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Venna Skadi - AI-generated fantasy Character

Venna Skadi

Human · Rogue (Arcane Trickster) · Level 9 · Charlatan

Venna Skadi

Venna is magnetic, erratic, and impossible to fully read.
AC15
HP57/57
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 15 · HP 57 · 30 ft.
AlignmentChaotic NeutralGenderFemaleAge29 years old
STR
DEX
CON
INT
WIS
CHA

Saving throws

STRDEXCONINTWISCHA

Skills

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

Armor

Light armor

Weapons

Simple weapons,
Hand crossbows,
Longswords,
Rapiers,
Shortswords

Tools

Thieves' tools,
Disguise kit,
Forgery kit,
Playing card set

Languages

Common,
Elvish,
Infernal

Features

18 features

Bonus action

  • Cunning ActionLevel 2

    When Bonus action

    Venna uses a bonus action to Dash, Disengage, or Hide.

Reaction

  • Uncanny DodgeLevel 5

    When When an attacker she can see hits her

    Venna uses a reaction to halve the damage from one attack that hits her.

Always on

  • Sneak Attack

    When When she has advantage, or an ally is within 5 feet of the target and she lacks disadvantage

    Venna makes a finesse or ranged weapon attack against a vulnerable target, adding 5d6 Sneak Attack damage once per turn when the requirements are met.

  • EvasionLevel 7

    When When subjected to an effect allowing a Dexterity saving throw for half damage

    Venna makes a Dexterity saving throw to avoid all damage from an area effect that allows a Dexterity save.

  • ExpertiseLevel 1

    Venna chooses four proficient skills, Acrobatics, Insight, Investigation, and Perception. She has expertise in Deception and Sleight of Hand at 1st level, and expertise in Investigation and Perception at 6th level, doubling her proficiency bonus for those skills.

  • Sneak Attack, 5d6Level 1

    Once per turn, Venna deals an extra 5d6 damage when she hits with a finesse or ranged weapon attack and has advantage on the attack roll, or when an enemy of the target is within 5 feet of it and she does not have disadvantage.

  • Thieves' CantLevel 1

    Venna knows the secret thieves' cant used by rogues and criminals to conceal messages in ordinary conversation.

  • Ability Score ImprovementLevel 4

    Venna gains an Ability Score Improvement at 4th level. Her Dexterity increased by 2, reaching 20 before the human bonus, and her human bonus raises it to 21.

  • Ability Score ImprovementLevel 8

    Venna gains an Ability Score Improvement at 8th level. Her Wisdom increased by 1 and her Intelligence increased by 1 after applying human bonuses, raising both abilities to 18 and 16 respectively.

  • SpellcastingLevel 3

    Venna can cast wizard spells using Intelligence as her spellcasting ability. She knows three wizard cantrips and six wizard spells, with most of her non-cantrip spells drawn from the enchantment and illusion schools.

  • Mage Hand LegerdemainLevel 3

    Venna learns the Mage Hand cantrip. She can make the spectral hand invisible, stow or retrieve objects from containers, manipulate thieves' tools at range, and use it to make Dexterity checks involving those tools.

  • Magical AmbushLevel 9

    If Venna surprises a creature and hits it with an attack during the first round of combat, that attack has advantage against the creature, and the creature has disadvantage on saving throws against her spells during that round.

  • Ability Score IncreaseHuman+1 to all six ability scores
  • SizeHumanMedium
  • SpeedHuman30 feet
  • TraitHumanOne additional language of choice
  • TraitHumanHuman versatility and adaptability
  • False IdentityCharlatan

    Venna maintains a false identity and can fabricate convincing documents, credentials, and personal histories. She can establish herself as a person of status or authority in a community, provided she has time to create the necessary disguise and evidence.

Spells

9 spells

Spellcasting. Venna Skadi casts with Intelligence (spell save DC 15, to hit with spell attacks).

Cantrips (at will): , ,

1st level (4 slots): , , ,

2nd level (2 slots): ,

Gear

12 items

Weapons

  • 2×
    Shortswords
    A pair of narrow blades suitable for close combat and concealment.
  • Hand crossbow
    A compact hand crossbow with 20 bolts.

Armor

  • Leather armor
    A light, flexible leather coat, currently carried rather than worn so Venna can move unencumbered in her chosen outfit.

Tools

  • Thieves' tools
    A thieves' tool set for locks and traps.
  • Disguise kit
    A disguise kit containing cosmetics, hair pieces, clothing alterations, and small physical props.
  • Forgery kit
    A forgery kit containing writing implements, seals, papers, inks, and specialized materials.

Gear

  • 20×
    Crossbow bolts
    A belt pouch containing 20 bolts.
  • 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.
  • Fine clothes
    A set of fine but deliberately unremarkable clothes for assuming false identities.
  • Signet ring
    A signet ring associated with one of Venna's fabricated identities.
  • Belt pouch
    A small purse containing 15 gold pieces.

Purse

  • 15×
    Gold pieces
    Fifteen gold pieces from her charlatan's starting funds.

Appearance

Venna is a human woman with a lean, wiry build and an intense, sleepless stare. Chaotic tattoos coil over her arms, throat, ribs, and hands, with patterns that seem almost to shift when she gestures. Her dark hair is cropped close, the sides shaved, with a stark silver streak at her temple. She wears modern black clothing beneath a torn leather jacket, heavy boots, fingerless gloves, and no visible armor. Her expressions move abruptly from stillness to feverish amusement.

Mannerisms

Venna leans against doorframes as though gravity is a personal challenge. She pauses before answering simple questions, watching the speaker's mouth instead of their eyes. When excited, she taps a rhythm against her wrist, traces invisible symbols in the air, and quietly repeats the last word someone said in a different voice.

Personality

Venna is magnetic, erratic, and impossible to fully read. She treats every conversation as a performance and every silence as evidence. She can be charming for exactly as long as it takes to open a lock, unsettle a guard, or make someone reveal what they meant to hide. Beneath the manic confidence is a desperate fear that there is no authentic self beneath all her aliases.

Ideals

Identity is a tool, not a prison. Anyone who claims to know exactly who they are is either lying or not looking closely enough.

Bonds

She will find the Glass Witness, even if the trail leads through her own altered memories. She is fiercely protective of the one former mark who treated her like a person instead of a performance.

Flaws

She cannot leave a mystery alone, even when solving it is clearly more dangerous than surviving it. Venna lies reflexively, sometimes inventing falsehoods so elaborate that she begins defending them as if they were memories. She is jealous of anyone who seems emotionally stable, and when frightened she becomes controlling, theatrical, and cruelly suspicious.

Quirks

Names every lock before picking it, usually with the name of a dead person.
Keeps scraps of paper covered in contradictory maps and insists they form one complete diagram.
Sometimes answers questions using the voice and mannerisms of people she has impersonated.
Collects broken mirrors and refuses to explain why.
Sleeps with one hand closed around an invisible Mage Hand.

Background

Venna was born in a crowded human city where everyone learned early that a name could be a shield, a lockpick, or a loaded die. She survived by becoming whoever people needed to see, first as a street performer, then as a fortune teller, then as a traveling healer whose medicines were mostly colored water and stolen confidence. Her talent for deception became more dangerous when she discovered that a whispered phrase, a stolen gesture, or a hand held just so could produce small arcane effects. She began treating magic as another lie with better timing. Her obsession began with a vanished con artist known only as the Glass Witness, a person who allegedly stole memories instead of money. Venna believes the Witness left a pattern hidden in her tattoos, though no one else can see anything beyond ink and scar tissue. She now follows rumors, forged clues, and impossible coincidences across the world, breaking into places that supposedly contain evidence of the truth. She is brilliant, useful, and deeply unstable, often unable to tell whether she is investigating a mystery or manufacturing one. Every alias she adopts is a fragment of herself that she refuses to bury.

“She began treating magic as another lie with better timing.”
From their backstory
Background
Charlatan

Connections

Species

Human

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