Sera Vey
Sera Vey
Sheet
AC 10 · HP 15 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingWIS
- ArcanaINT
- AthleticsSTR
- DeceptionCHA
- HistoryINT
- InsightWIS
- IntimidationCHA
- InvestigationINT
- MedicineWIS
- NatureINT
- PerceptionWIS
- PersuasionCHA
- ReligionINT
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
18 featuresBonus action
- Cunning ActionLevel 2
Sera can take the Dash, Disengage, or Hide action as a Bonus Action.
- Steady AimLevel 3
As a Bonus Action, Sera can give herself Advantage on her next attack roll during the current turn if she has not moved. After using this feature, her Speed becomes 0 until the end of the turn.
- Fast HandsLevel 3
Sera can take the Utilize action as a Bonus Action, use her Thieves' Tools to disarm a trap or open a lock as a Bonus Action, or make a Sleight of Hand check as a Bonus Action.
Always on
- ExpertiseLevel 1
Sera gains Expertise in two proficient skills of her choice. She has Expertise in Sleight of Hand and Stealth, doubling her proficiency bonus for checks using them.
- Sneak AttackLevel 1
Once per turn, when Sera hits with an attack using a Finesse or Ranged weapon and has Advantage, or when an eligible ally is within 5 feet of the target, she can deal an extra 1d6 damage. Sera carries no weapons by choice, but this feature remains part of her training.
- Thieves' CantLevel 1
Sera knows Thieves' Cant and one additional language, Elvish, chosen from the standard language options.
- Weapon MasteryLevel 1
Sera can use the mastery properties of two proficient weapon types, although she currently carries no weapons. The chosen mastery types can be changed after a Long Rest.
- Rogue SubclassLevel 3
Sera gains the Thief subclass and its level 3 features.
- Second-Story WorkLevel 3
Climbing does not cost Sera extra movement, and when she makes a running jump, the distance covered increases by 5 feet.
- AlertLevel 1
Sera gains the Alert Origin feat. She adds her proficiency bonus to Initiative rolls and can swap Initiative with a willing ally immediately after Initiative is rolled, provided neither creature is Incapacitated.
- SkilledLevel 1
Sera gains proficiency in three skills of her choice. She chooses Acrobatics, Perception, and Investigation.
- Creature TypeHumanHumanoid.
- SizeHumanMedium.
- SpeedHuman30 feet.
- ResourcefulHumanWhen Sera finishes a Long Rest, she gains Heroic Inspiration.
- SkillfulHumanSera gains proficiency in one skill of her choice, represented here by the Skilled Origin feat's additional training.
- VersatileHumanSera gains one additional Origin feat, represented here by the Skilled Origin feat.
- AlertCriminal
Sera has the Alert Origin feat. She adds her proficiency bonus to Initiative rolls and can swap Initiative with a willing ally immediately after Initiative is rolled, provided neither creature is Incapacitated.
Gear
6 itemsTools
- CrowbarA compact steel pry bar, useful for levering panels, windows, and stuck maintenance hatches.
- Thieves' ToolsA complete set of thieves' tools, including picks, tension bars, probes, and miniature cutters.
Gear
- 2×PouchTwo durable belt pouches for lock components, cable ties, coins, and other small objects.
- Traveler's ClothesPlain, durable clothing suitable for moving unnoticed through crowded streets and service tunnels.
- Gaming SetA compact set used for informal games and coded wagers in criminal circles.
Purse
- 150×CoinA small amount of ready cash from recent burglary work and carefully preserved emergency funds.
Appearance
Sera is a lean, athletic human woman standing about five feet eight inches tall. Her wiry strength comes from years of running, climbing, and surviving in the undercity. She has warm olive skin marked by a thin scar across her collarbone and a small puckered scar on her left forearm. Her angular face has high cheekbones, a sharp jaw, and a straight nose that looks as though it was broken and reset. Her wide-set eyes are deep brown, nearly black, and constantly alert. Her black hair is cut in a practical, tousled pixie style. She wears fitted dark gray shirts, worn black cargo pants, heavy lace-up combat boots, and a weathered leather jacket with useful items hidden in its many pockets. She carries no weapons.
Mannerisms
Sera keeps her shoulders angled toward the nearest exit, even during casual conversations. She speaks in short, precise sentences, checks reflective surfaces before entering unfamiliar rooms, and taps two fingers against her thigh when silently counting routes or footsteps.
Personality
Sera is practical above all else. She respects competence more than rank and has little patience for wasted motion, pointless cruelty, or people who confuse confidence with ability. In a crisis, she becomes terse, direct, and brutally effective. With people she trusts, a dry and unexpectedly playful sense of humor emerges, though she often disguises concern as criticism.
Ideals
Competence. Power should belong to the people capable of using it responsibly, not to those who inherited a title, a uniform, or a locked office.
Bonds
The undercity neighborhood that raised Sera is being squeezed by a private security firm. She intends to destroy the firm's blackmail archive and make certain the people who live below the city are never forced to pay protection again.
Flaws
Sera assumes every offer has a hidden cost and every authority figure is collecting leverage. She would rather take a dangerous risk alone than admit she needs help, and her contempt for sanctimonious leaders can make her reckless at exactly the wrong moment.
Quirks
Background
Sera grew up in the maintenance levels beneath a sprawling modern city, where the streets above had names and the tunnels below had numbers. Her mother repaired transit equipment, her father vanished into a prison system that never admitted he existed, and Sera learned early that survival depended on knowing which doors opened, which cameras were broken, and which people could be trusted. By fifteen, she was running messages through service corridors for a neighborhood crew. By twenty, she could cross a rooftop district without being seen, open a lock without scratching it, and disappear before anyone realized something was missing. The crew eventually became more ambitious. Their leader began taking protection money from the same desperate tenants they claimed to defend, and Sera refused to participate. She stole the crew's records, exposed their arrangement with a corrupt security contractor, and left half the undercity looking for her. Since then, she has worked alone or with carefully chosen partners, taking jobs that require infiltration, recovery, and quiet sabotage. Sera is not sentimental about crime, but she has a strict hatred of predatory power. She respects people who do difficult work without demanding applause, and she has become exceptionally good at making powerful people discover that their most secure rooms were never secure at all.
“By fifteen, she was running messages through service corridors for a neighborhood crew.”
- Background
- Criminal
Connections
Species
Human
Media
0 imagesNo images yet.
Turn Sera Vey into a sheet
A high-res, share-ready sheet you can post or print.