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Zephyr Veyr - AI-generated fantasy Character

Zephyr Veyr

Tiefling · Ranger 8, Rogue 3, Fighter 3 (Gloom Stalker Ranger 8, Scout Rogue 3, Eldritch Knight Fighter 3) · Level 14 · Urchin

Zephyr Veyr

Sharp, sardonic, and fiercely loyal, Zephyr remains calm under pressure and treats dry humor as another blade in her arsenal.
AC17
HP96/96
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 17 · HP 96 · 30 ft.
AlignmentChaotic GoodGenderFemaleAgeThirty-one years old
STR
DEX
CON
INT
WIS
CHA

Saving throws

STRDEXCONINTWISCHA

Skills

  • AcrobaticsDEX
  • Animal HandlingWIS
  • ArcanaINT
  • AthleticsSTR
  • DeceptionCHA
  • HistoryINT
  • InsightWIS
  • IntimidationCHA
  • InvestigationINT
  • MedicineWIS
  • NatureINT
  • PerceptionWIS
  • PerformanceCHA
  • PersuasionCHA
  • ReligionINT
  • Sleight of HandDEX
  • StealthDEX
  • SurvivalWIS

Armor

Light armor,
Medium armor,
Shields

Weapons

Simple weapons,
Martial weapons,
Modern firearms, if permitted by the Dungeon Master using firearm rules,
Improvised weapons, at the Dungeon Master's discretion

Tools

Thieves' tools,
Disguise kit

Languages

Common,
Infernal,
Thieves' Cant

Features

28 features

Bonus action

  • Cunning ActionLevel 2

    When Bonus action

    Zephyr uses a bonus action to Dash, Disengage, or Hide.

  • Weapon Bond Recall

    When Weapon is on the same plane of existence

    Zephyr can summon one of her bonded weapons to her hand as a bonus action.

  • Weapon BondLevel 3

    Zephyr gains Weapon Bond with two weapons. She cannot be disarmed of either bonded weapon unless she is incapacitated, and she can summon a bonded weapon to her hand as a bonus action.

  • Rogue Multiclass ProficienciesLevel 2

    Zephyr gains proficiency with Dexterity saving throws through rogue multiclassing. She can use Cunning Action to Dash, Disengage, or Hide as a bonus action.

Reaction

  • Skirmisher's Retreat

    When Enemy ends its turn within 5 feet

    When an enemy ends its turn within 5 feet of Zephyr, she uses her reaction to move up to half her speed without provoking opportunity attacks.

Always on

  • Dread Ambusher Volley

    When First turn of combat

    Zephyr makes a weapon attack against a target. On the first turn of combat, she can make one additional weapon attack, and one hit deals an extra 1d8 damage.

  • Sneak AttackLevel 1

    When Weapon attack with advantage or nearby ally

    Zephyr makes a weapon attack against a creature when she has advantage or when an enemy of the target is within 5 feet of it. She deals an extra 2d6 Sneak Attack damage once per turn.

  • Ranger ProficienciesLevel 1

    Zephyr gains proficiency with light armor, medium armor, shields, simple weapons, and martial weapons. She also gains proficiency in three ranger skills: Athletics, Perception, and Survival.

  • Favored EnemyLevel 1

    Zephyr chooses Humanoids as her favored enemies. She has advantage on Wisdom (Survival) checks to track them and Intelligence checks to recall information about them. She also learns Infernal as an additional language through this feature.

  • Natural ExplorerLevel 1

    Zephyr is exceptionally familiar with one type of natural environment, urban and subterranean terrain. When traveling there, she gains the benefits of the Natural Explorer feature, including improved navigation, tracking, stealth, and foraging capabilities.

  • Fighting Style: ArcheryLevel 2

    Zephyr gains a Fighting Style. She chooses Archery, gaining a +2 bonus to attack rolls made with ranged weapons, including her modern firearm attacks when the Dungeon Master treats them as ranged weapons.

  • SpellcastingLevel 2

    Zephyr gains the ability to cast ranger spells using Wisdom. Her ranger spellcasting progression is based on ranger level 8.

  • Expertise and Thieves' CantLevel 1

    Zephyr gains proficiency with thieves' tools and one additional skill, Investigation. She gains expertise in Stealth and Perception, doubling her proficiency bonus for those skills.

  • Gloom Stalker: Dread Ambusher and Umbral SightLevel 3

    Zephyr chooses Gloom Stalker. She gains proficiency in Wisdom saving throws, darkvision out to 90 feet, and the ability to appear invisible to creatures relying on darkvision while in darkness. She also gains Dread Ambusher, granting a +4 bonus to initiative, an extra weapon attack on the first turn of combat, and an additional 1d8 weapon damage on that attack.

  • Ability Score ImprovementLevel 4

    Zephyr gains an Ability Score Improvement, increasing Dexterity from 18 to 20.

  • Extra AttackLevel 5

    Zephyr gains an extra attack whenever she takes the Attack action on her turn.

  • Fighter Multiclass ProficienciesLevel 1

    Zephyr gains proficiency in Intelligence and Wisdom saving throws and proficiency with all armor, shields, simple weapons, and martial weapons through fighter multiclassing. Existing proficiencies are retained.

  • Fighter Fighting Style: Two-Weapon FightingLevel 2

    Zephyr chooses the Two-Weapon Fighting style. When she engages in two-weapon fighting, she can add her ability modifier to the damage of the second attack.

  • Eldritch Knight SpellcastingLevel 3

    Zephyr gains the ability to cast a limited number of wizard spells using Intelligence. Her Eldritch Knight spellcasting progression is based on fighter level 3.

  • Ability Score ImprovementLevel 8

    Zephyr gains an Ability Score Improvement, increasing Wisdom from 16 to 18.

  • Scout: Skirmisher and SurvivalistLevel 3

    Zephyr chooses Scout. She gains Skirmisher, allowing her to use her reaction to move up to half her speed when an enemy ends its turn within 5 feet of her without provoking opportunity attacks. She also gains Survivalist, granting expertise in Nature and Survival and proficiency in both skills.

  • Gloom Stalker: Iron MindLevel 7

    Zephyr has advantage on initiative rolls. At the start of her first turn in combat, her walking speed increases by 10 feet until the end of that turn.

  • Saving Throw Proficiencies and Character ProgressionLevel 8

    Zephyr gains proficiency in Wisdom saving throws from Gloom Stalker and Intelligence saving throws from fighter multiclassing. Her proficiency bonus is +5 at character level 14.

  • TraitTieflingDarkvision out to 60 feet
  • TraitTieflingHellish Resistance, resistance to fire damage
  • TraitTieflingInfernal Legacy, Thaumaturgy cantrip at character level 1, Hellish Rebuke once per long rest at character level 3, Darkness once per long rest at character level 5
  • LanguagesTieflingCommon and Infernal
  • City SecretsUrchin

    Zephyr knows the hidden routes, alleys, rooftops, service tunnels, and forgotten access points of urban settlements. She and her companions can move through a city quickly by using shortcuts known only to those who grew up in its streets.

Spells

10 spells

Spellcasting. Zephyr Veyr casts with Wisdom (spell save DC 17, to hit with spell attacks).

1st level (4 slots): , , , , , ,

2nd level (2 slots): , ,

Gear

11 items

Weapons

  • Suppressed SMG
    A modern suppressed submachine gun, mechanically represented by a hand crossbow or other ranged weapon approved by the Dungeon Master. Zephyr uses Archery style with it.
  • Compact pistol
    A compact modern pistol, mechanically represented by a hand crossbow, light crossbow, or pistol firearm using the Dungeon Master's firearm rules.
  • 2×
    Combat knife
    A serrated combat knife, mechanically represented by a dagger.
  • Collapsible baton
    A collapsible baton, mechanically represented by a club.

Armor

  • Studded leather armor
    Studded leather armor, reflavored as a matte black tactical bodysuit with reinforced mesh and flexible plating. AC 12 + Dexterity modifier.

Tools

  • Disguise kit
    A disguise kit used to alter her appearance, conceal her horns, or blend into urban crowds.
  • Thieves' tools
    A set of thieves' tools for opening locks and disabling traps.

Gear

  • Tactical vest and field kit
    A modular tactical vest containing ammunition, lockpicks, a compact medical kit, spare magazines, and a multi-tool.
  • Burglar's pack
    A burglar's pack containing a backpack, 1,000 ball bearings, 10 feet of string, a bell, five candles, a crowbar, a hammer, 10 pitons, hooded lantern, two flasks of oil, five days of rations, tinderbox, and a waterskin.
  • Street clothes
    A dark hooded cloak and several spare articles of street clothing.
  • Silver keepsake
    A small silver token from Zephyr's childhood, kept as a reminder of the people she could not protect.

Appearance

Zephyr is a striking tiefling woman with a lean, athletic build shaped by hard labor, running, climbing, and countless close calls. Her deep crimson skin resembles dried blood or polished garnet. Thick spiraling horns curve back from her temples, framing a closely cropped head of silver hair. Her wide crimson eyes carry a perpetual glint of amusement, and her full lips usually rest in a knowing smirk. In casual settings, she wears a cropped black tank top, fitted dark cargo pants, heavy steel-toed boots, a worn leather jacket, and simple silver jewelry. In the field, she wears matte black reinforced tactical armor, a modular vest, fingerless gloves, silent-soled boots, and a hood or balaclava for concealment. Her modern firearms and tools are carried with disciplined efficiency.

Mannerisms

Zephyr tilts her head slightly when assessing a person, causing the light to catch along her spiraling horns. She speaks in a smooth voice with a cutting edge and often answers threats with a quiet, amused smile. Before entering a room, she checks the exits, ceiling, windows, and nearest piece of cover in that order.

Personality

Sharp, sardonic, and fiercely loyal, Zephyr remains calm under pressure and treats dry humor as another blade in her arsenal. She respects competence, despises cruelty for sport, and trusts actions far more than promises. Once her loyalty is earned, it is absolute, but earning it requires surviving her scrutiny.

Ideals

Freedom. No one should be owned by a gang, a tyrant, a prophecy, or the circumstances of their birth. Zephyr will use power ruthlessly against those who use it to cage others.

Bonds

Vikasha's organization gave Zephyr refuge when a contract went bad and left her bleeding in an alley. She will protect the compound and its people with absolute loyalty. She also keeps a small silver token from a younger street child she failed to save, and she intends to find the people responsible for that death.

Flaws

Zephyr assumes every kindness has a hidden price. She can become controlling when lives are at stake, and her instinct to strike first sometimes creates the very conflict she hoped to avoid. She also has a deep hunger born from psychic scarring, an unsettling craving that grows strongest after using her senses to track prey.

Quirks

Counts doorways and windows whenever she enters a room.
Keeps spent shell casings or broken arrowheads as mementos of important missions.
Feeds stray cats before she feeds herself when operating in a city.
Taps her thumb against her ring three times before taking a difficult shot.
Refuses to sleep with her back to an unlocked door.

Background

Zephyr grew up in the undercity slums of Atrix Isle, where every meal had to be stolen, earned, or defended. Her crimson skin and spiraling horns made her an easy target for fearmongers, gang enforcers, and anyone looking for someone to blame. She learned to run before she learned to fight, then learned to fight because running was not always enough. Rooftops became her roads, drainage tunnels became her hiding places, and locked doors became invitations. By adolescence, she could climb a warehouse facade in the rain, disappear into a crowded market, and identify an approaching patrol by the rhythm of its boots.

“Her crimson skin and spiraling horns made her an easy target for fearmongers, gang enforcers, and anyone looking for someone to blame.”
From their backstory
Background
Urchin

Connections

Species

Tiefling

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