Vaelith Thorne
Vaelith Thorne
Sheet
AC 15 · HP 31 · 35 ft.Saving throws
Skills
- AcrobaticsDEX
- DeceptionCHA
- InsightWIS
- InvestigationINT
- PerceptionWIS
- StealthDEX
Armor
Weapons
Tools
Languages
Features
16 featuresBonus action
- Cunning ActionLevel 2
You can take a bonus action on each of your turns to Dash, Disengage, or Hide.
Always on
- ExpertiseLevel 1
You have the training to avoid detection and move through dangerous places unnoticed. You gain proficiency with thieves' tools and one of the following skills of your choice: Acrobatics, Athletics, Deception, Stealth, or Sleight of Hand.
- Sneak AttackLevel 1
You can deal extra damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon. The extra damage is 2d6 at 4th level. You do not need advantage if another enemy of the target is within 5 feet of it, that enemy is not incapacitated, and you do not have disadvantage on the attack roll.
- Thieves' CantLevel 1
You can speak with other rogues and criminals by using secret signs and symbols hidden in ordinary conversation or writing.
- AssassinateLevel 3
You are at your deadliest when you get the drop on your enemies. You have advantage on attack rolls against any creature that hasn't taken a turn in the combat yet. In addition, any hit you score against a creature that is surprised is a critical hit.
- Bonus ProficienciesLevel 3
You gain proficiency with the disguise kit and the poisoner's kit.
- Ability Score ImprovementLevel 4
At 4th level, you improve one ability score by 2 points or two ability scores by 1 point each. Vaelith trained to sharpen her precision, raising Dexterity to 19.
- DarkvisionWood ElfAccustomed to twilit forests, you can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light.
- Keen SensesWood ElfYou have proficiency in the Perception skill.
- Fey AncestryWood ElfYou have advantage on saving throws against being charmed, and magic cannot put you to sleep.
- TranceWood ElfElves do not sleep. Instead, you meditate deeply for 4 hours a day.
- Mask of the WildWood ElfYou can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.
- Elf Weapon TrainingWood ElfYou have proficiency with the longsword, shortsword, shortbow, and longbow.
- Fleet of FootWood ElfYour base walking speed increases to 35 feet.
- Ability Score IncreaseWood ElfYour Dexterity score increases by 2, and your Wisdom score increases by 1.
- Criminal ContactSpy
You know how to get information, contact secretive people, and move through hidden networks without attracting attention. In most settled places, you can find a criminal, fence, courier, or covert contact who can help you gather rumors or arrange discreet passage.
Gear
11 itemsWeapons
- RapierA finesse weapon suited for precise killings and quick defense.
- ShortswordA backup blade for close quarters and silent work.
- ShortbowA ranged weapon for ambushes and rooftop work.
- 2×DaggerBalanced throwing blades for desperate moments.
Armor
- Leather ArmorProtection that still allows stealth and speed.
Tools
- Disguise KitTools used to create believable disguises and false identities.
- Thieves' ToolsTools used to pick locks, bypass traps, and bypass security.
Gear
- 20×ArrowAmmunition for the shortbow.
- Burglar's PackA pack containing useful burglary gear, including a crowbar, a hammer, pitons, hooded lantern, oil, rations, rope, and other essentials.
- Common Clothes, darkA set of dark common clothes with a hood, suitable for moving unseen in cities.
- Belt PouchA pouch of coin kept for immediate expenses and bribes.
Appearance
A lean wood elf woman with sharp green eyes, ash-brown skin, and dark hair worn in a braided knot for silent work. She favors fitted black leathers, fingerless gloves, and a narrow rapier worn flat against her spine. Her left ear bears a tiny silver notch from an old escape, and her calm face rarely changes expression unless she is counting exits.
Mannerisms
She speaks softly and often pauses before answering, as if listening for a second meaning in every sentence. When nervous, she rubs the pad of her thumb across the edge of a coin or blade. She almost never sits with her back to a doorway, and she habitually counts windows, exits, and people with weapons before touching her drink.
Personality
Measured, observant, and dryly witty, Vaelith prefers listening to talking and planning to improvising. She is courteous in a way that can feel unsettling, because she offers respect even to enemies. Under her composure is a fierce protectiveness toward innocents and a private fear that one day she will become only the mask she wears.
Ideals
Control. Violence is a tool that must be aimed carefully, never indulged. If she must end a life, it should be to prevent greater harm, never to feed vanity or rage.
Bonds
She carries a pressed sprig of moonleaf from her homeland, and she refuses to let it be taken or damaged. She is also bound to the memory of her first mentor, a patient scout who taught her that mercy can be a sharper weapon than steel, and she still seeks to prove that lesson true.
Flaws
She treats emotional attachment like a liability and often cuts people off before they can get close. When cornered by guilt, she becomes coldly efficient and may choose the most practical answer even when a kinder one exists. She also cannot resist proving she can outwit a guard, a lock, or a proud noble, even when caution would be wiser.
Quirks
Background
Vaelith was raised in a moonlit elf enclave that prized memory, silence, and patience. She learned archery before she learned to lie, and she learned to lie before she learned to forgive. When a rival house began paying mortal smugglers to strip ancient groves for blackmail and leverage, Vaelith was recruited by the enclave's quiet hand, a web of watchers who solved problems before they became wars. She was not a soldier in the open. She was the last thing a corrupt negotiator saw when a treaty had already failed. Over time, she discovered that she preferred the work to the politics around it. A blade through the right ledger keeper could save a village from a winter tax. A forged message could keep a baron from marching. Yet every successful mission left her with a growing discomfort, because she could no longer tell whether she was preserving peace or simply becoming better at arranging death. Now she travels under false names, taking contracts only after measuring them against a private code that few understand and fewer survive testing. She is hunting the one patron who sold her unit's names to a human assassin guild, not for revenge alone, but to cut the rot out at the root.
“She learned archery before she learned to lie, and she learned to lie before she learned to forgive.”
- Background
- Spy
Connections
Species
Wood Elf
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