Vexa Quickfingers
Vexa Quickfingers
Sheet
AC 13 · HP 9 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- AthleticsSTR
- DeceptionCHA
- InsightWIS
- IntimidationCHA
- InvestigationINT
- PerceptionWIS
- PersuasionCHA
- Sleight of HandDEX
- StealthDEX
Armor
Weapons
Tools
Languages
Features
11 featuresBonus action
- Nimble EscapeGoblinYou can take the Disengage or Hide action as a Bonus Action. You can use this trait a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest.
Always on
- Core Rogue TraitsLevel 1
You have proficiency in one skill of your choice from the Rogue skill list. You have proficiency with Thieves' Tools and training with Light armor.
- ExpertiseLevel 1
You have expertise in two of your skill proficiencies of your choice. Your proficiency bonus is doubled for any ability check you make using either chosen proficiency. Vexa has Expertise in Stealth and Sleight of Hand.
- Sneak AttackLevel 1
Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack roll if you are using a Finesse or Ranged weapon and have Advantage on the roll, or if another enemy of the target is within 5 feet of it and you do not have Disadvantage. The attack must use a Finesse or Ranged weapon.
- Thieves' CantLevel 1
You know the secret language of rogues and thieves, including a mixture of jargon, code words, and signs that allows you to conceal messages in ordinary conversation.
- Weapon MasteryLevel 1
You can use the mastery properties of two kinds of weapons of your choice from the weapons with which you have proficiency. Vexa has Weapon Mastery with the Dagger and Shortbow.
- AlertLevel 1
You gain the Alert Origin feat from your Criminal background. You add your Proficiency Bonus to Initiative rolls, and immediately after Initiative is rolled, you can switch your Initiative with a willing ally in the same combat if neither character is Incapacitated.
- DarkvisionGoblinYou have Darkvision with a range of 60 feet.
- Fey AncestryGoblinYou have Advantage on saving throws you make to avoid or end the Charmed condition. You also do not need to sleep, and magic cannot put you to sleep.
- Fury of the SmallGoblinWhen you damage a creature with an attack or spell and that creature is larger than you, you can deal extra damage equal to your Proficiency Bonus. You can use this trait a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest.
- Criminal ContactCriminal
You know how to find a place to hide, a person willing to buy stolen goods, or a discreet contact who can provide information. Criminal contacts may be unreliable, but they recognize the signs of your former trade and can sometimes offer limited aid.
Gear
9 itemsWeapons
- 4×DaggerA light, versatile blade suitable for close combat or throwing.
- ShortswordA short, balanced blade with a single cutting edge.
- ShortbowA compact ranged weapon used for quiet attacks from concealment.
Armor
- Leather ArmorLight armor made from supple, darkened leather.
Tools
- Thieves' ToolsA tool set for opening locks and disabling traps.
Gear
- 20×ArrowsA bundle of arrows for the shortbow.
- CrowbarA sturdy iron bar useful for prying, levering, and improvised intimidation.
- Burglar's PackA pack containing a bedroll, mess kit, tinderbox, torches, rations, waterskin, and rope.
Purse
- 16×Gold PiecesCoin saved from burglary jobs and emergency work.
Appearance
Nimble and broad-shouldered for a goblin, Vexa has moss-green skin, large amber eyes, and a crooked smile full of small, sharp teeth. Her black hair is shaved on one side and tied into a short, messy braid decorated with stolen buttons and bits of colored glass. She wears a weathered leather jerkin beneath a dark hooded cloak, soft boots, and several hidden belts for tools, blades, and useful scraps. A thin scar crosses her left eyebrow, and her fingers are permanently stained with oil, soot, and lock grease.
Mannerisms
Vexa constantly rolls a coin or lockpick across her knuckles, tilts her head when evaluating a door, and lowers her voice to a conspiratorial whisper even when discussing harmless subjects. When nervous, she counts exits under her breath.
Personality
Vexa is quick-witted, irreverent, and fiercely protective of anyone being bullied by authority or circumstance. She treats every conversation like a negotiation, but her bravado hides a deep fear of abandonment. She is generous with food, suspicious of compliments, and delighted by clever plans, especially when they make pompous people look foolish.
Ideals
Freedom. No law written by the powerful has the right to decide who deserves food, safety, or a second chance.
Bonds
Mother Rusk is imprisoned for a crime Vexa committed to protect her, and Vexa intends to free her before the old woman dies behind bars. She also carries a brass key that belonged to her vanished younger brother, convinced it opens a door connected to his disappearance.
Flaws
Vexa cannot resist proving that she can bypass a lock, outwit a guard, or steal something merely because someone claimed it was impossible. She also lies reflexively when frightened, even to people who have earned her trust.
Quirks
Background
Vexa Quickfingers grew up beneath the alleys and ruined foundations of a crowded city, where goblin children learned early that locked doors were invitations and unattended purses were temporary possessions. She became a capable burglar under the tutelage of an aging fence named Mother Rusk, who taught her to read a room before touching anything in it. Vexa was never interested in wealth for its own sake. She stole food, medicine, and documents for people the city had decided were too poor, too strange, or too inconvenient to matter. Her reputation among criminals became complicated when she began sabotaging the gangs that preyed on the desperate.
“She became a capable burglar under the tutelage of an aging fence named Mother Rusk, who taught her to read a room before touching anything in it.”
- Background
- Criminal
Connections
Species
Goblin
Media
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