Venture
Venture
Sheet
AC 18 · HP 84 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- AthleticsSTR
- DeceptionCHA
- StealthDEX
Armor
Weapons
Tools
Languages
Features
16 featuresAction
- Extra AttackLevel 5
You can attack twice instead of once whenever you take the Attack action.
Bonus action
- Second WindLevel 1
You can use a Bonus Action to regain 1d10 + 10 hit points. You have 4 uses per Long Rest. You regain one use per Short Rest.
- Telekinetic LeapLevel 7
As a Bonus Action, you can fly at twice your walking speed until the end of the turn. Once per Short Rest unless you expend a psionic die.
Always on
- Fighting Style: DuelingLevel 1
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
- Weapon MasteryLevel 1
You can use the mastery properties of Spear (Puncture), Shortsword (Vex), and Rapier (Vex).
- Tactical MindLevel 2
When you fail an Ability Check, you can expend one use of Second Wind to roll 1d10 and add it to the check. If you still fail, the use isn't expended.
- Action SurgeLevel 2
Once per Short Rest, you can take one additional action on your turn.
- Tactical ShiftLevel 2
When you use Second Wind, you can move up to half your speed without provoking Opportunity Attacks.
- Psionic PowerLevel 3
You have 8 Psionic Energy dice (d10). You can use them for Protective Field, Psionic Strike, or Telekinetic Movement.
- IndomitableLevel 9
Once per Long Rest, you can reroll a failed Saving Throw with a bonus equal to your Fighter level (+10).
- Guarded MindLevel 10
You have resistance to Psychic damage. If you start your turn Charmed or Frightened, you can expend a Psionic Energy die to end the condition.
- TraitTiefling (Infernal Legacy)Darkvision (60 ft.)
- TraitTiefling (Infernal Legacy)Otherworldly Presence (Thaumaturgy)
- Infernal LegacyTiefling (Infernal Legacy)Resistance to Fire damage
- Infernal SpellsTiefling (Infernal Legacy)You can cast Hellish Rebuke (L3) and Darkness (L5) once per long rest
- AlertCriminal
You gain a bonus to initiative equal to your Proficiency Bonus. At the start of combat, you can swap your initiative with a willing ally.
Spells
3 spellsSpellcasting. Venture casts with Intelligence (spell save DC 14, to hit with spell attacks).
Cantrips (at will):
1st level:
2nd level:
Gear
5 itemsWeapons
- ShortswordStyled as a gladiator's short-spear for quick, precise thrusts (Finesse).
- 2×SpearA standard spear used for telekinetic throwing.
Armor
- BreastplateFitted metal chest piece.
- ShieldA scorched steel shield used in the arena.
Tools
- Thieves' ToolsA set of tools for picking locks.
Appearance
Venture has deep crimson skin that appears almost obsidian under the low light of the volcanic prison. Her horns are thick and sweep backward, ending in sharp, silver-capped points. She has glowing orange eyes that lack pupils and a prehensile tail that twitches with a mind of its own. She wears scarred breastplate armor and carries a heavy shield dented by the hammers of her former opponents.
Mannerisms
She has a habit of staring intensely at objects, making them jitter slightly with psychic energy. She uses her tail to grip her shield strap for extra stability.
Personality
She is quiet, observant, and fiercely disciplined. Despite her criminal history, she holds a strict internal code of honor born from the gladiatorial pits. She speaks little, preferring to let her actions and her telekinetic presence do the talking. She is wary of authority but deeply protective of those who cannot defend themselves.
Ideals
Self-Worth. No one, whether king or overseer, has the right to own another person's spirit or victory.
Bonds
I carry the broken tip of my original gladiator spear, it is a reminder of the night I chose my freedom over my life.
Flaws
I am prone to fits of chaotic defiance even when silence would be the safer choice. I struggle to trust anyone who uses a silver tongue.
Quirks
Background
Venture earned her name in the pits of a basalt city where blood was the primary currency. For years she was the High Overseer's prized champion, a spear-maiden who seemingly could move weapons with her mind. Her downfall was not a loss of skill but a surge of conscience. When ordered to lose a match to a cruel nobleman's son, Venture instead chose to humiliate him in front of the entire arena, shattering his blade with a mental pulse. The crowd roared, but the Overseer was not amused. She was branded a traitor and thrown into the lowest vents of a volcanic stronghold, intended to rot in the heat. However, the guards underestimated two things: her infernal resistance to the searing air and the fact that iron bars cannot hold back a mind that has learned to move mountains. She now survives in the steam-filled tunnels, orchestrating a plan to liberate her fellow prisoners and bring the arena masters to their knees.
“For years she was the High Overseer's prized champion, a spear-maiden who seemingly could move weapons with her mind.”
- Background
- Criminal
Connections
Species
Tiefling (Infernal Legacy)
Media
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