Nova Veyr
Nova Veyr
Sheet
AC 15 · HP 177 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingWIS
- ArcanaINT
- AthleticsSTR
- DeceptionCHA
- InsightWIS
- IntimidationCHA
- InvestigationINT
- MedicineWIS
- NatureINT
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- ReligionINT
- StealthDEX
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
34 featuresAction
- Precision Shot
When When Nova takes the Attack action
Make a weapon attack against a creature within the normal range of an equipped weapon.
- Dread Ambusher Strike
When On the first turn of each combat
Make one additional weapon attack during the first turn of combat. If it hits, add 1d8 weapon damage.
Bonus action
- Cunning ActionLevel 2
When On Nova's turn
Dash, Disengage, or Hide as a bonus action.
- Quick Escape
When After Nova hits with a weapon attack
Move up to 10 feet without provoking opportunity attacks when she hits a creature with a weapon attack.
Reaction
- Stalker's FlurryLevel 11
When When Nova misses with an attack during Dread Ambusher
If a weapon attack misses while Dread Ambusher is active, make another weapon attack as part of the same action.
- SkirmisherLevel 3
When A creature ends its turn within 5 feet of Nova
Move up to half speed without provoking opportunity attacks when a creature ends its turn within 5 feet.
Always on
- Sneak AttackLevel 1
When Once per turn when Nova hits with a qualifying finesse or ranged weapon
Deal an extra 4d6 damage once per turn when Sneak Attack conditions are met.
- Ranger and Rogue MulticlassingLevel 1
Nova gains a d10 Hit Die for ranger levels and a d8 Hit Die for rogue levels. She has proficiency with Strength and Dexterity saving throws from ranger, and Dexterity and Intelligence saving throws from rogue. Multiclass saving throw proficiencies are retained as Dexterity and Strength, with Intelligence proficiency granted by rogue.
- Favored EnemyLevel 1
Nova chooses one favored enemy category and has advantage on Wisdom (Survival) checks to track them and Intelligence checks to recall information about them. She can also learn one language associated with that enemy. Her favored enemy is humanoids, specifically organized hostile forces.
- Natural ExplorerLevel 1
Nova is particularly familiar with one natural environment, urban and constructed terrain. When making related Intelligence or Wisdom checks, she adds double her proficiency bonus where applicable. She gains benefits while traveling, including improved navigation, stealth, tracking, and awareness of environmental hazards.
- ExpertiseLevel 1
Nova gains proficiency with thieves' tools and gains expertise in Stealth and thieves' tools, doubling her proficiency bonus for checks using them.
- Thieves' CantLevel 1
Nova gains proficiency in thieves' cant, a secret mixture of code, signs, and jargon used by criminal and covert networks.
- Fighting StyleLevel 2
Nova adopts Two-Weapon Fighting, adding her ability modifier to the damage of a second eligible weapon attack. With modern firearms, she instead uses paired compact weapons as a narrative equivalent when the DM permits.
- SpellcastingLevel 2
Nova gains spellcasting as a ranger. Wisdom is her spellcasting ability. Her ranger and rogue levels provide the spell slot progression of an 11th-level ranger, granting four 1st-level, three 2nd-level, three 3rd-level, and one 4th-level spell slot.
- Gloom StalkerLevel 3
Nova becomes a Gloom Stalker. She gains darkvision out to 90 feet, proficiency in Wisdom (when already proficient, she instead gains expertise in the chosen skill), and proficiency with disguise kits. She is also invisible to creatures relying on darkvision when in darkness.
- Dread AmbusherLevel 3
On the first turn of each combat, Nova's walking speed increases by 10 feet, and she can make one additional weapon attack as part of the Attack action. If that attack hits, it deals an additional 1d8 weapon damage.
- Umbral SightLevel 3
Nova gains Umbral Sight, allowing her to see normally in darkness, including magical darkness, out to her darkvision range. Creatures relying on darkvision cannot see her while she is in darkness.
- ScoutLevel 3
Nova selects the Scout archetype, gaining proficiency and expertise in Nature and Survival. Her proficiency bonus is doubled for ability checks using these skills.
- Ability Score ImprovementLevel 4
Nova gains an Ability Score Improvement. Her Dexterity is increased by 2, reflected in her final Dexterity score.
- Extra AttackLevel 5
Nova gains Extra Attack, allowing her to attack twice instead of once whenever she takes the Attack action on her turn.
- Greater Favored Enemy and Natural Explorer ImprovementLevel 6
Nova gains an additional favored enemy and one associated language. She also gains an additional favored terrain. Her additional favored enemy is aberrations, and her additional favored terrain is subterranean environments.
- Ability Score ImprovementLevel 8
Nova gains an Ability Score Improvement. Her Constitution is increased by 2, reflected in her final Constitution score.
- Iron MindLevel 9
Nova gains proficiency in Wisdom saving throws. If she already has this proficiency, she may choose another saving throw proficiency instead.
- Ability Score ImprovementLevel 12
Nova gains an Ability Score Improvement. Her Wisdom is increased by 2, reflected in her final Wisdom score.
- BlindsenseLevel 14
Nova gains Blindsense. If she can hear, she is aware of the location of any hidden or invisible creature within 10 feet of her.
- Slippery MindLevel 15
Nova gains Slippery Mind, granting proficiency in Wisdom saving throws. This overlaps with her ranger feature and does not grant an additional proficiency.
- Ability Score ImprovementLevel 16
Nova gains an Ability Score Improvement. Her Intelligence is increased by 2, reflected in her final Intelligence score.
- ElusiveLevel 18
Nova gains Elusive. No attack roll has advantage against her while she is not incapacitated.
- Ability Score IncreaseHuman+1 to all six ability scores
- SizeHumanMedium
- SpeedHuman30 feet
- LanguagesHumanCommon and one additional language
- TraitHumanHuman adaptability and broad cultural familiarity
- Military RankSoldier
Nova retains the respect and recognition of soldiers, operatives, and military personnel who understand the value of disciplined service. She can often secure shelter, basic aid, or limited assistance from friendly military organizations, though such support is not guaranteed and may carry obligations.
Spells
10 spellsSpellcasting. Nova Veyr casts with Wisdom (spell save DC 18, to hit with spell attacks).
1st level (4 slots): , , ,
2nd level (3 slots): , ,
3rd level (3 slots): ,
4th level (1 slot):
Gear
10 itemsWeapons
- Precision rifleA modern tactical equivalent of a longbow, chambered for precision ammunition and usable with ranger attack features at the DM's discretion.
- Suppressed submachine gunA modern suppressed submachine gun, represented mechanically as a hand crossbow or shortbow unless the campaign uses firearm rules.
- 2×Compact pistolsTwo compact modern pistols, represented mechanically as light crossbows or hand crossbows unless the campaign uses firearm rules.
- 2×Throwing knivesA pair of throwing knives, mechanically treated as daggers.
Armor
- Tactical armorA reinforced tactical vest and matte black bodysuit, mechanically treated as a chain shirt with a maximum Dexterity bonus of +2.
Tools
- Thieves' toolsLockpicks and covert entry tools used with thieves' tools proficiency.
- Disguise kitA disguise kit containing cosmetics, wigs, clothing pieces, and prosthetic details for infiltration.
Gear
- Explorer's packA tactical field pack containing basic clothing, a bedroll, mess kit, tinderbox, waterskin, and ten days of preserved rations.
- Soldier's keepsakesA military insignia from Nova's former unit, a trophy taken from a defeated enemy officer, and a set of common clothes.
Purse
- Coin pouchA pouch containing 10 gp, the standard starting currency from her class and background equipment.
Appearance
Nova is a human woman in her late twenties with a lean, athletic build shaped by years of covert operations, military conditioning, and wilderness survival. Her fair skin bears faint scars across her collarbone and forearm. She has sharp features, high cheekbones, a straight nose, and pale blue eyes with a calm, analytical intensity. Her blonde hair is cut in a neat, chin-length asymmetrical bob. In casual settings she wears a fitted black tank top, dark gray cargo pants, and scuffed black leather boots. On operations, she wears a matte black, sound-dampening tactical bodysuit beneath a charcoal modular vest carrying ammunition, lockpicks, medical supplies, surveillance tools, and ammunition for her modern firearms. Her movement is quiet, economical, and constantly alert.
Mannerisms
Nova rarely wastes movement. She checks exits without appearing to look, positions herself with her back to a wall, and cleans her firearms whenever she is thinking. When irritated, she taps once against the nearest solid surface, then becomes completely still. She speaks in short, precise sentences and maintains eye contact just long enough to make people aware that she has noticed everything.
Personality
Nova is quiet, observant, and ruthlessly efficient. She values competence, preparation, and loyalty proven through action. She dislikes unnecessary conversation, theatrical displays, and people who confuse confidence with ability. Beneath her controlled exterior is a fiercely protective survivor who notices suffering immediately and acts before anyone else realizes there is a problem.
Ideals
Competence. Survival is not selfish when it allows you to protect those who cannot protect themselves. Every action should be deliberate, and every unnecessary risk should be refused.
Bonds
She carries a damaged identification tag from the operative who died helping her escape the black site. Nova will risk almost anything to protect people abandoned by institutions that promised to protect them.
Flaws
Nova assumes every promise has a hidden price. She is slow to trust, quick to abandon people who compromise an operation, and may choose the efficient solution even when compassion would be wiser. She also has difficulty accepting help, because dependence reminds her of the restraints and interrogations she survived.
Quirks
Background
Nova was recruited into a covert intelligence unit because she could move through hostile territory without being seen, read a situation without being told, and survive with almost nothing. Her early service combined military discipline with ranger fieldcraft. She learned to track targets through cities and wilderness alike, identify the habits of a patrol, and strike only when the outcome was already decided. Her success eventually brought her to the Stalker program, where she became a specialist in reconnaissance, infiltration, and precision operations. Her pale eyes and quiet manner earned her the callsign Nova, a brief flash of light followed by darkness. During a deep-cover mission, Nova was captured and held in a black-site prison for six months. Interrogation broke bones, damaged nerves, and erased nearly every assumption she had once made about loyalty. She survived because she learned to conserve everything, breath, movement, words, and hope. Her escape left her former identity in ruins, but it also gave her a new purpose. She now works beside people whose trust is earned through action, not promises. Nova does not seek glory or revenge. She hunts threats before they reach the innocent, using modern firearms, tactical stealth, and the patient instincts of a predator that has learned exactly when to move.
“Her early service combined military discipline with ranger fieldcraft.”
- Background
- Soldier
Connections
Species
Human
Media
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