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Sera Vey - AI-generated fantasy Character

Sera Vey

Human · Rogue (Thief) · Level 3 · Criminal

Sera Vey

Sera is practical, observant, and intensely self-reliant.
AC11
HP9/9
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 11 · HP 9 · 30 ft.
AlignmentNeutralGenderFemaleAgeLate twenties
STR
DEX
CON
INT
WIS
CHA

Saving throws

STRDEXCONINTWISCHA

Skills

  • AcrobaticsDEX
  • AthleticsSTR
  • DeceptionCHA
  • InsightWIS
  • IntimidationCHA
  • InvestigationINT
  • PerceptionWIS
  • PersuasionCHA
  • Sleight of HandDEX
  • StealthDEX

Armor

Light armor

Weapons

Simple weapons,
Hand crossbows,
Longswords,
Rapiers,
Shortswords

Tools

Thieves' tools,
One gaming set

Languages

Common,
Thieves' Cant

Features

15 features

Bonus action

  • Cunning ActionLevel 2

    When Bonus Action

    Sera uses a Bonus Action to Dash, Disengage, or Hide.

  • Fast HandsLevel 3

    When Bonus Action

    Sera can use a Bonus Action to use thieves' tools to pick a lock or disarm a trap, or to take the Utilize or Search action.

Always on

  • Sneak AttackLevel 1

    When Once per turn when hitting with a qualifying attack

    Sera can deal an extra 2d6 damage once per turn when the Sneak Attack conditions are met and she uses an appropriate Finesse or ranged weapon.

  • Weapon and Armor ProficienciesLevel 1

    Sera is proficient with the following weapons: simple weapons, hand crossbows, longswords, rapiers, and shortswords. She is also proficient with light armor and thieves' tools.

  • ExpertiseLevel 1

    Sera gains Expertise in two proficient skills or tools. Her Expertise applies to Stealth and thieves' tools, doubling her proficiency bonus for checks made with them.

  • Thieves' CantLevel 1

    Sera knows the secret language of thieves and can recognize concealed criminal messages and signs.

  • Weapon MasteryLevel 2

    Sera gains a mastery property with two kinds of weapons with which she is proficient. Because she carries no weapons, these masteries are not currently in use.

  • Rogue SubclassLevel 3

    Sera gains the Thief subclass.

  • Second-Story WorkLevel 3

    Sera gains a climbing speed equal to her Speed. In addition, climbing no longer costs her extra movement.

  • ResourcefulHumanWhen Sera finishes a Long Rest, she gains Heroic Inspiration.
  • SkillfulHumanSera gains proficiency in one skill of her choice, chosen here as Insight.
  • VersatileHumanSera gains an Origin feat of her choice, chosen here as Alert.
  • SizeHumanMedium.
  • SpeedHuman30 feet.
  • Criminal ContactCriminal

    Sera has a reliable contact in the criminal underworld who can pass messages, arrange introductions, provide information about local criminal activity, or help locate basic illicit goods, provided the request does not place the contact in unreasonable danger.

Gear

6 items

Armor

  • Leather armor
    Flexible protective clothing reinforced with thin leather panels. Without a shield, this armor grants AC 11 plus Dexterity modifier.

Tools

  • Thieves' tools
    A set of specialized picks, tension wrenches, probes, and small tools used to pick locks and disable traps.
  • Gaming set
    A set used for informal gambling and passing time in criminal circles.

Gear

  • Crowbar
    A crowbar useful for prying, levering, and forcing objects.
  • Burglar's pack
    A backpack containing bedroll, mess kit, tinderbox, torches, rations, waterskin, and rope.

Purse

  • 8×
    Gold pieces
    A small pouch of starting currency.

Appearance

Sera is a lean, athletic human woman standing about five feet eight inches tall. Years of running, climbing, and surviving in the undercity have given her a wiry, strong build. Her warm olive skin bears a few 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 jawline, 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 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 numerous useful pockets. She carries no weapons.

Mannerisms

Sera constantly maps exits with her eyes and prefers to stand where she can see both the door and the hands of everyone nearby. She speaks in short, practical sentences, rolls her shoulders before dangerous work, and taps two fingers against her thigh while calculating distances or escape routes.

Personality

Sera is practical, observant, and intensely self-reliant. She respects competence more than rank and has little 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. She is slow to trust but fiercely protective once someone has earned a place in her circle.

Ideals

Competence. People who can do the job and take responsibility for the consequences deserve respect. Titles, wealth, and moral speeches mean nothing without action.

Bonds

The young runner Sera rescued is still alive somewhere, and Sera will risk almost anything to keep her former gang from finding her.

Flaws

Sera assumes every offer has a hidden price, every leader is eventually going to betray someone, and every locked door is a personal challenge. When frightened, she becomes controlling and may abandon a sound plan simply because someone else suggested it first.

Quirks

Counts doors, windows, ladders, and cameras whenever she enters a room.
Keeps a bent copper wire in her pocket and straightens it whenever she needs to think.
Never sits with her back to an open space.
Collects discarded keys even when she has no idea what they unlock.
Quietly judges locks by their quality and mutters compliments at especially well-made ones.

Background

Sera grew up in the service tunnels beneath a city that preferred to forget what lay below its polished streets. Her mother repaired lifts and drainage pumps, while her older brother ran messages for a gang that controlled much of the undercity. Sera learned early that speed, silence, and knowing when to disappear mattered more than strength. She became a runner, climber, lookout, and eventually a burglar, using maintenance shafts and rooftops to bypass locks, guards, and the occasional overconfident noble security system. Her criminal career ended after a job went wrong. The gang leader ordered Sera to abandon a trapped accomplice, a frightened teenager who had been promised an easy introduction to the trade. Sera ignored the order, returned through a burning warehouse, and got the girl out. The gang marked Sera for betrayal, while the rescued girl vanished into another city with Sera's last remaining favor. Now Sera survives as an independent thief and occasional problem-solver. She steals when she must, exposes people who deserve it when she can, and trusts no leader who has never personally paid the price of their decisions.

“Her mother repaired lifts and drainage pumps, while her older brother ran messages for a gang that controlled much of the undercity.”
From their backstory
Background
Criminal

Connections

Species

Human

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