Vaelith Xorlarrin
Vaelith Xorlarrin
Sheet
AC 15 · HP 19 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingWIS
- ArcanaINT
- AthleticsSTR
- AthleticsSTR
- DeceptionCHA
- HistoryINT
- InsightWIS
- InvestigationINT
- NatureINT
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- ReligionINT
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
13 featuresBonus action
- Hunter's Mark
When Bonus Action
As a Bonus Action, choose a creature you can see within 90 feet and mark it as your favored enemy. Until the mark ends, you deal an extra 1d6 damage to the target whenever you hit it with an attack. The mark lasts for up to 1 hour with Concentration, or until you lose Concentration.
Always on
- Archery Fighting Style
When When making a ranged weapon attack
When you make a ranged weapon attack, you gain a +2 bonus to the attack roll.
- Favored EnemyLevel 1
You always have the Hunter's Mark spell prepared. You can cast it twice without expending a spell slot, and you regain all expended uses when you finish a Long Rest. Wisdom is your spellcasting ability for this feature.
- Weapon MasteryLevel 1
You have mastered the use of certain weapons. Choose properties for three weapons with which you are proficient. When you finish a Long Rest, you can change one of those choices. Vaelith uses the Nick property with his shortswords, the Vex property with his longbow, and the Slow property with his shortbow.
- Deft ExplorerLevel 1
You gain expertise in one skill in which you are proficient. You also learn two languages of your choice or gain proficiency with two tools of your choice. Vaelith has expertise in Stealth and proficiency with the Undercommon language and herbalism kits.
- Fighting StyleLevel 2
You adopt a Fighting Style feat of your choice. Vaelith has the Archery Fighting Style, gaining a +2 bonus to attack rolls with ranged weapons.
- SpellcastingLevel 2
You have learned to draw on the magical essence of nature to cast spells. Wisdom is your spellcasting ability. You can prepare two Ranger spells of level 1. You have two level 1 spell slots, which you regain when you finish a Long Rest.
- DarkvisionElfYou can see in dim light within 120 feet as if it were bright light, and in darkness as if it were dim light.
- Elven LineageElfYou are part of the Drow lineage. You know the Dancing Lights cantrip. At character level 3, you can prepare Faerie Fire, and at character level 5, you can prepare Darkness. Charisma is your spellcasting ability for these lineage spells.
- Fey AncestryElfYou have Advantage on saving throws you make to avoid or end the Charmed condition.
- Keen SensesElfYou have proficiency in the Perception skill.
- TranceElfYou do not need to sleep, and magic cannot put you to sleep. You can finish a Long Rest in 4 hours by entering a meditative trance. After the trance, you gain the benefits of a Long Rest.
- Criminal ContactCriminal
You have a reliable and trustworthy contact who acts as your liaison to a network of criminals. You know how to get messages to and from this contact, even across long distances, though the contact cannot guarantee assistance.
Spells
3 spellsSpellcasting. Vaelith Xorlarrin casts with Wisdom (spell save DC 12, to hit with spell attacks).
1st level (2 slots): , ,
Gear
11 itemsWeapons
- 2×ShortswordOne blade is balanced for quick off-hand strikes, while the other bears a notched pommel used to mark liberated prisoners.
- LongbowA recurved bow of dark wood, carefully maintained and wrapped against dampness.
- 2×DaggerSlim blades used for throwing, utility, and emergency close combat.
Armor
- Leather armorLight armor made from treated leather, fitted for mobility and quiet movement.
Tools
- Thieves' toolsTools used to open locks, disable traps, and bypass simple security mechanisms.
Gear
- 20×ArrowsArrows carried in a leather quiver.
- Explorer's PackA pack containing bedroll, mess kit, tinderbox, torches, rations, waterskin, and basic adventuring supplies.
- Gaming set, diceA small set of marked bone dice used for gambling and coded signals.
- CrowbarA sturdy iron bar useful for prying open doors, crates, and prison cells.
- Common clothesPlain, dark common clothing suitable for blending into crowds.
Purse
- 16×Gold piecesCoin saved from smuggling work and carefully hidden in several places.
Appearance
A tall, lean male drow with charcoal-gray skin, silver-white hair braided with bits of copper wire, and vivid violet eyes. He wears weather-stained leather armor beneath a dark green ranger's cloak, with a black scarf covering the lower half of his face when he works. His hands are marked by old manacles, and a thin scar crosses his left cheek. A recurved longbow rests across his back, while paired shortswords hang at his hips.
Mannerisms
Vaelith stands with his back to walls and unconsciously counts exits whenever he enters a room. He speaks softly, rarely wastes words, and turns his head slightly before answering as though listening for danger. When angry, he becomes unnaturally still.
Personality
Quietly observant and fiercely protective, Vaelith distrusts institutions but believes deeply in individuals who choose courage over comfort. He has a dry, understated sense of humor and a habit of helping strangers before admitting that he cares. He prefers plans, shadows, and escape routes, but his anger at injustice can drive him into bold and dangerous action.
Ideals
Freedom. No one should own another person's body, labor, or future. I will tear down every system that depends on fear and obedience.
Bonds
I will find the surviving fugitives from my old house and protect them, no matter how far I must travel. I carry a broken manacle from the prison where my rebellion began, and I will never allow it to be forgotten.
Flaws
I assume every offer of kindness conceals a chain, and I can become cruelly suspicious of people who have done nothing to deserve it. When cornered, I would rather vanish or strike first than risk being controlled again.
Quirks
Background
Vaelith was born beneath the earth, where his family served a noble drow house that treated lives as expendable tools. He learned early that survival depended on silence, careful observation, and knowing which doors were locked for a reason. His first act of rebellion was small, stealing medicine for a condemned servant. His second was not. When he discovered that prisoners from rival houses were being sold to surface slavers, Vaelith sabotaged the transaction, freed as many captives as he could, and fled through forgotten tunnels while his own kin hunted him as a traitor. On the surface, Vaelith survived as a thief, smuggler, and guide through dangerous borderlands. His criminal contact helped him find food and forged papers, but the forest taught him the rest. A reclusive ranger took him in, showing him how to track predators, read the silence of birds, and put an arrow through a locker's torch before the alarm could be raised. Vaelith now travels as a ranger, hunting slavers, corrupt nobles, and anyone who uses fear to make obedience seem natural. He searches for other drow who escaped oppression, hoping to build a resistance that will one day bring justice to the depths and freedom to those still trapped there.
“He learned early that survival depended on silence, careful observation, and knowing which doors were locked for a reason.”
- Background
- Criminal
Connections
Species
Elf
Media
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