Varenia
Varenia
Sheet
AC 17 · HP 143 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingWIS
- InvestigationINT
- PerceptionWIS
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
29 featuresBonus action
- Cunning ActionLevel 2
When Bonus action
Use your bonus action to Dash, Disengage, or Hide.
- Fast HandsLevel 3
When Bonus action
Use a bonus action to pick locks, disarm traps, or manipulate objects.
- Supreme SneakLevel 9
You can use your Cunning Action to make a Dexterity (Stealth) check as a bonus action, and if you move no more than half your speed on your turn, you gain advantage on the check.
Reaction
- Uncanny DodgeLevel 5
You can use your reaction to halve the damage of an attack that hits you.
Always on
- Sneak AttackLevel 1
When Hit with advantage, or have an adjacent enemy of the target
Once per turn, deal an extra 10d6 damage with a qualifying finesse or ranged weapon attack.
- Stroke of LuckLevel 20
When Miss, failed ability check, or failed saving throw
When you fail a roll, turn it into a success once per initiative cycle.
- Rogue TrainingLevel 1
You are trained in the rogue's signature talents, cunning, stealth, and opportunism. You gain proficiency in light armor, thieves' tools, and several weapons suited to quick precision.
- ExpertiseLevel 1
You can add double your proficiency bonus to two skills of your choice.
- Bonus ProficienciesLevel 3
You gain proficiency with a disguise kit, forgery kit, and one gaming set. You also learn Thieves' Cant.
- Second-Story WorkLevel 3
Climbing no longer costs you extra movement, and you can make a running jump after a 10-foot move instead of a 15-foot move.
- Uncanny DodgeLevel 5
Your proficiency bonus is doubled for any ability check you make that uses any proficiency you have.
- ExpertiseLevel 6
You gain expertise in two more skills of your choice.
- EvasionLevel 7
When you roll initiative and have no uses of Stroke of Luck remaining, you regain one use.
- EvasionLevel 7
When subjected to an effect that allows a Dexterity saving throw for half damage, you take no damage on a success and only half damage on a failure.
- ExpertiseLevel 10
You gain an additional use of your Expertise feature, allowing you to double your proficiency bonus on two more skills.
- Reliable TalentLevel 11
Your keen instincts let you know when traps, hidden dangers, and threats are near, and your rogue talents become nearly impossible to read. You also gain the Reliable Talent feature, making ability checks with proficient skills and tools more dependable.
- Use Magic DeviceLevel 13
You can use Dexterity to control magic devices and items that normally require spellcasting ability, bypass class, race, and level requirements with an ability check.
- ElusiveLevel 18
You gain the ability to negate some incoming attacks, making you exceptionally hard to pin down. Creatures have disadvantage on attack rolls against you if you have not moved during your turn and none of them have advantage.
- ExpertiseLevel 19
You gain your final increase to Expertise, doubling your proficiency bonus on two more skills.
- TraitDrow ElfDarkvision, 120 ft.
- TraitDrow ElfFey Ancestry
- TraitDrow ElfTrance
- TraitDrow ElfSuperior Darkvision
- TraitDrow ElfSunlight Sensitivity
- TraitDrow ElfDrow Magic, includes the dancing lights cantrip, faerie fire once per long rest, and darkness once per long rest
- TraitDrow ElfKeen Senses
- TraitDrow ElfElf Weapon Training
- TraitDrow ElfElven Weapon Training and tool familiarity are reflected in her combat style and stealth kit
- Rustic HospitalityFolk Hero
You have the rustic support of common folk, who will shelter you, provide basic assistance, and help you avoid local authorities if they can do so without great risk.
Gear
8 itemsWeapons
- RapierA rapier, used as her preferred precision weapon for close quarters work.
- ShortbowA shortbow for silent ranged attacks and rooftop ambushes.
- 2×DaggersA pair of daggers kept for utility, backup, and silent work.
Armor
- Leather ArmorA leather armor set worn under her modern outer layers.
Tools
- Thieves' ToolsA set of thieves' tools tuned and maintained with obsessive care.
Gear
- 20×ArrowsA quiver of 20 arrows.
- Burglar's PackA burglar's pack packed for infiltration, escape, and improvisation.
- Keepsake TokenA trophy from the day her neighborhood stood up to its oppressors.
Appearance
Varenia is a striking drow woman with polished obsidian skin, a lithe predator's build, and a dancer's silent grace. She stands 5'8" with a sharp asymmetrical bob of silvery white hair, one side shaved close to the scalp and the other falling just above her shoulders. Her eyes are mismatched, one iris a cold white and the other a vivid purple, both luminous and unsettling. She wears modern black synth-leather and charcoal layers cut for mobility, with a high-collared sleeveless jacket, fitted trousers, noiseless boots, silver piercings along her pointed ears, and understated utility gear that blends street style with covert practicality.
Mannerisms
She speaks softly and precisely, often pausing before important words as though measuring their weight. When thinking, she tilts her head and taps one silver ring against another. In conversation she keeps her body angled toward exits, and when annoyed, one crimson eye narrows while the other seems to stay fixed on the room as a whole.
Personality
Varenia is cool-headed, observant, and quietly defiant. She rarely raises her voice, because she does not need to. She prefers preparing three exits to making one speech, yet she has a fierce protective streak that becomes visible the moment someone vulnerable is cornered. In public she is controlled and almost severe, but among the people she has sworn to protect she becomes wry, patient, and unexpectedly tender.
Ideals
Protection. Power is only worth having if it can shield people who have none. The strong owe something to the frightened, and the clever must use their gifts to keep the cruel from writing the rules.
Bonds
The district that sheltered her when she was hunted is her true home, and she will cross any law, ruin any reputation, or bleed for any one of its people.
Flaws
Varenia trusts systems less than she trusts gutter whispers, and she can become reckless when an innocent is being used as leverage. She carries the habit of solving emotional problems like tactical ones, assuming every kindness has a hidden price. She also finds it difficult to walk away from a fight if someone else might pay for her retreat.
Quirks
Background
Varenia was not born to a banner, but to a burden. In a border district where surface refugees, miners, and outcast drow all scraped out lives under the same hard sky, she learned early that mercy could be as dangerous as cruelty. She became a courier first, then a rooftop runner, then the unseen hand that stole medicine from profiteers and returned it to the families who would have died without it. When a gang backed by corrupt officials tried to choke the district into obedience, Varenia struck from the alleys and service tunnels, mapping patrols, breaking locks, planting evidence, and making enemies vanish into rumor. By the time the neighborhood started calling her a hero, she had already learned to hate the word and keep moving anyway. Her rise did not make her gentle, but it gave her purpose. Varenia now walks the thin line between shadow and legend, using thief's tools, coded contacts, and a razor-calm nerve to move through a modern world that still assumes drow are predators or ghosts. She works best when the odds are bad and the stakes are personal. Every lock is a promise, every hidden route a favor repaid, every stolen ledger a weapon against the powerful. She does not seek applause. She seeks leverage for the helpless, and a future in which no child has to learn survival before trust.
“By the time the neighborhood started calling her a hero, she had already learned to hate the word and keep moving anyway.”
- Background
- Folk Hero
Connections
Species
Drow Elf
Media
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