Veyra Fallowmere
Veyra Fallowmere
Sheet
AC 11 · HP 33 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingWIS
- ArcanaINT
- AthleticsSTR
- DeceptionCHA
- HistoryINT
- InsightWIS
- InvestigationINT
- MedicineWIS
- NatureINT
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- ReligionINT
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
19 featuresAction
- CountercharmLevel 6
When Veyra or allies within 30 feet face a charm or fear effect.
Veyra begins a performance that grants herself and nearby allies advantage on saving throws against being frightened or charmed.
Bonus action
- Bardic Inspiration
When A creature within 60 feet that can hear Veyra needs encouragement.
Veyra gives an ally a d8 of inspiration to add to an ability check, attack roll, or saving throw within 10 minutes.
- Bardic Inspiration, d8Level 1
Veyra can inspire others through stirring words or music. As a bonus action, one creature within 60 feet that can hear her gains one Bardic Inspiration die, a d8, usable within 10 minutes to add the die to one ability check, attack roll, or saving throw. She can use this feature five times and regains all expended uses after a long rest.
Reaction
- Cutting WordsLevel 3
When A creature within 60 feet makes an attack roll, ability check, or damage roll.
Veyra plays a discordant phrase that unsettles a creature within 60 feet, forcing it to subtract her Bardic Inspiration die from an attack roll, ability check, or damage roll.
Always on
- SpellcastingLevel 1
Veyra is a 6th-level spellcaster. Her spellcasting ability is Charisma. She can use a musical instrument as a spellcasting focus and knows three bard cantrips and nine bard spells, including two spells learned through Additional Magical Secrets.
- Jack of All TradesLevel 2
Veyra adds half her proficiency bonus, rounded down, to any ability check she makes that does not already include her proficiency bonus. This applies to initiative and several untrained skill checks.
- Song of Rest, d6Level 2
Veyra can use music to help restore resolve during a short rest. Any friendly creatures who hear her performance regain extra hit points when spending Hit Dice, equal to 1d6 additional hit points per creature.
- ExpertiseLevel 3
Veyra's expertise with Deception and Insight doubles her proficiency bonus for checks using those skills.
- Bonus ProficienciesLevel 3
Veyra gains proficiency in three additional skills: Acrobatics, Insight, and Perception.
- Ability Score ImprovementLevel 4
When Veyra reaches 4th level, she increases her Charisma score by 2, bringing it to 14.
- Font of InspirationLevel 5
Veyra regains all expended uses of Bardic Inspiration when she finishes a short or long rest.
- Additional Magical SecretsLevel 6
Veyra learns two spells from any class. These spells count as bard spells for her and are included among her spells known: Counterspell and Pass without Trace.
- TraitHalf-ElfDarkvision, Veyra can see in dim light within 60 feet as if it were bright light and in darkness as if it were dim light, though she cannot distinguish color in darkness.
- TraitHalf-ElfFey Ancestry, Veyra has advantage on saving throws against being charmed, and magic cannot put her to sleep.
- TraitHalf-ElfSkill Versatility, Veyra is proficient in two skills, Deception and Sleight of Hand.
- TraitHalf-ElfKeen Senses, Veyra has proficiency in Perception.
- Ability Score Increase, Charisma increases by 2Half-ElfWisdom and Intelligence each increase by 1.
- TraitHalf-ElfLanguages, Veyra speaks Common, Elvish, and Halfling. Her background grants Thieves' Cant as a secret language.
- False IdentityCharlatan
Veyra has an established false identity, complete with forged papers, familiar contacts, and a believable history. She can adopt this persona when circumstances allow and can usually find the tools or minor assistance needed to maintain the deception.
Spells
12 spellsSpellcasting. Veyra Fallowmere casts with Charisma (spell save DC 13, to hit with spell attacks).
Cantrips (at will): , ,
1st level (4 slots): , ,
2nd level (3 slots): , ,
3rd level (3 slots): , ,
Gear
9 itemsWeapons
- RapierA finely balanced dueling blade with a narrow basket hilt.
- DaggerA small blade useful for close defense and concealment.
Armor
- Leather armorLight protective armor worn beneath a saffron traveling coat.
Tools
- Disguise kitA kit containing cosmetics, wigs, false facial hair, costume pieces, and small prosthetics.
- Forgery kitInk, quills, sealing wax, parchment, blank forms, and imitation seals.
Gear
- LuteA stringed instrument marked with old traveler's songs and newer false names.
- Diplomat's packA pack containing maps, bedroll, mess kit, tinderbox, rations, waterskin, and five torches.
- Fine clothesA well-made outfit intended to suggest modest status without attracting royal attention.
Purse
- 15×Gold piecesCoins saved from legitimate performances and illegitimate opportunities.
Appearance
Veyra is a lean half-elf with warm brown skin, unevenly cropped black hair, and pale gray eyes flecked with green. A small silver ring hangs from one ear, and a faded scar crosses the left side of her chin. She dresses in practical leather armor beneath a saffron traveling coat, with brightly colored ribbons tied around the hilt of her rapier and the neck of her lute. Her smile is quick, slightly crooked, and rarely entirely innocent.
Mannerisms
Veyra tilts her head before answering difficult questions, as if listening for a second voice beneath the speaker's words. She taps a rhythm against her thumb whenever she is calculating a deception, and she bows with exaggerated politeness immediately before doing something reckless.
Personality
Veyra is observant, playful, and socially fearless. She treats conversation like a card game, always tracking what each person wants, what they fear, and what they are pretending not to notice. Beneath the practiced charm is a serious tenderness toward outsiders, abandoned children, failed idealists, and anyone who has been dismissed as inconvenient.
Ideals
Freedom. No one should be trapped by birth, law, debt, or another person's story about who they are. A well-chosen lie can open a locked door, but the door should lead somewhere better.
Bonds
She is determined to keep the real children of Brackenmere supplied with food, schooling, and safe shelter, even if it means deceiving powerful people to do so. She also keeps her father's battered lute because it is the only possession he left her that was not part of a lie.
Flaws
She cannot resist improving a lie once it has begun, even when a simple truth would be safer. Veyra also distrusts sincere praise, assuming that anyone who admires her must want something.
Quirks
Background
Veyra grew up between two worlds and never felt entirely claimed by either. Her elven mother performed old mourning songs in village halls, while her human father made a living selling remedies that were mostly colored water and confidence. From them, Veyra learned that people reveal more through what they pretend to believe than through what they say plainly. She became a traveling confidence artist, using music, forged letters, and carefully chosen sympathy to separate greedy merchants from their spare coin. Her favorite identity was a minor noblewoman seeking donations for an imaginary orphanage, a scheme that worked until she discovered that several of the supposed orphans were real.
“From them, Veyra learned that people reveal more through what they pretend to believe than through what they say plainly.”
- Background
- Charlatan
Connections
Species
Half-Elf
Media
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