Minerva
Minerva
Sheet
AC 14 · HP 9 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingWIS
- ArcanaINT
- AthleticsSTR
- DeceptionCHA
- HistoryINT
- InsightWIS
- IntimidationCHA
- InvestigationINT
- MedicineWIS
- NatureINT
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
9 featuresAlways on
- Sneak AttackLevel 1
When When Minerva hits with a qualifying finesse or ranged weapon attack and has advantage, or an eligible enemy is within 5 feet of the target.
Once per turn, deal an extra 1d6 damage to a creature hit with a finesse or ranged weapon when the attack qualifies for Sneak Attack.
- ExpertiseLevel 1
Minerva can add double her proficiency bonus to checks with her proficiency in Stealth and with thieves' tools.
- Thieves' CantLevel 1
Minerva knows the secret language of thieves and can recognize hidden messages and communicate covertly with other rogues and criminals.
- TraitElfDarkvision, Minerva can see in dim light within 60 feet as if it were bright light, and in darkness as if it were dim light.
- TraitElfKeen Senses, Minerva is proficient in the Perception skill.
- TraitElfFey Ancestry, Minerva has advantage on saving throws against being charmed, and magic cannot put her to sleep.
- TraitElfTrance, Minerva does not need to sleep and can complete a long rest through four hours of meditation.
- TraitElfElven Weapon Training, Minerva is proficient with the longsword, shortsword, shortbow, and longbow.
- Criminal ContactCriminal
Minerva has a reliable and discreet contact within the criminal underworld who can provide information about local criminals, fences, and illicit activities, though the contact cannot guarantee protection or safety.
Gear
11 itemsWeapons
- RapierA finely balanced finesse weapon favored for precise attacks.
- Shortbow and arrowsA ranged weapon with a quiver containing 20 arrows.
- 2×DaggerConcealable blades useful for close combat and throwing.
Armor
- Leather armorLight protective armor made from treated leather.
Tools
- Thieves' toolsA set of fine tools for opening locks and disabling traps.
- Gaming setA small gaming set used for gambling, deception, and maintaining criminal contacts.
Gear
- Burglar's PackA pack containing a backpack, 15 feet of hempen rope, 10 torches, a tinderbox, 10 days of rations, a waterskin, and a bedroll.
- CrowbarA sturdy metal bar useful for forcing doors and manipulating objects.
- Dark common clothes with hoodDark, ordinary clothing with a deep hood, suited to blending into alleys and crowded streets.
- Belt pouchA small purse containing starting funds.
Purse
- 15×Gold piecesFifteen gold pieces carried in the belt pouch.
Appearance
Minerva is a slender moon-elf woman with warm bronze skin, sharp green eyes, and long silver-black hair usually braided with small brass rings. Her pointed ears are decorated with mismatched earrings, and a thin scar cuts through her left eyebrow. She favors fitted dark leather armor beneath a charcoal cloak, soft boots, and fingerless gloves designed for delicate work. A rapier hangs at her hip, while twin daggers are concealed along her forearms.
Mannerisms
Minerva rarely sits with her back to a door. She rolls a coin across her knuckles while thinking, tilts her head slightly when someone lies, and speaks in a dry, conversational tone even when making threats.
Personality
Minerva is observant, irreverent, and almost impossible to embarrass. She enjoys clever schemes more than easy victories and prefers to win through leverage, timing, and misdirection. Beneath her playful cynicism is a fierce protective instinct for people who have been exploited by the powerful.
Ideals
Freedom. No law, tradition, or authority has the right to own my choices. If a rule serves only the powerful, breaking it is an act of honesty.
Bonds
She protects the children of the orphanage she saved, sending money and supplies through intermediaries and quietly investigating threats against them.
Flaws
Minerva cannot resist humiliating arrogant people, even when discretion would be safer. She also has a habit of treating trust as a temporary weakness and assumes every kindness conceals a hidden bargain.
Quirks
Background
Minerva was raised in a prosperous elven enclave where every family had a reputation to protect and every secret had a price. She learned early that the people who spoke most often about honor were frequently the ones with the most to hide. Rather than accept the careful, predictable life arranged for her, she began slipping through locked gardens, reading private correspondence, and selling embarrassing truths to anyone willing to pay. Her talent for moving unseen soon attracted the attention of a smuggling ring operating between elven settlements and human trade cities. The ring taught Minerva the practical arts of burglary, disguise, coded messages, and quiet violence. She eventually became their courier and infiltrator, using her elven patience to observe a target for days before making a single decisive move. Her criminal career ended when a powerful client ordered her to steal a relic from an orphanage, then burn the building to erase evidence. Minerva took the relic, saved the children, and betrayed the client by selling his ledgers to several rival factions. Now hunted by the people she once worked for, she travels as an independent rogue, pursuing profit, freedom, and the occasional opportunity to ruin someone who mistakes wealth for immunity.
“She learned early that the people who spoke most often about honor were frequently the ones with the most to hide.”
- Background
- Criminal
Connections
Species
Elf
Media
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