Vitha Blackspike
Vitha Blackspike
Sheet
AC 17 · HP 115 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingWIS
- ArcanaINT
- AthleticsSTR
- DeceptionCHA
- HistoryINT
- InsightWIS
- IntimidationCHA
- InvestigationINT
- MedicineWIS
- NatureINT
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- ReligionINT
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
29 featuresBonus action
- Cunning ActionLevel 2
When On her turn when a bonus action is available
Vitha uses Cunning Action to Dash, Disengage, or Hide as a bonus action.
- TraitGoblinNimble Escape, Vitha can take the Disengage or Hide action as a bonus action.
Reaction
- Skirmisher's Slip
When A creature ends its turn within 5 feet of Vitha
Vitha moves up to half her speed as a reaction without provoking an opportunity attack from a creature that ends its turn within 5 feet of her.
- Uncanny DodgeLevel 5
When A visible creature hits Vitha with an attack
Vitha halves the damage from an attack that hits her when she can see the attacker.
Always on
- Ambush Shot
When When Vitha has advantage or an ally is adjacent to the target
Vitha makes a ranged weapon attack or melee weapon attack with advantage when she has an eligible Sneak Attack condition, adding 7d6 damage on a hit once per turn.
- Sneak AttackLevel 1
Vitha deals an extra 7d6 damage once per turn when she hits with a finesse or ranged weapon attack and has advantage, or when another eligible condition for Sneak Attack is met.
- ScoutLevel 3
Vitha gains proficiency with the disguise kit and poisoner's kit. She also gains the Scout features Skirmisher and Survivalist.
- SkirmisherLevel 3
When a creature ends its turn within 5 feet of Vitha, she can use her reaction to move up to half her speed without provoking opportunity attacks from that creature.
- SurvivalistLevel 3
Vitha gains proficiency in Nature and Survival if she does not already have it. Her proficiency bonus is doubled for ability checks using those skills.
- Ability Score ImprovementLevel 4
Vitha can improve ability scores or select a feat. She chose the Alert feat.
- AlertLevel 4
Vitha gains proficiency bonus to initiative rolls. She cannot be surprised while conscious, creatures do not gain advantage on attack rolls against her merely because they are unseen, and she is aware of invisible creatures within 10 feet if they are not hidden.
- ExpertiseLevel 6
Vitha gains Expertise in Investigation and thieves' tools, doubling her proficiency bonus for checks using them.
- EvasionLevel 7
Vitha gains proficiency in Wisdom saving throws.
- EvasionLevel 7
When Vitha is subjected to an effect allowing a Dexterity saving throw for half damage, she takes no damage on a success and half damage on a failure.
- Ability Score ImprovementLevel 8
Vitha can improve ability scores or select a feat. She increased Wisdom by 2, raising it to 20.
- Roguish Archetype Feature ProgressionLevel 9
Vitha gains proficiency with the poisoner's kit and disguise kit through rogue training if not already proficient, and her Sneak Attack improves with level as shown on her character statistics.
- Ability Score ImprovementLevel 10
Vitha can improve ability scores or select a feat. She increased Constitution by 2, raising it to 18.
- Reliable TalentLevel 11
Vitha's attacks cannot have disadvantage if she is proficient with the weapon and the attack does not already have disadvantage from another source.
- Reliable TalentLevel 11
Whenever Vitha makes an ability check that lets her add her proficiency bonus, she can treat a d20 roll of 9 or lower as a 10.
- Ability Score ImprovementLevel 12
Vitha can improve ability scores or select a feat. She chose the Lucky feat, gaining three luck points per long rest that can be spent to roll an additional d20 for attacks, ability checks, or saving throws, or to impose a reroll on an attack against her.
- Ambush MasterLevel 13
Vitha gains advantage on initiative rolls. In addition, the first creature she hits during the first round of combat becomes easier for her allies to strike, granting advantage to the next attack roll made against it before the start of Vitha's next turn.
- BlindsenseLevel 14
Vitha gains blindsense out to 10 feet. If she can hear a creature within that range, she knows its location even if it is invisible or hidden, though she still cannot see it.
- Slippery MindLevel 15
Vitha gains proficiency in Intelligence saving throws.
- TraitGoblinDarkvision, Vitha can see in dim light within 60 feet as if it were bright light and in darkness as if it were dim light, though she sees only in shades of gray.
- TraitGoblinFury of the Small, once per short or long rest, Vitha can deal extra damage equal to her level when she damages a creature larger than her with an attack or spell.
- TraitGoblinSmall size.
- TraitGoblinWalking speed 30 feet.
- TraitGoblinLanguages are Common and Goblin, with Undercommon gained from her Outlander background.
- WandererOutlander
Vitha has an excellent memory for maps, terrain, and landmarks. She can recall the general layout of natural environments she has traveled through and can find food and fresh water for herself and up to five other people each day, provided the land offers those resources.
Gear
14 itemsWeapons
- ShortbowCurved shortbow of dark wood and sinew
- DaggerCurved, serrated dagger with a handle wrapped in faded red cloth
- DaggerA second practical dagger used as a backup weapon and thrown blade
- StaffA sturdy walking staff used for travel and as a simple weapon
Armor
- Studded leather armorFitted studded leather armor, patched and altered to fit Vitha's small frame
Tools
- Thieves' toolsTools for picking locks and disabling traps
Gear
- 20×ArrowsArrows carried in a worn hip quiver
- Burglar's packA kit containing a backpack, 10-foot pole, rope, tinderbox, rations, waterskin, and other ordinary adventuring supplies
- Hunting trapA portable trap used to catch small game or hinder pursuers
- Hunting trophyA trophy from an animal Vitha hunted, kept as proof of a successful passage through the wild
- Traveler's clothesPlain travel clothing, patched and weather-stained
- Belt pouchSmall belt pouch containing starting currency
- Scout's field kitDried herbs, glass vials, a bone hook, and blackened iron spikes used to mark trails
Purse
- 10×Gold piecesStarting currency from her background and class
Appearance
Vitha stands just over three feet tall, a lean and wiry female goblin with taut muscles shaped by years of scouting through caverns and wilderness. Her weathered slate-gray skin has a mottled green cast that disappears into shadow. Fine pale scars cross both arms and the left side of her face, including a prominent scar through her eyebrow and down to her cheekbone. Her large amber eyes seem to glow faintly in darkness. Long pointed ears twitch at every unfamiliar sound. Her dark hair is cropped short, with several tight braids pressed against her scalp. She wears fitted, heavily patched studded leather armor, reinforced trousers, worn boots, a low-slung quiver, and a curved shortbow. A serrated dagger wrapped in faded red cloth rests at her hip. She is attractive by goblin standards, with sharp expressive features, a strong angular jaw, an alert predatory gaze, and an intense, self-possessed presence.
Mannerisms
Vitha pauses before entering any room, listening with one ear tilted toward the floor. She taps blackened iron spikes against her palm when thinking, checks every latch twice, and rarely sits with her back to an open space. When amused, she gives a tiny sideways smile but keeps her voice completely flat. She refers to large, noisy creatures as walking avalanches.
Personality
Vitha is quiet, observant, and intensely practical. She speaks in a low rasp and rarely wastes words, but her dry, sardonic wit emerges around people who have earned her trust. She notices exits, tracks, scents, and changes in air pressure before she notices conversation. Beneath her guarded exterior is a fiercely protective scout who measures morality by whether someone helps the vulnerable find a way home.
Ideals
Freedom. No clan, lord, god, or mapmaker owns the road. Everyone deserves a path out, especially those too small or frightened to make one alone.
Bonds
Vitha carries a chipped stone token from the underground river where she led her people to safety. She will risk almost anything to protect displaced goblins, lost travelers, and anyone being hunted by a powerful faction. She is determined to uncover the final location of the buried thing beneath her birthplace and destroy the maps that could lead others to it.
Flaws
Vitha assumes every generous offer conceals a hook, and she would rather disappear than admit she needs help. She has a deep fear of being trapped underground again, which makes her reckless when confined or buried. Her dry contempt for loud, arrogant heroes can make allies feel judged, even when she is trying to keep them alive.
Quirks
Background
Vitha was born beneath a mountain where several goblin clans fought over the same underground rivers, hunting grounds, and forgotten ruins. As a child, she learned that survival depended less on strength than on hearing danger before it arrived. She became a pathfinder, trap-setter, and messenger, marking safe tunnels with blackened iron spikes and guiding hunters through caverns where one wrong step meant a broken leg or a silent death. The scars on her face came from a cave-in caused by a rival clan, an event that trapped her for three days with only a dying torch and a pouch of bitter herbs. She emerged alone, changed, and unwilling to trust any map that had not been tested with her own feet. Vitha eventually left the deep places after discovering that the clans were being manipulated by an ambitious warlord who planned to awaken something buried beneath the mountain. She sabotaged his supply routes, stole his maps, and led several families to safety through forgotten hunting trails. Since then, she has traveled as an outlander and professional scout, taking work from adventurers who understand that a quiet guide is often more valuable than a loud hero. Her rogue training grew from necessity. She learned to move without disturbing dust, open locks with scavenged tools, and place an arrow exactly where armor failed. She now seeks the warlord's remaining agents, following rumors from wilderness roads to ancient ruins, always leaving a small black iron spike behind as proof that she passed through and survived.
“As a child, she learned that survival depended less on strength than on hearing danger before it arrived.”
- Background
- Outlander
Connections
Species
Goblin
Media
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