Skip to content
CreatePricing
Vakaria Veyr - AI-generated fantasy Character

Vakaria Veyr

Human · Rogue 9 / Fighter 3 (Soulknife Rogue / Psi Warrior Fighter) · Level 12 · Noble

Vakaria Veyr

Vakaria is precise, quiet, and intensely observant.
AC16
HP102/102
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 16 · HP 102 · 30 ft.
AlignmentTrue NeutralGenderFemaleAgeLate twenties, approximately 28 years old
STR
DEX
CON
INT
WIS
CHA

Saving throws

STRDEXCONINTWISCHA

Skills

  • AcrobaticsDEX
  • Animal HandlingWIS
  • ArcanaINT
  • AthleticsSTR
  • DeceptionCHA
  • HistoryINT
  • InsightWIS
  • IntimidationCHA
  • InvestigationINT
  • MedicineWIS
  • NatureINT
  • PerceptionWIS
  • PerformanceCHA
  • PersuasionCHA
  • ReligionINT
  • Sleight of HandDEX
  • StealthDEX
  • SurvivalWIS

Armor

Light armor,
Medium armor,
Shields

Weapons

Simple weapons,
Martial weapons,
Hand crossbows,
Longswords,
Rapiers,
Shortswords,
Light crossbows,
Shortbows,
Longbows,
Shields

Tools

Thieves' tools,
Disguise kit,
Poisoner's kit,
One gaming set

Languages

Common,
Draconic,
Elvish

Features

26 features

Action

  • Psionic Body and Psychic VeilLevel 9

    Vakaria gains proficiency in all saving throws against being frightened or charmed. She can also communicate telepathically with any creature within 120 feet, even without sharing a language, and can use an action to become invisible for 1 hour or until she attacks, deals damage, or forces a saving throw.

Bonus action

  • Cunning ActionLevel 2

    When Bonus action

    Vakaria uses a bonus action to Dash, Disengage, or Hide.

  • Psychic BladesLevel 3

    When Attack action

    Vakaria manifests a psychic blade in an empty hand and attacks with it. After attacking with the first blade, she can manifest and throw a second psychic blade as a bonus action.

  • Homing Strikes

    When A psychic blade is thrown

    Vakaria teleports herself or a willing creature up to 60 feet after throwing a psychic blade.

Reaction

  • Uncanny DodgeLevel 5

    When An attack hits Vakaria

    Vakaria uses her reaction to halve the damage from one attack that hits her.

  • Protective Field

    When Vakaria or a creature within 30 feet takes damage

    Vakaria uses her reaction to reduce incoming damage by 1d8 plus 4.

  • Psi Warrior Psionic PowerLevel 3

    Vakaria can add 1d8 to a failed ability check using a proficient skill or tool, or use a reaction to reduce damage taken by 1d8 plus her Intelligence modifier. She can also move an object or willing creature up to 30 feet as an action.

Always on

  • Calculated Strike

    When Weapon attack with advantage, or an ally adjacent to the target

    Vakaria makes a melee or ranged weapon attack with advantage when possible, adding 5d6 Sneak Attack damage once per turn when the conditions are met.

  • Psi-Bolstered Knack

    When Failed proficient ability check

    Vakaria adds 1d8 to a failed ability check using a proficient skill or tool.

  • Psychic Strike

    When Weapon attack misses

    Vakaria adds 1d8 to an attack roll that misses, potentially turning it into a hit.

  • Rend MindLevel 9

    When Sneak Attack damage is dealt

    Vakaria forces a creature damaged by Sneak Attack to make a DC 16 Intelligence saving throw or become stunned.

  • Psychic Veil

    When Action

    Vakaria becomes invisible for up to 1 hour, ending the effect if she attacks, deals damage, or forces a saving throw.

  • ExpertiseLevel 1

    Vakaria adds 1d6 to the result of one ability check involving a proficient skill or thieves' tools, provided she is not already adding her proficiency bonus. She can do so once per short or long rest.

  • Sneak AttackLevel 1

    Vakaria deals an extra 5d6 damage once per turn when she hits with a finesse or ranged weapon attack and has advantage on the attack roll, or when an enemy of the target is within 5 feet of it and she does not have disadvantage.

  • Psionic Power and Psionic WhispersLevel 3

    Vakaria gains proficiency with the disguise kit and poisoner's kit. She can telepathically communicate with a creature within 1 mile if they share a language, creating a private connection for a number of minutes equal to her proficiency bonus.

  • Psionic Energy DiceLevel 3

    Vakaria gains a Psionic Energy die, a d8. She can use it for Psionic Whispers and Soul Blades features. She regains all expended dice after a long rest and regains one expended die after a short rest.

  • Additional ExpertiseLevel 6

    Vakaria gains expertise in two additional skills or tools. Her expertise applies to Stealth and thieves' tools.

  • Soul BladesLevel 9

    Vakaria can use her Psionic Energy die to turn a failed attack into a hit by adding the die to the attack roll, or teleport after throwing a psychic blade to an unoccupied space within 60 feet.

  • Ability Score ImprovementLevel 4

    Vakaria gains an Ability Score Improvement or feat at rogue level 4. The specific choice has not been designated.

  • Ability Score ImprovementLevel 8

    Vakaria gains an Ability Score Improvement or feat at rogue level 8. The specific choice has not been designated.

  • Ability Score IncreaseHuman+1 to all six ability scores
  • SizeHumanMedium
  • SpeedHuman30 feet
  • LanguagesHumanCommon and one additional language
  • TraitHumanVariant human traits are not used, because this character uses the standard human rules profile.
  • Position of PrivilegeNoble

    Vakaria can secure an audience with local nobles, retainers, and servants who recognize her family's name or her bearing. She is also treated as a person of high standing in the circles where her former title remains known.

Gear

13 items

Weapons

  • Rapier
    A finely balanced finesse weapon suitable for precise strikes
  • Shortsword
    A light finesse weapon used as a backup weapon or thrown psychic-blade focus
  • Shortbow
    A ranged martial weapon with ammunition

Armor

  • Leather armor
    Protective light armor, worn beneath her tactical clothing

Tools

  • Thieves' tools
    A set of tools for opening locks and disarming traps
  • Disguise kit
    A kit containing equipment for disguises
  • Poisoner's kit
    A kit used to prepare and apply poisons
  • Gaming set
    A gaming set associated with noble social circles

Gear

  • 20×
    Arrows
    Ammunition for the shortbow
  • Burglar's pack
    A pack containing a backpack, 1,000 ball bearings, 10 feet of string, a bell, five candles, a crowbar, a hammer, 10 pitons, hooded lantern, two flasks of oil, five days of rations, tinderbox, and waterskin
  • Fine clothes
    A formal outfit appropriate to her noble background
  • Signet ring
    A signet ring inherited from her ruined family

Purse

  • 25×
    Gold pieces
    Liquid wealth retained from her former station and early adventuring work

Appearance

Vakaria is a lean, sharp-featured human woman with pale, porcelain skin and a few faint scars, including one along her jawline and another across her knuckles. Her most striking feature is her silver undercut, with the sides and back shaved close to the scalp and the longer top swept sleekly past her jawline. Her tarnished-steel eyes hold a cool, calculating intelligence. She has an athletic build, defined arms and shoulders, and an alert, upright posture that gives her an imposing presence. In casual settings she wears a fitted black tank top, dark gray cargo pants, scuffed black leather boots, and a plain steel ring on her right middle finger. In the field she favors a charcoal sound-dampening bodysuit, matte-black tactical vest, fingerless gloves, reinforced boots, and concealed daggers. Her psionic blades manifest as translucent silver-white weapons edged with violet psychic light.

Mannerisms

Vakaria pauses for one silent breath before answering difficult questions. She keeps her hands still when listening, but her eyes track exits, windows, and the position of every weapon in the room. When irritated, she smooths the longer section of her silver hair backward. Her voice remains quiet even when issuing a threat.

Personality

Vakaria is precise, quiet, and intensely observant. She respects competence above status and has little patience for bluster, waste, or emotional manipulation. She is fiercely independent but understands the necessity of coordinated teamwork. Her dry wit appears only under pressure or around people she trusts. Beneath her controlled exterior is a deep hunger for purpose, influence, and the freedom to ensure that no one can ever own her again.

Ideals

Competence. Survival is not enough. A person should master the tools of their own freedom and never surrender their fate to someone else's incompetence or pity.

Bonds

She carries her family's plain steel signet ring and intends to rebuild her house on her own terms, not as a symbol of inherited privilege but as proof that she survived its destruction. She is also quietly devoted to the few members of her organization who treated her as a person rather than a weapon.

Flaws

Vakaria assumes every kindness has a hidden price. She has difficulty accepting help, prefers control to trust, and can become ruthlessly cold when frightened. Her hunger for purpose and power sometimes pushes her toward dangerous employers or morally compromising missions. She also has a quiet contempt for incompetence that can make her dismissive of allies who need time to learn.

Quirks

She counts doorways and windows whenever she enters a room.
She leaves the pockets of her casual clothing empty because she dislikes unnecessary weight and surprises.
She tests the balance of unfamiliar objects with one hand before deciding whether to keep them.
She sleeps facing the nearest exit.
She occasionally answers a question before it is spoken, then pretends she was only making an educated guess.

Background

Vakaria was born into a minor human noble house whose wealth rested on contracts, secrets, and carefully maintained alliances. She learned early that nobility was less about ceremony than leverage. Her family taught her history, etiquette, rhetoric, and the value of appearing calm while everyone else revealed what they wanted. When the house collapsed under the weight of a political betrayal, Vakaria was left with a signet, a few enemies, and no protection. She disappeared into the city's lower districts rather than become a bargaining piece in another family's scheme. Years on the streets sharpened her instincts and stripped away any romantic notions about rank. She became a courier, infiltrator, and eventually an assassin who specialized in impossible entries and clean exits. Her talent for reading people was joined by something stranger, a latent ability to hear thoughts as impressions and send brief messages without speaking. The power first surfaced during an ambush, when invisible blades formed in her hands and cut down the attackers before she understood what she had done. A disciplined mercenary company later helped her turn those instincts into deliberate training. Vakaria now works as an efficient operative, combining rogue cunning with fighter's battlefield discipline. She has found purpose in an organization that rewards competence, but she still wonders whether she serves a cause or has simply found a more sophisticated form of survival.

“She learned early that nobility was less about ceremony than leverage.”
From their backstory
Background
Noble

Connections

Species

Human

Media

0 images

No images yet.

Visual sheet

Turn Vakaria Veyr into a sheet

A high-res, share-ready sheet you can post or print.