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Sable Vane - AI-generated fantasy Character

Sable Vane

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

Sable Vane

She is a magnetic predator who blends absolute charm with terrifying bloodlust.
AC18
HP123/123
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 18 · HP 123 · 30 ft.
AlignmentChaotic EvilGenderFemaleAge28
STR
DEX
CON
INT
WIS
CHA

Saving throws

STRDEXCONINTWISCHA

Skills

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

Armor

Light Armor

Weapons

Simple Weapons,
Hand Crossbows,
Longswords,
Rapiers,
Shortswords

Tools

Thieves' Tools,
Gaming Set (Dice),
Violin

Languages

Common,
Thieves' Cant,
Draconic

Features

17 features

Bonus action

  • Cunning ActionLevel 2

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

  • Bardic InspirationLevel 1

    As a Bonus Action, you can give a d6 to a creature within 60 feet. They can add it to an ability check, attack roll, or saving throw.

Reaction

  • Uncanny DodgeLevel 5

    When an attacker that you can see hits you with an attack, you can use your Reaction to halve the attack's damage.

Always on

  • Cunning Strike

    When When you deal Sneak Attack damage.

    You can trade damage dice to trip, poison, or withdraw from an enemy.

  • Psychic Whispers

    When Combat begins or social interaction.

    Sable uses her charm to lower a target's guard before adding psychic damage to her strikes.

  • Sneak AttackLevel 1

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

  • AssassinateLevel 3

    You have Advantage on attack rolls against any creature that hasn't taken a turn in combat yet. On a hit, you deal extra damage if it is the first round.

  • EvasionLevel 7

    When you are subjected to an effect that allows you to make a DEX save for half damage, you instead take no damage on a success and half on a failure.

  • Reliable TalentLevel 7

    Whenever you make an ability check that lets you add your Proficiency Bonus, you can treat a d20 roll of 9 or lower as a 10.

  • Slippery MindLevel 15

    You gain proficiency in Wisdom and Charisma saving throws.

  • Death StrikeLevel 17

    When you hit a target with a Sneak Attack on the first round of combat, they must succeed on a CON save (DC 20) or the damage is doubled.

  • Psychic BladesLevel 3

    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 3

    If you speak to a humanoid alone for 1 minute, you can seed paranoia, potentially making them frightened of you or another creature.

  • ResourcefulHumanYou gain Heroic Inspiration whenever you finish a Long Rest.
  • SkillfulHumanYou gain proficiency in one skill (Insight).
  • VersatileHumanYou gain one Origin feat (Skilled).
  • Alert (Origin Feat)Criminal

    You gain a bonus to initiative equal to your proficiency bonus. You can also swap initiative with a willing ally at the start of combat.

Spells

6 spells

Spellcasting. Sable Vane casts with Charisma (spell save DC 19, to hit with spell attacks).

Cantrips (at will): ,

1st level (4 slots): , ,

2nd level (2 slots):

Gear

6 items

Weapons

  • Shortsword
    A sharp, efficient blade for close quarters.
  • 2×
    Dagger
    Small concealable blades.

Armor

  • Studded Leather Armor
    Protective leather reinforced with metal rivets.

Tools

  • Thieves' Tools
    Used for picking locks and disarming traps.
  • Violin
    Used to produce haunting melodies.

Gear

  • Fishnet stockings and minimal garb
    Revealing black attire that allows for full range of motion.

Appearance

Sable is a strikingly attractive woman with short, jagged black hair that looks as though she cut it with a dagger. Her most defining feature is her skin, which is almost entirely covered in solid black ink sleeves and intricate geometric patterns that crawl up her neck. She wears minimal, practical clothing consisting of leather straps, fishnets, and a dark bikini-style bodice, designed more for mobility and psychological effect than protection. Her eyes often carry a wide, unhinged glimmer of manic excitement.

Mannerisms

She maintains constant eye contact while speaking, rarely blinking, which creates a sense of profound intensity and unease in others.

Personality

She is a magnetic predator who blends absolute charm with terrifying bloodlust. Sable speaks in low, rhythmic tones that border on hypnotic, using her beauty to disarm victims before showing them her true, chaotic nature. She views murder as the ultimate performance and takes a deep, sensual pleasure in the silence that follows a kill. While she is capable of complex social navigation, her underlying instability often manifests in sudden, violent bursts of laughter.

Ideals

Artistry. Every kill must be unique and poetic. Logic and law are just constraints for the unimaginative.

Bonds

She feels a strange connection to the city of Atrix itself, viewing the metropolis as a massive stage for her grand performance of death.

Flaws

She is prone to vanity and may take unnecessary risks to ensure her presence is known by her pursuers.

Quirks

She frequently humming a funeral dirge when cleaning her blades.
She tilted her head to a sharp angle when listening to someone speak.

Background

Born in the slums of Atrix, Sable was once a common pickpocket who discovered she had a talent for more than just lifting purses. After her first murder at the age of twelve, she realized that the terror in a person's eyes was more valuable than any gold. She joined various criminal syndicates, eventually training as a high-tier assassin, but her chaotic tendencies made her too dangerous to manage. She eventually struck out on her own as a serial killer, using her bardic training to lure the wealthy and powerful into dark corners. Her tattoos serve as a visual record of her journey, with each line and geometric shape representing a notable kill or a moment of psychological breakthrough. She adopted her moniker, Fishnets, due to the signature attire she leaves at her crime scenes as a mocking token for the local guards. Now, she moves through Atrix like a shadow, a beautiful ghost whose blade is as sharp as her wit, seeking only the thrill of the hunt and the melody of the dying.

“After her first murder at the age of twelve, she realized that the terror in a person's eyes was more valuable than any gold.”
From their backstory
Background
Criminal

Connections

Species

Human

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