chosen for this character, so this remains unselected.
- Ability Score ImprovementLevel 4
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify. Because this build uses the rules as requested, the provided final ability scores are preserved.
- TraitKenkuExpert Forgery, you can reproduce handwriting, seals, and signatures with uncanny precision after study.
- TraitKenkuKenku Training, proficiency in two skills of your choice from Deception, Sleight of Hand, and Stealth.
- TraitKenkuMimicry, you can perfectly mimic sounds and voices you have heard.
- Background BenefitsCriminal
This background does not grant a separate narrative feature in the 2024 rules. Its benefits are the Alert feat, proficiency with Sleight of Hand and Stealth, proficiency with Thieves' Tools, and its starting equipment.
Gear
10 itemsWeapons
- RapierA precise melee blade for close work.
- ShortbowA lightweight ranged weapon for ambushes and rooftop chases.
- 2×DaggerA small concealed blade kept for emergencies.
Armor
- Leather ArmorA fitted set of dark leather armor suitable for stealth and quick movement.
Tools
- Thieves' ToolsA skilled burglar's must-have set of picks and tension tools.
- CrowbarA bar for prying open locks, shutters, or bad decisions.
Gear
- 20×Arrow BundleA bundle of ammunition for the shortbow.
- Burglar's PackA sturdy pack for infiltration gear, rope, and stolen valuables.
- 2×PouchSmall concealed containers for coin, clues, or contraband.
- Traveler's ClothesTravel-worn clothing in muted colors for blending into crowds.
Appearance
A lean black-feathered kenku with a sharp hooked beak, bright amber eyes, and a habit of tucking stolen trinkets into the folds of a weathered burglar's cloak. Her feathers are trimmed short around the forearms for silent movement, and she keeps a set of tiny lockpicks bound to one wrist like prayer beads. She favors fitted leather armor dyed soot-gray, with a crowbar strapped across her back and chalk dust usually ghosting one clawed hand.
Mannerisms
Speaks in clipped borrowed phrases, often repeating the last word she heard from a person she likes. Taps two fingers against her beak when thinking, and tilts her head as if listening to a second conversation no one else can hear. When nervous, she silently mimics the accent of the nearest authority figure, usually to mock them later.
Personality
Quietly observant, razor-witted, and impossible to embarrass, Vexa prefers listening in the dark to speaking in the light. She is patient with children, artisans, and other outcasts, but ruthless toward bullies, informants, and anyone who treats loyalty like a commodity. She laughs softly at danger, not because she is fearless, but because fear sounds too much like being owned.
Ideals
Freedom. No chain, oath, or law should own a living soul. I steal from cages, corrupt masters, and anyone who profits from keeping others small.
Bonds
I still carry the signet ring of the first criminal crew that treated me like family, and I will recover or avenge every member who fell when we were betrayed.
Flaws
I cannot resist taking one more risk when a door, lock, or secret looks especially clever. I also struggle to trust kindness, because I have seen too many smiles hide a knife. When I am cornered, I become sarcastic and theatrical, which sometimes makes a bad situation worse.
Quirks
Background
Vexa learned the city by listening before she learned it by speaking. As a kenku, she was born into a world of borrowed voices and stolen manners, but the alleys gave her something better than originality, they gave her survival. She began as a lookout for a small band of cutpurses who traded in rumors, ledgers, and forgotten keys, and she proved better at opening locked doors than at keeping her own heart closed. When the gang scattered after a failed job, Vexa kept the books, the secrets, and a talent for walking away before the shouting started. Now she works as a freelance burglar, extractor, and occasional problem solver for anyone desperate enough to pay in coin or information. She likes puzzles, hidden routes, and people who underestimate her because she speaks in clipped borrowed phrases. Though she claims to care only about the next score, she secretly keeps a list of the downtrodden she has quietly helped, and another list of those who sold out her old crew. One day she intends to settle both ledgers, and she means to do it with perfect timing, a clean getaway, and someone else's voice.
“When the gang scattered after a failed job, Vexa kept the books, the secrets, and a talent for walking away before the shouting started.”
- Background
- Criminal
Connections
Species
Kenku
Media
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