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Lyssa 'The Vantablack Viper' Thorne - AI-generated fantasy Character

Lyssa 'The Vantablack Viper' Thorne

Human · Rogue / Bard (Assassin / College of Whispers) · Level 20 · Criminal

Lyssa 'The Vantablack Viper' Thorne

Lyssa is a creature of high-energy charm and chilling emptiness.
AC17
HP143/143
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 17 · HP 143 · 30 ft.
AlignmentChaotic EvilGenderFemaleAge26
STR
DEX
CON
INT
WIS
CHA

Saving throws

STRDEXCONINTWISCHA

Skills

  • AcrobaticsDEX
  • AthleticsSTR
  • DeceptionCHA
  • InsightWIS
  • IntimidationCHA
  • InvestigationINT
  • PerceptionWIS
  • PerformanceCHA
  • PersuasionCHA
  • Sleight of HandDEX
  • StealthDEX

Armor

Light Armor

Weapons

Simple Weapons,
Martial Weapons with Finesse or Light properties,
Longswords,
Shortswords,
Hand Crossbows

Tools

Thieves' Tools,
Poisoner's Kit,
Disguise Kit,
Drum

Languages

Common,
Thieves' Cant,
Infernal

Features

17 features

Bonus action

  • Cunning ActionLevel 2

    You can take a Bonus Action on each of your turns in combat to take the Dash, Disengage, or Hide action.

Always on

  • Assassination Strike

    When First turn of combat

    Roll with advantage. If hit, add 17 damage. If target is surprised, they must pass a DC 20 CON save or the total damage (including 9d6 sneak attack) is doubled.

  • Sneak AttackLevel 1

    Once per turn, you can deal an extra 9d6 damage to one creature you hit with an attack roll if you have Advantage on the roll or an ally is within 5 feet of the target.

  • AssassinateLevel 3

    You have Advantage on Initiative rolls. On your first turn of combat, you have Advantage on attack rolls against any creature that has not yet taken a turn, and a hit deals extra damage equal to your Rogue level.

  • Cunning StrikeLevel 5

    You can forgo Sneak Attack damage dice to add effects to your hit, such as Poison (1d6), Trip (2d6), or Withdraw (1d6).

  • Reliable TalentLevel 7

    Whenever you make an Ability Check that uses a skill or tool proficiency, you can treat a d20 roll of 9 or lower as a 10.

  • Infiltrator's SuccessLevel 9

    You have Advantage on Deception or Performance checks to maintain a disguise or fake an identity.

  • Improved Cunning StrikeLevel 11

    You can use two Cunning Strike effects on the same attack, paying the die cost for both.

  • Envenom WeaponsLevel 13

    When you use the Poison Cunning Strike, you ignore Poison resistance and add 2d6 poison damage.

  • Slippery MindLevel 15

    You gain proficiency in Wisdom and Charisma saving throws.

  • Death StrikeLevel 17

    When you hit a creature on your first turn of combat that is surprised or hasn't acted, they must make a Constitution saving throw (DC 20) or the damage is doubled.

  • Psychic BladesLevel 19

    When you hit a creature with a weapon attack, you can expend one use of Bardic Inspiration to deal an extra 2d6 psychic damage.

  • Words of TerrorLevel 19

    If you speak to a humanoid alone for at least 1 minute, you can seed paranoia, forcing a Wisdom save or making them frightened of you or another creature for 1 hour.

  • ResourcefulHumanYou gain Heroic Inspiration whenever you finish a Long Rest.
  • SkillfulHumanYou gain proficiency in one skill of your choice (Sleight of Hand).
  • VersatileHumanYou gain an extra Origin feat of your choice (Skilled).
  • AlertCriminal

    You can add your Proficiency Bonus to Initiative rolls. You cannot be surprised while conscious, and you can swap your initiative with a willing ally.

Spells

6 spells

Spellcasting. Lyssa 'The Vantablack Viper' Thorne casts with Charisma (spell save DC 19, to hit with spell attacks).

Cantrips (at will): ,

1st level (4 slots): ,

2nd level (2 slots): ,

Gear

4 items

Weapons

  • 2×
    Serrated Stiletto Daggers
    A pair of thin, wicked blades designed for precision. Mastery: Nick.

Armor

  • Leather Straps and Fishnets
    Functionally leather armor (AC 11), designed for high mobility and aesthetic impact.

Tools

  • Thieves' Tools
    A set of tools for picking locks and disarming traps.
  • Disguise Kit
    Cosmetics, hair dyes, and small props for altering appearance.

Appearance

Lyssa stands with a predatory, slightly off kilter grace. She has short, jagged black hair that looks like it was cut with a dagger. Her skin is an ivory canvas almost entirely consumed by sleeves of solid black ink and swirling geometric patterns that move when she twitches. She wears minimal clothing composed of dark leather straps, fishnets, and dangerously high heels that click rhythmically. Her eyes are perpetually dilated, giving her a wild, unhinged look that contrasts sharply with her magnetic, symmetrical beauty.

Mannerisms

She has a habit of tilting her head nearly ninety degrees when listening. She constantly traces the tattoos on her forearms with the tips of her serrated blades.

Personality

Lyssa is a creature of high-energy charm and chilling emptiness. She speaks with a lyrical, melodic voice, often laughing at jokes only she can hear. She treats every social interaction as a performance and every murder as an intimate art piece. She is remarkably charismatic, able to draw people in with a warm smile that never quite reaches her frantic, cold eyes.

Ideals

Artistic Expression. Every life is a masterpiece waiting to be carved into its final, most beautiful form.

Bonds

My serrated stilettos are my only true confidants. They speak to me when the world is too quiet.

Flaws

I have an uncontrollable need for an audience. I would rather risk capture than let a truly beautiful kill go unobserved.

Quirks

Always hums soft, eerie nursery rhymes
Smells faintly of lavender and metallic iron
Often talks to her daggers as if they were people

Background

Born in the gutters of Atrix, Lyssa was always different. She didn't want to steal bread, she wanted to see the color of the blood of those who ate it. She spent years as a muse for a master tattooist, eventually murdering him to steal his secrets and his ink. She has since carved a legendary, terrifying reputation as a serial killer who moves through high society like a ghost, leaving only 'art' in her wake. Her tattoos are more than decoration, they are a record of every soul she has claimed. She found that the whispers of the dying could be woven into magic, leading her to the College of Whispers where she refined her ability to destroy minds before ending lives. She stalks the night in heels and ink, a manic goddess of the stiletto blade.

“She didn't want to steal bread, she wanted to see the color of the blood of those who ate it.”
From their backstory
Background
Criminal

Connections

Species

Human

Media

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