Sera Veyne
Sera Veyne
Sheet
AC 15 · HP 24 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- AthleticsSTR
- DeceptionCHA
- InsightWIS
- InvestigationINT
- PerceptionWIS
- PersuasionCHA
- Sleight of HandDEX
- StealthDEX
Armor
Weapons
Tools
Languages
Features
15 featuresBonus action
- Cunning ActionLevel 2
As a Bonus Action, Sera can take the Dash, Disengage, or Hide action.
- Steady AimLevel 3
If Sera has not moved during her turn, she can use a Bonus Action to give herself Advantage on her next attack roll that turn. Her Speed becomes 0 until the end of the turn.
- Fast HandsLevel 3
Sera can use a Bonus Action to make a Dexterity check using Thieves' Tools, take the Utilize action to use an object, or take the Magic action to activate a magic item that requires that action. She can also use a Bonus Action to make a Sleight of Hand check.
Always on
- ExpertiseLevel 1
Choose two of your skill or tool proficiencies. Sera has Expertise in Stealth and Thieves' Tools, doubling her Proficiency Bonus for checks made with them.
- Sneak AttackLevel 1
Once per turn, Sera can deal an extra 2d6 damage to one creature hit with an attack using a Finesse or Ranged weapon if she has Advantage on the attack roll, or if an eligible enemy of the target is within 5 feet of it. She cannot add this damage if she has Disadvantage.
- Thieves' CantLevel 1
Sera knows the secret language of rogues and can use it to conceal messages in ordinary conversation. She also knows one additional language, Undercommon, used by many undercity communities.
- Weapon MasteryLevel 1
Sera has mastery with two weapons of her choice. Because she carries no weapons, this mastery is presently unused, but she can designate new eligible weapons after a Long Rest.
- Second-Story WorkLevel 3
Sera gains a climbing Speed equal to her Speed. She can also make a running jump after moving only 5 feet, rather than 10 feet.
- TraitHumanHumanoid creature type.
- TraitHumanMedium size.
- TraitHumanSpeed of 30 feet.
- ResourcefulHumanSera gains Heroic Inspiration whenever she finishes a Long Rest.
- SkillfulHumanSera gains proficiency in one skill of her choice, represented here by Survival.
- VersatileHumanSera gains one Origin feat of her choice. She has the Skilled feat, granting proficiency in Athletics, Insight, and Persuasion.
- AlertCriminal
Sera has the Alert origin feat. She adds her Proficiency Bonus to Initiative rolls, and immediately after Initiative is rolled, she can switch her Initiative with a willing ally in the same combat if neither of them is Incapacitated.
Gear
6 itemsArmor
- Leather armor, modernizedFlexible fitted clothing with concealed reinforcement, functioning as Sera's protective light armor.
Tools
- Thieves' toolsA compact set of picks, tension tools, probes, and miniature arcane bypass implements.
- Gaming setA marked set of weighted cards used for gambling, signaling, and passing coded messages.
Gear
- Worn leather jacketA dark, weather-resistant jacket with hidden pockets and reinforced seams.
- Modern clothingFunctional dark gray shirts, black cargo pants, heavy lace-up boots, and a hooded outer layer for blending into city crowds.
Purse
- 50×Gold piecesA small purse containing the criminal background's remaining starting funds.
Appearance
Sera is a lean, athletic human woman, about 5 feet 8 inches tall, with a wiry, powerful build shaped by years of running, climbing, and surviving in the undercity. Her warm olive skin bears a thin scar 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, nearly black, and constantly alert. Her short black pixie cut is practical, tousled, and slightly damp from a recent shower. She wears fitted dark gray shirts, black cargo pants, heavy combat boots, and a worn leather jacket with numerous useful pockets. Her protective leather armor is disguised beneath modern streetwear.
Mannerisms
Sera habitually checks entrances, exits, windows, and reflective surfaces whenever she enters a room. She speaks in short, precise sentences, rarely raises her voice, and taps two fingers against her thigh when calculating a risk.
Personality
Practical, observant, and intensely self-reliant, Sera respects competence more than rank. She dislikes wasted motion, empty ceremony, and pointless cruelty. In a crisis, she becomes terse and brutally effective, but beneath her guarded exterior she has a fierce protective streak toward people who are overlooked, exploited, or unable to defend themselves.
Ideals
Competence. People should be judged by what they do when things go wrong, not by their titles, bloodlines, or polished speeches.
Bonds
Her brother vanished after a robbery against a powerful guild, leaving behind only a broken signet and a coded route through the undercity. Sera still searches for him, while quietly dismantling the network that sold him out. She also protects a small circle of street kids who remind her too much of herself.
Flaws
Sera assumes every kindness has a hidden price. She is quick to abandon a plan rather than trust someone else to improvise, and she can become dangerously reckless when a powerful person reminds her of the guild that betrayed her brother.
Quirks
Background
Sera grew up in the service tunnels beneath a vast high-fantasy metropolis, where enchanted transit lines, sewer canals, and forgotten maintenance shafts formed a second city beneath the glittering one above. Her mother repaired illegal arcane generators, while her older brother ran messages for a burglary crew. Sera learned early that locks, ledges, and city guards all had patterns. She learned to read those patterns faster than anyone else, slipping through crowds, climbing maintenance towers, and carrying sealed packages without ever asking what was inside.
“Her mother repaired illegal arcane generators, while her older brother ran messages for a burglary crew.”
- Background
- Criminal
Connections
Species
Human
Media
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