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Venna Ketrik - AI-generated fantasy Character

Venna Ketrik

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

Venna Ketrik

Venna is intense, invasive, and unnervingly perceptive.
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
  • InsightWIS
  • IntimidationCHA
  • InvestigationINT
  • PerceptionWIS
  • PerformanceCHA
  • PersuasionCHA
  • Sleight of HandDEX
  • StealthDEX
  • SurvivalWIS

Armor

Light armor

Weapons

Simple weapons,
Hand crossbows,
Longswords,
Rapiers,
Shortswords

Tools

Thieves' tools,
Disguise kit,
Forgery kit,
One gaming set

Languages

Common,
Georgian,
Thieves' Cant

Features

21 features

Bonus action

  • Cunning ActionLevel 2

    When Bonus action.

    Venna takes the Dash, Disengage, or Hide action as a bonus action.

Always on

  • Sneak AttackLevel 1

    When Once per turn when she has advantage or an adjacent enemy distracts the target.

    Venna makes one weapon attack with a finesse or ranged weapon, adding 5d6 Sneak Attack damage once per turn when the conditions are met.

  • Uncanny DodgeLevel 5

    When Reaction when hit by an attack.

    Venna halves the damage of an attack that hits her when she can see the attacker.

  • EvasionLevel 7

    When Dexterity saving throw for half damage.

    Venna takes no damage on a successful Dexterity save against an effect that normally deals half damage on a success, and half damage on a failure.

  • Mage Hand LegerdemainLevel 3

    When Action or bonus action as applicable.

    Venna uses an invisible Mage Hand to manipulate objects, locks, and traps from a distance.

  • Magical AmbushLevel 3

    When Action against a creature within 5 feet.

    Venna distracts a creature within 5 feet, imposing disadvantage on its next attack against someone other than her.

  • Rogue ProficienciesLevel 1

    Venna gains proficiency with light armor, simple weapons, hand crossbows, longswords, rapiers, and shortswords. She also gains proficiency with thieves' tools and chooses four rogue skills.

  • SpellcastingLevel 3

    Venna gains the ability to cast wizard spells, using Intelligence as her spellcasting ability. She knows three cantrips and six wizard spells, with most chosen from the enchantment and illusion schools.

  • ExpertiseLevel 1

    Venna can use thieves' tools to disarm traps and open locks with exceptional precision. Her expertise doubles her proficiency bonus for selected proficient abilities and tools.

  • Thieves' CantLevel 1

    Venna gains proficiency in Thieves' Cant, a secret mixture of dialect, jargon, and coded signs used by rogues.

  • Charlatan TrainingLevel 1

    Venna gains proficiency in the Disguise Kit and Forgery Kit, and can maintain a false identity with supporting documentation.

  • Ability Score ImprovementLevel 4

    Venna gains one ability score improvement. Her Dexterity increases by 2, reflected in her final score.

  • ExpertiseLevel 6

    Venna gains another use of Expertise, applying double proficiency to two additional proficient skills or tools.

  • Ability Score ImprovementLevel 8

    Venna gains one ability score improvement. Her Wisdom increases by 2, reflected in her final score.

  • Slippery MindLevel 9

    Venna gains Slippery Mind, granting proficiency in Wisdom saving throws.

  • Ability Score IncreaseHuman+1 to all ability scores
  • SizeHumanMedium
  • SpeedHuman30 feet
  • Extra LanguageHumanGeorgian
  • Human VersatilityHumanGains one additional skill proficiency, represented by Arcana
  • False IdentityCharlatan

    Venna maintains a false identity, complete with forged papers, social habits, and a convincing personal history. She can create false documents and pass herself off as another person when given time to establish the disguise.

Spells

9 spells

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

Cantrips (at will): , ,

1st level (4 slots): , , ,

2nd level (2 slots): ,

Gear

10 items

Weapons

  • Rapier
    A rapier, kept wrapped in cloth or concealed beneath her coat when not in use.
  • Shortbow and arrows
    A shortbow with a quiver holding 20 arrows.
  • 2×
    Daggers
    Two daggers hidden in separate locations on her person.

Armor

  • Leather armor
    Light armor, usually worn beneath her torn leather jacket despite her preference for appearing unarmored.

Tools

  • Disguise kit
    A disguise kit containing cosmetics, wigs, clothing pieces, and small physical props.
  • Forgery kit
    A forgery kit containing several types of ink, parchment, pens, seals, and tools for reproducing documents.
  • Con and gambling tools
    A set of weighted cards, marked coins, and other tools for cheating at games.

Gear

  • 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 clothes used when posing as someone respectable.

Purse

  • Coin purse
    A belt pouch containing 15 gp from the rogue's starting equipment and 15 gp from the charlatan background.

Appearance

Venna Ketrik is a lean human woman with a hard, restless presence that makes a room feel smaller. Her dark hair is cropped close to her scalp, the sides shaved, with a sharp shock of silver at her temple. Chaotic tattoos coil over her neck, arms, ribs, and hands, intricate patterns that seem almost deliberate until they suddenly resemble maps, eyes, or broken script. She wears modern dark clothes beneath a torn leather jacket, heavy boots, fingerless gloves, and no visible armor. Her smile is quick, bright, and usually inappropriate.

Mannerisms

Venna leans against doorframes as though gravity is a personal rival. She pauses mid-sentence to trace invisible shapes in the air, then resumes speaking as if nothing happened. She watches reflections instead of faces, laughs at the wrong moments, and tilts her head whenever someone lies, even if the lie is harmless.

Personality

Venna is intense, invasive, and unnervingly perceptive. She speaks with absolute certainty about subjects she barely understands, then casually admits she may have invented the evidence. She is fascinated by secrets, thresholds, false names, and the instant when a person realizes they have been fooled. Beneath her manic confidence is a fierce hunger to be seen as real by at least one person.

Ideals

Identity is a tool, not a prison. No authority, tradition, or written record has the right to decide who a person is allowed to become.

Bonds

She is determined to uncover the origin and meaning of the coded tattoo that first awakened her magic. She also protects the scattered members of the old street network that raised her, even when they betray her or refuse her help.

Flaws

She cannot leave a mystery alone, even when solving it is clearly dangerous. Venna assumes coincidence is a form of camouflage, treats sincere affection as a manipulation tactic, and becomes volatile when someone touches her tattoos or challenges the reality of the patterns she sees.

Quirks

Names every lock she opens and apologizes to it afterward.
Collects scraps of handwriting from people she suspects are lying.
Draws the same angular symbol on windows, napkins, and her own skin.
Refuses to sleep in a room with only one exit.
Whispers alternate explanations to her reflection.

Background

Venna Ketrik grew up in a crowded human neighborhood where names changed faster than loyalties. Her mother taught her to read people, while an older cousin taught her the practical arts of false papers, marked cards, concealed pockets, and exits that nobody else noticed. Venna discovered early that a lie was not merely a deception. It was a door. She learned to step through it before anyone could decide whether to let her in. By adulthood, she had worked as a street performer, a counterfeit clerk, a spiritual adviser, and a courier for people who preferred their secrets to remain unburied. Her descent into arcane trickery began with an obsession over a coded tattoo found on the corpse of a con artist who had tried to cheat her. Venna copied the mark onto her own skin, then spent years chasing the pattern through stolen grimoires, haunted theaters, and private collections. The magic answered her, but never cleanly. Now she sees hidden symbols in ordinary gestures and believes every lock, lie, and shadow is part of the same enormous design. She became an adventurer because danger provides better clues than safety, and because somewhere beyond the next impossible door may be the answer to whether the voice in her head is an outside intelligence, a curse, or simply Venna herself.

“Venna discovered early that a lie was not merely a deception.”
From their backstory
Background
Charlatan

Connections

Species

Human

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