Sera Veyne
Sera Veyne
Sheet
AC 15 · HP 30 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- AthleticsSTR
- DeceptionCHA
- InsightWIS
- IntimidationCHA
- InvestigationINT
- PerceptionWIS
- PersuasionCHA
- Sleight of HandDEX
- StealthDEX
Armor
Weapons
Tools
Languages
Features
13 featuresBonus action
- Cunning ActionLevel 2
As a Bonus Action, you can take the Dash, Disengage, or Hide action.
- Steady AimLevel 3
As a Bonus Action, you can give yourself Advantage on your next attack roll on the current turn, provided you have not moved during this turn. After the attack, your Speed becomes 0 for the rest of the turn.
- Fast HandsLevel 3
You can use a Bonus Action to take the Utilize action, or to make a Dexterity check using Thieves' Tools to pick a lock or disable a trap. You can also use a Bonus Action to take the Search action, or to use certain magic items as a Bonus Action when their description permits it.
Always on
- ExpertiseLevel 1
You gain Expertise in two of your skill or tool proficiencies. Sera has Expertise in Stealth and Sleight of Hand.
- Sneak AttackLevel 1
Once per turn, you can deal an extra 1d6 damage to a creature hit by an attack if you have Advantage on the attack roll, or if an eligible ally is within 5 feet of the target and you do not have Disadvantage. The attack must use a Finesse or Ranged weapon.
- Thieves' CantLevel 1
You know Thieves' Cant and another language of your choice. Thieves' Cant is a secret mixture of dialect, code, and signs used by rogues and criminals.
- Weapon MasteryLevel 1
You gain mastery with selected weapons, allowing you to use their Weapon Mastery properties when attacking with them. Sera's concept does not carry weapons, but she retains the feature for any future weapon use.
- Second-Story WorkLevel 3
Your climbing Speed equals your Speed. In addition, the distance you can cover when jumping is determined by your Dexterity rather than your Strength.
- ResourcefulHumanWhen you finish a Long Rest, you gain Heroic Inspiration.
- SkillfulHumanYou gain proficiency in one skill of your choice. Sera is proficient in Perception.
- VersatileHumanYou gain an Origin feat of your choice. Sera has the Skilled feat, granting proficiency in additional practical tools and skills chosen with the character's background.
- TraitHumanHuman Resourcefulness and adaptability reflect Sera's ability to survive in changing environments and exploit overlooked opportunities.
- AlertCriminal
You gain the Alert Origin feat. You add your Proficiency Bonus to Initiative rolls, cannot be surprised while conscious, and can swap your Initiative result with a willing ally after rolling Initiative.
Gear
6 itemsArmor
- Leather armor outfitA fitted, modern protective jacket and flexible reinforced clothing equivalent to light armor. It provides an Armor Class of 11 + Dexterity modifier.
Tools
- Thieves' toolsA compact set of picks, tension tools, bypass shims, wire, and diagnostic probes used for locks, security systems, and mechanical traps.
Gear
- Burglar's packA worn backpack containing spare clothing, a sleeping roll, mess kit, tinderbox, ten torches, ten days of rations, and a waterskin.
- Disguise clothingA battered black hoodie and plain cap used to obscure identifying features in crowded areas.
- Criminal contact deviceA compact encrypted comm-device used for coded messages and criminal contacts.
Purse
- 8×Gold piecesStarting funds retained from her criminal work and converted to modern currency.
Appearance
Sera is a lean, athletic human woman, about five feet eight inches tall, with a wiry build shaped by years of running, climbing, and surviving in the undercity. Her warm olive skin bears several faded scars, including a thin line across her collarbone and a puckered mark on her left forearm. She has an angular face, high cheekbones, a sharp jaw, and a straight nose that appears to have been broken and reset. Her wide-set eyes are deep brown, almost black, and constantly alert. Her black hair is cut in a short, practical pixie style, tousled and slightly damp from a recent shower. She wears fitted dark gray shirts, worn black cargo pants, heavy lace-up boots, and a battered leather jacket with many useful pockets. Her clothing is modern, functional, and built for movement.
Mannerisms
Sera constantly checks reflections, doorways, and ceiling access points. She speaks in clipped sentences, rarely wastes a gesture, and taps two fingers against her thigh whenever she is calculating an escape route.
Personality
Sera is practical, observant, and relentlessly self-reliant. She respects competence more than rank and has no patience for wasted motion, pointless cruelty, or sanctimonious leaders who have never bled for anyone. In a crisis she becomes terse, direct, and brutally effective. Beneath her guarded exterior, she is fiercely protective of people who are overlooked or exploited.
Ideals
Competence. People who can do the work deserve respect, whether they wear a uniform or sleep beneath a bridge.
Bonds
I owe my survival to the people I left behind, and I will one day bring down the official who sacrificed them.
Flaws
I assume every offer has a hidden cost, and I would rather sabotage a good plan than trust the wrong person.
Quirks
Background
Sera grew up beneath the glittering towers of a modern high fantasy city, in the maze of old service tunnels, abandoned transit lines, and crowded markets that most citizens never noticed. Her mother repaired enchanted appliances for tenements, while her older brother ran messages for anyone who could pay. Sera learned early that the city had two faces. The upper districts spoke about law and order, while the undercity survived through favors, locked doors, and knowing which cameras were real. By sixteen, she could climb a maintenance shaft faster than most people could take an elevator, and by twenty she had become a discreet burglar, courier, and information broker. Her criminal career ended badly when a burglary exposed a powerful civic official who had been diverting magical power from poor neighborhoods. Sera escaped with the evidence, but her crew did not. She still carries the guilt of leaving them behind, even though staying would have meant certain death. Now she works as a thief-for-hire and occasional investigator, targeting predators, corrupt officials, and anyone arrogant enough to believe that wealth makes them untouchable. She has no interest in glory. She wants leverage, reliable allies, and enough control over her own life that no one can ever use the undercity as disposable ground again.
“Her mother repaired enchanted appliances for tenements, while her older brother ran messages for anyone who could pay.”
- Background
- Criminal
Connections
Species
Human
Media
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