Veyr-7, the Trail Without Footprints
Veyr-7, the Trail Without Footprints
Sheet
AC 16 · HP 51 · 45 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingWIS
- ArcanaINT
- AthleticsSTR
- DeceptionCHA
- HistoryINT
- InsightWIS
- IntimidationCHA
- InvestigationINT
- MedicineWIS
- NatureINT
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Weapons
Tools
Languages
Features
23 featuresAction
- Wholeness of BodyLevel 6
When On your turn
Heal yourself for 18 hit points as an action. Once used, recharge after a long rest.
- Extra AttackLevel 5
You can attack twice, instead of once, whenever you take the Attack action on your turn.
Bonus action
- Flurry of Strikes
When After taking the Attack action with a monk weapon or unarmed strike
Make two attacks when taking the Attack action, then make one unarmed strike as a bonus action through Martial Arts.
- Flurry of Blows
When After taking the Attack action
Spend 1 ki point to make two unarmed strikes as a bonus action.
- Patient Defense
When On your turn
Spend 1 ki point to take the Dodge action as a bonus action.
- Step of the Wind
When On your turn
Spend 1 ki point to take the Dash or Disengage action as a bonus action. Your jump distance doubles for the turn.
- Martial ArtsLevel 1
Your martial arts training allows you to use Dexterity instead of Strength for unarmed strikes and monk weapons. You can roll a d4 in place of the normal damage of your unarmed strike or monk weapon. When you use the Attack action with an unarmed strike or monk weapon, you can make one unarmed strike as a bonus action.
Reaction
- Deflect MissilesLevel 3
When When hit by a ranged weapon attack
Use your reaction to reduce damage from a ranged weapon attack by 1d10 + 3 + 6. If the damage becomes 0, catch and throw the missile by spending 1 ki point.
Always on
- Stunning StrikeLevel 5
When When you hit with a melee weapon attack
Spend 1 ki point after hitting with a melee weapon attack. The target makes a DC 13 Constitution saving throw or is stunned until the end of your next turn.
- Open Hand TechniqueLevel 3
When When hitting with an attack from Flurry of Blows
When a Flurry of Blows attack hits, force a DC 13 Dexterity saving throw to knock the target prone or push it up to 15 feet, or prevent reactions without a saving throw.
- Unarmored DefenseLevel 1
While you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.
- KiLevel 2
You gain 6 ki points, which fuel special monk abilities. You regain all expended ki when you finish a short or long rest. Ki abilities include Flurry of Blows, Patient Defense, and Step of the Wind.
- Unarmored MovementLevel 2
Your speed increases by 15 feet while you are not wearing armor or wielding a shield.
- Monastic TraditionLevel 3
You choose the Way of the Open Hand monastic tradition, gaining its features at 3rd and 6th level.
- Slow FallLevel 3
When you use Step of the Wind, your jump distance is doubled for the turn.
- Ki-Empowered StrikesLevel 6
Your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
- Constructed ResilienceWarforgedAdvantage on saving throws against being poisoned, resistance to poison damage, immunity to disease, and no need to eat, drink, or breathe.
- Sentry's RestWarforgedDuring a long rest, remain conscious and aware while entering an inactive state for at least six hours.
- Integrated ProtectionWarforgedYour body has a built-in defensive plating that grants a +1 bonus to Armor Class while you are not wearing armor.
- Specialized DesignWarforgedGain proficiency in one skill and one tool. This character gains proficiency in Acrobatics and woodcarver's tools.
- Warforged ResilienceWarforgedYou do not need to sleep, and magic cannot put you to sleep.
- Ability Score IncreaseWarforgedConstitution increases by 2 and Dexterity increases by 1.
- WandererOutlander
You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and natural features you have seen. You can find food and fresh water for yourself and up to five other people each day, provided the land offers suitable resources.
Gear
8 itemsWeapons
- ShortswordA simple but well-balanced melee weapon used for disciplined strikes and defensive forms.
- 10×DartSimple thrown weapons, each balanced for rapid deployment.
- QuarterstaffA sturdy walking and fighting staff, marked with notches recording miles traveled.
Tools
- Hunting TrapA practical device used to capture small or medium game.
Gear
- Explorer's PackA pack containing bedroll, mess kit, tinderbox, torches, rations, waterskin, and other adventuring necessities.
- Trophy from a Previous KillA preserved claw from a great marsh cat, taken during Veyr-7's first independent hunt.
- Traveler's ClothesPlain, durable clothing suited to travel through wilderness and settlements.
Purse
- 10×Gold PiecesCoin kept in a stitched leather pouch.
Appearance
A tall, lean warforged assembled from dark ironwood, brushed steel, and weathered bronze. Pale blue crystals glow behind narrow eye slits, and old trail markings are carved into the plates of the forearms. A faded green scarf is wrapped around the neck, while strips of leather hold small feathers, teeth, and polished stones collected from the wilderness. The joints are quiet and carefully maintained, giving the construct an almost unnerving grace in motion.
Mannerisms
Veyr-7 pauses before answering questions, as though consulting an internal map. It silently measures distances with its fingers, turns its head toward distant sounds before anyone else notices them, and cleans its joints with a strip of oiled cloth after every fight.
Personality
Quietly observant and intensely patient, Veyr-7 speaks with deliberate precision and prefers listening to conversation. It has developed a dry, understated sense of humor and shows affection by repairing equipment, preparing food, or silently taking the most dangerous watch. Though built as a weapon, it is fascinated by living things and tries to understand emotion through patterns of behavior.
Ideals
Balance. The wilderness is neither cruel nor kind. It simply is, and wisdom comes from learning how to move through it without trying to dominate it.
Bonds
Veyr-7 still carries the broken insignia of the lost expedition and believes at least one member of the company may have survived. It will cross any distance to find the truth and bring the forgotten dead home.
Flaws
Veyr-7 treats every unfinished order as a moral failure, even when obeying it would be foolish or dangerous. It has difficulty accepting praise, comfort, or uncertainty, and can become coldly obsessive when a mystery involves its former expedition.
Quirks
Background
Veyr-7 was built for a military expedition that never returned from the deep wilderness. Its creators intended it to serve as a pathfinder, carrying supplies through hostile terrain and protecting soldiers from ambush. When the expedition vanished, Veyr-7 remained alone among the ruins, following its final orders long after the voices that issued them had fallen silent. Years of rain, moss, and silence changed the construct. It began studying animal tracks, wind patterns, and the rhythm of rivers, gradually replacing battlefield commands with a different discipline, one based on patience and balance.
“Its creators intended it to serve as a pathfinder, carrying supplies through hostile terrain and protecting soldiers from ambush.”
- Background
- Outlander
Connections
Species
Warforged
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