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Letharion Vale - AI-generated fantasy Character

Letharion Vale

Wood Elf · Rogue (Thief) · Level 4 · Criminal

Letharion Vale

Wry, alert, and stubbornly compassionate, Letharion treats every room like a puzzle and every cruelty like a personal insult.
AC15
HP35/35
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 15 · HP 35 · 35 ft.
AlignmentChaotic GoodGenderMaleAge112
STR
DEX
CON
INT
WIS
CHA

Saving throws

STRDEXCONINTWISCHA

Skills

  • AcrobaticsDEX
  • DeceptionCHA
  • InvestigationINT
  • PerceptionWIS
  • Sleight of HandDEX
  • StealthDEX

Armor

Light armor

Weapons

Simple weapons,
Hand crossbows,
Longswords,
Rapiers,
Shortswords

Tools

Thieves' Tools,
One gaming set,
Disguise Kit,
Forgery Kit

Languages

Common,
Elvish,
Thieves' Cant

Features

15 features

Bonus action

  • Cunning ActionLevel 2

    You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.

  • Second-Story WorkLevel 3

    You have chosen the Thief archetype. Your hands are exceptionally nimble, and you can use your bonus action to perform a Dexterity check to pick a lock, disarm a trap, or use thieves' tools. You also gain proficiency with the disguise kit, the forgery kit, and one gaming set, and your climbing speed is no longer impeded by nonmagical difficult terrain. When you make a running jump, the distance you can cover increases by a number of feet equal to your Dexterity modifier.

Always on

  • Rogue ProficienciesLevel 1

    You are proficient in light armor, simple weapons, hand crossbows, longswords, rapiers, and shortswords.

  • ExpertiseLevel 1

    Your proficiency bonus is doubled for any ability check you make that uses your proficiency with a skill you choose and your proficiency with thieves' tools. You have selected Stealth and Deception for expertise.

  • Sneak AttackLevel 1

    You know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal an extra 2d6 damage to one creature you hit with an attack if you have advantage on the attack roll, or if another enemy of the target is within 5 feet of it and you do not have disadvantage on the attack roll.

  • Thieves' CantLevel 1

    You know the secret mix of dialect, jargon, and code that allows you to pass messages among other criminals and hidden networks.

  • Ability Score ImprovementLevel 4

    At 4th level, you improve one ability score by 2, or two ability scores by 1, or gain a feat if your table uses feats.

  • TraitWood ElfDarkvision
  • TraitWood ElfKeen Senses
  • TraitWood ElfFey Ancestry
  • TraitWood ElfTrance
  • TraitWood ElfElf Weapon Training
  • TraitWood ElfFleet of Foot
  • TraitWood ElfMask of the Wild
  • Criminal ContactCriminal

    You have a reliable and trusted contact within the criminal underworld who can provide information, safe houses, and occasional assistance. That contact knows how to pass messages, arrange meetings, and keep a low profile.

Gear

10 items

Weapons

  • Rapier
    A finesse melee weapon favored for precise strikes.
  • Shortbow
    A ranged weapon with a concealed string and a quiver of ammunition.
  • 2×
    Dagger
    A pair of balanced backup blades.

Armor

  • Leather Armor
    A protective suit of supple leather armor.

Tools

  • Thieves' Tools
    Tools used to open locks and bypass simple mechanisms.
  • Crowbar
    A sturdy iron bar useful for prying and forcing.

Gear

  • 20×
    Arrows
    Arrows for the shortbow.
  • Burglar's Pack
    A bundle containing tools and gear for infiltration.
  • Dark Common Clothes
    Common clothes in dark colors with a hood for concealment.
  • Belt Pouch
    A small leather pouch containing starting funds.

Appearance

A lean wood elf with sharp green eyes, silver-black hair tied back in a practical knot, and a faint scar across his left cheek from a botched rooftop escape. He favors dark, fitted leathers cut for silent movement, with weatherworn boots, a hidden dagger at each boot, and a smoky gray cloak that blends into alley shadows. His hands are quick and elegant, marked by the faint stains of ink, soot, and lockpick oil.

Mannerisms

He speaks softly and watches doorways before he watches faces. When thinking, he taps two fingers against his thumb like counting stolen coins. He smiles at dangerous moments, especially when he has already found an exit.

Personality

Wry, alert, and stubbornly compassionate, Letharion treats every room like a puzzle and every cruelty like a personal insult. He is playful in conversation, but becomes unnervingly focused when someone is being exploited. He prefers clever solutions, clean escapes, and helping others keep their dignity intact.

Ideals

Freedom. No throne, cartel, or guild should decide who gets to breathe easy and who must suffer. Laws are worth obeying only when they protect the helpless.

Bonds

He secretly funds a hidden shelter for street urchins and refugees, and he will risk everything to keep it supplied and undiscovered.

Flaws

He cannot resist a challenge involving a locked door, a guarded ledger, or a smug authority figure, even when patience would be wiser. When cornered emotionally, he turns evasive and jokes instead of speaking plainly, which makes it hard for others to know when he is hurt. He also keeps one or two too many secrets, believing that if people knew the whole truth, they would leave.

Quirks

He never enters a room without noting the nearest window.
He unconsciously checks every pocket he passes.
He collects tiny brass keys, even when they do not fit anything.
He cannot resist turning a locked object into a game.

Background

Letharion grew up among the deep boughs of an elven woodland enclave, but he never fit the patient rhythm of his people. He was too curious, too restless, too easily drawn to locked doors, hidden passages, and the forbidden corners of polite society. When a band of human smugglers began using forest trails to move contraband through the region, he started by stealing back what they had taken from local villagers, then kept going. By the time the smugglers were gone, Letharion had discovered he liked the life of a thief, not for greed, but for the thrill of outwitting cruelty and the rush of being where he was not supposed to be. He eventually slipped into the cities where his talents could bloom. There he learned the craft of the cutpurse, the safecracker, and the rooftop scout, and he found that crime in the hands of the desperate could become a kind of rebellion. He built a small web of contacts among fences, gamblers, and night couriers, using their secrets to protect the weak and embarrass the powerful. He is known in some back alleys by a dozen names, but Letharion keeps only one close to his heart, the name his mother gave him before he left the forest to make his own law in the world.

“He was too curious, too restless, too easily drawn to locked doors, hidden passages, and the forbidden corners of polite society.”
From their backstory
Background
Criminal

Connections

Species

Wood Elf

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