Vedira Arajeon was born into the Aranthaen underworld. Her elven father and tiefling mother were both connected to the city’s thieves’ guilds, and by the time most children were learning which streets to avoid, Vedira was already learning which windows opened quietly, which locks were badly fitted and which adults could be trusted with stolen goods.

Her mixed heritage is easy to miss. Vedira inherited almost entirely elven features, with only the smallest black horns betraying her tiefling blood, usually hidden beneath her long dark hair. This has suited her well.

She has spent much of her life moving through places where being noticed is a disadvantage, and has learned to let other people see whatever version of her they expect.

She began as a thief, and a very good one, but over time her usefulness became more specialised. Vedira developed an uncanny ability to find things that had been deliberately hidden: stolen jewellery, missing ledgers, escaped debtors, vanished couriers, fugitives, blackmail material, artefacts quietly moved through several fences and warehouses. Sometimes the job ends with recovery. Sometimes with theft. Occasionally with a person being brought back instead.

Vedira Arajeon

Medium Humanoid (Half-Elf/Tiefling, Rogue: Level 5 / Ranger: Level 3), Neutral (leaning Evil)

Armor Class: 16 (studded leather + Dex)
Hit Points: 67
Speed: 30ft.
STR
10 (+0)
DEX
19 (+4)
CON
14 (+2)
INT
14 (+2)
WIS
16 (+3)
CHA
13 (+1)
Saving Throws: Dexterity +7, Intelligence +5
Skills: Acrobatics +7, Deception +4, Insight +6, Investigation +8, Perception +9, Sleight of Hand +10, Stealth +10, Survival +9
Damage Resistances: Fire (tiefling heritage)
Condition Immunities:
Senses: Darkvision 60 ft., Passive Perception 19
Languages: Common, Elvish, Infernal, Thieves’ Cant
Challenge: 6 Prof Bonus: +3
Actions

Rapier. +7 to hit, reach 5 ft., one target. Hit: 8 (1d8+4) piercing damage.
Shortbow. +7 to hit, range 80/320 ft., one target. Hit: 7 (1d6+4) piercing damage.
Sneak Attack (1/turn). +3d6 damage on a hit if Vedira has advantage, or if an ally is within 5 ft. of the target and not incapacitated.
Hunter’s Mark. Vedira can mark a quarry, dealing an additional 1d6 damage whenever she hits it with a weapon attack while the spell remains active.

Features

Thief. Vedira specialises in infiltration, burglary and the rapid handling of tools, locks and objects while under pressure.
Expertise. Vedira doubles proficiency on Investigation, Perception, Sleight of Hand and Stealth checks.
Cunning Action. Vedira can Dash, Disengage, or Hide as a bonus action each turn.
Uncanny Dodge. As a reaction, Vedira halves the damage from an attack made by an attacker she can see.
Fast Hands. Vedira can use a bonus action to make a Sleight of Hand check, use thieves’ tools, or take the Use an Object action.
Second-Story Work. Climbing no longer costs Vedira extra movement, and her running jumps cover greater distances than normal.
Natural Explorer. Vedira is particularly skilled at tracking, navigating and identifying signs of passage, whether through wilderness or the crowded streets of Aranthaes.
Favored Enemy. Vedira has extensive experience tracking humanoid quarry, particularly criminals, fugitives and those attempting to disappear within urban areas.
Hunter’s Prey: Colossus Slayer. Once per turn, when Vedira hits a creature below its hit point maximum, the attack deals an extra 1d8 damage.
Hellish Resistance. Vedira has resistance to fire damage.

Spellcasting

Vedira is a 3rd-level ranger spellcaster (spell save DC 14, +6 to hit with spell attacks). Spell slots: 1st (3).
1st level: Cure Wounds, Hunter’s Mark, Longstrider

Equipment

Rapier, Shortbow with 20 arrows, Studded Leather Armor, Thieves’ Tools, Lock Picks, 50 ft. hempen rope, Grappling Hook, Hooded cloak, Small evidence satchel, Backpack, Bedroll, Rations (5 days), Waterskin

Note: Nothing is set in stone, these are only suggested and partial details because Aranthaen characters are simply canvases for DMs to make their own!

That reputation has made her valuable to organisations considerably larger than her own.

Vedira now leads a small independent clan operating near the Red Lantern District in the Aranthaes Wynds. They are not powerful enough to challenge the great criminal syndicates directly, and Vedira has no particular desire to try. Their value lies in being useful, discreet and independent. Larger organisations employ them when they need work done without involving their own people, particularly when something difficult needs finding, following or retrieving.

Among those who make use of Vedira’s services is Kallista, one of the most feared figures in the city’s underworld. Vedira understands perfectly well what kind of woman Kallista is and has survived their association by never mistaking employment for friendship. She accepts work, negotiates carefully, delivers what was agreed and avoids asking questions whose answers might make leaving considerably more difficult.

Vedira’s morality is practical rather than ideological, and she has long since stopped expecting the city’s laws to correspond neatly with right and wrong.

Her greatest skill is patience. The impulsiveness of her younger years has largely burned away, replaced by a predator’s willingness to watch and wait. Vedira may spend days tracing an object through markets and fences or learning the routine of someone who believes they have disappeared. The Wynds are as readable to her as wilderness is to a ranger: disturbed rubbish, unfamiliar footprints, a shutter left open, the wrong person drinking in the wrong tavern.

She is fiercely protective of the handful of people who work directly for her. Vedira may sell her skills to dangerous people, but she dislikes losing her own, and this is one of the few areas where she will abandon good business sense in favour of loyalty. Anyone harming one of her clan may discover that being difficult to find is not the same thing as being impossible to find.

In person, Vedira is quiet, observant and difficult to impress. Her grey eyes are usually moving, taking in doors, windows, weapons and faces while everyone else is still deciding what to say. She rarely threatens people openly. Usually, by the time Vedira has found someone, the fact that she is standing in front of them is threat enough.