Skip to content
CreatePricing
Veyr - AI-generated fantasy Character

Veyr

Elf (Drow) · Warlock (The Fiend) · Level 13 · Charlatan

Veyr

Veyr is charming, observant, and difficult to surprise.
AC10
HP55/55
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 10 · HP 55 · 30 ft.
AlignmentChaotic NeutralGenderNonbinaryAge127 years old
STR
DEX
CON
INT
WIS
CHA

Saving throws

STRDEXCONINTWISCHA

Skills

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

Armor

Light armor

Weapons

Simple weapons,
Rapiers,
Shortswords,
Hand crossbows

Tools

Disguise kit,
Forgery kit

Languages

Common,
Elvish,
Undercommon,
Infernal

Features

26 features

Action

  • Mire the Mind

    When Action

    As an action, expend a use of Mire the Mind to cast slow once without using a spell slot.

Bonus action

  • Hex

    When Bonus action

    As a bonus action, mark one creature with a curse for up to 1 hour. Your attacks deal an extra 1d6 necrotic damage against it, and you gain advantage on checks to find it.

Always on

  • Eldritch Blast

    When Action

    A beam of crackling eldritch force streaks toward a creature within 120 feet, dealing 1d10 force damage. Agonizing Blast adds +2 damage per beam, and Repelling Blast can push a hit creature up to 10 feet away.

  • Feast of the Fallen

    When A hostile creature drops to 0 hit points

    When a creature within 60 feet drops to 0 hit points, gain 15 temporary hit points through Dark One's Blessing.

  • Otherworldly Patron, The FiendLevel 1

    You have made a pact with a powerful fiend. Your expanded spell list includes burning hands, command, blindness/deafness, scorching ray, fireball, fire shield, wall of fire, and flame strike.

  • Dark One's BlessingLevel 1

    When you reduce a hostile creature to 0 hit points, you gain temporary hit points equal to your Charisma modifier plus your warlock level, for a total of 15 temporary hit points.

  • Pact MagicLevel 1

    You can cast warlock spells using Charisma as your spellcasting ability. You regain expended spell slots after a short or long rest.

  • CantripsLevel 1

    You learn Eldritch Blast, Mage Hand, Minor Illusion, and Prestidigitation as warlock cantrips.

  • Eldritch InvocationsLevel 2

    You gain Agonizing Blast, Book of Ancient Secrets, Repelling Blast, Devil's Sight, Mask of Many Faces, and Mire the Mind.

  • Pact Boon, Pact of the TomeLevel 3

    You gain a Pact of the Tome grimoire containing three additional cantrips from any class. You can also perform ritual casting from the tome through Book of Ancient Secrets.

  • Ability Score ImprovementLevel 4

    Increase Charisma by 2, raising it to 11.

  • Mystic Arcanum, 6th LevelLevel 5

    You can cast a warlock spell using a 5th-level slot without expending a spell slot once per long rest, when the spell is 5th level or lower.

  • Dark One's Own LuckLevel 6

    When you fail an ability check or saving throw, you can add 1d10 to the roll. You can use this feature once per short or long rest.

  • Ability Score ImprovementLevel 8

    Increase Charisma by 2, raising it to 13.

  • Mystic Arcanum, 5th LevelLevel 9

    You can cast one 5th-level warlock spell without expending a spell slot once per long rest through your Mystic Arcanum.

  • Fiendish ResilienceLevel 10

    When you take damage, you can choose one damage type and gain resistance to it until you choose another type after a short or long rest.

  • Ability Score ImprovementLevel 12

    Increase Charisma by 2, raising it to 15.

  • Mystic Arcanum, 6th LevelLevel 11

    You can cast one 6th-level warlock spell without expending a spell slot once per long rest through your Mystic Arcanum.

  • Mystic Arcanum, 7th LevelLevel 13

    You can cast one 7th-level warlock spell without expending a spell slot once per long rest through your Mystic Arcanum.

  • TraitElf (Drow)Darkvision, you can see in darkness within 120 feet as if it were dim light.
  • TraitElf (Drow)Fey Ancestry, you have advantage on saving throws against being charmed, and magic cannot put you to sleep.
  • TraitElf (Drow)Trance, you need only 4 hours of meditation during a long rest.
  • TraitElf (Drow)Drow Magic, you know dancing lights and can cast faerie fire once per long rest at 3rd level, and darkness once per long rest at 5th level. Charisma is your spellcasting ability.
  • TraitElf (Drow)Sunlight Sensitivity, you have disadvantage on attack rolls and Wisdom (Perception) checks relying on sight while you, the target, or what you are trying to perceive is in direct sunlight.
  • TraitElf (Drow)Drow Weapon Training, you are proficient with rapiers, shortswords, and hand crossbows.
  • False IdentityCharlatan

    You have created a second identity, complete with documentation, acquaintances, and forged credentials. You can fabricate papers and establish yourself as a different person when given enough time and resources.

Spells

18 spells

Spellcasting. Veyr casts with Charisma (spell save DC 15, to hit with spell attacks).

Cantrips (at will): , , ,

1st level: ,

2nd level:

3rd level: , , ,

4th level: ,

5th level (3 slots): ,

6th level: ,

7th level:

Gear

10 items

Weapons

  • Light crossbow
    A light crossbow with a case of bolts.
  • Dagger
    A plain backup weapon concealed inside the coat.

Armor

  • Leather armor
    Studded leather is not included in the starting package. This is simple leather armor suitable for a traveling con artist.

Tools

  • Disguise kit
    A disguise kit containing cosmetics, wigs, false facial hair, and small prosthetics.
  • Forgery kit
    Forgery tools used to create convincing documents and seals.

Gear

  • 20×
    Crossbow bolts
    Ammunition for the light crossbow.
  • Arcane focus
    A crystal infernal coin used as an arcane focus.
  • Scholar's pack
    A pack containing writing supplies, candles, parchment, and other scholarly necessities.
  • Fine clothes
    Fine but deliberately nondescript traveling clothes.

Purse

  • 15×
    Gold pieces
    Money retained from Veyr's last successful identity.

Appearance

A lean, sharp-featured drow with charcoal-gray skin, cropped white hair, and pale violet eyes that rarely stay still. Their black leather armor is patched and polished in equal measure, with a silver infernal coin hanging at the throat. A battered spellbook is tucked beneath one arm, its pages filled with several different handwritings. Their smile is warm, practiced, and never entirely trustworthy.

Mannerisms

Veyr taps a fingernail against their infernal coin while thinking, smiles before delivering bad news, and unconsciously shifts accents whenever they enter a new room.

Personality

Veyr is charming, observant, and difficult to surprise. They treat conversation as a card game, collecting tells and testing boundaries with harmless falsehoods. Beneath the practiced confidence is a fiercely independent survivor who becomes unexpectedly protective of people willing to use their real names.

Ideals

Freedom. No god, devil, monarch, clan, or patron gets to decide what I am. A person owns their name only when they can choose to change it.

Bonds

The half-burned grimoire that began the pact must never fall into the hands of Veyr's former clan or their infernal patron's rivals.

Flaws

Veyr cannot resist improving a lie, even when the simple truth would serve better. They assume every gift conceals a hook, and when frightened, they instinctively reach for manipulation before cooperation.

Quirks

Keeps three different signatures ready and occasionally signs the wrong one by accident.
Names every dagger, but refuses to name the infernal patron.
Leaves a small red thread at places where a con went particularly well.
Collects unusual keys even when they have no idea what the keys open.

Background

Veyr was born beneath the earth, where every kindness had a price and every name could become evidence. They learned early that survival depended less on strength than on knowing which truth to tell, which lie to sell, and when to disappear. After fleeing the politics of their birth-clan, Veyr reached the surface with forged travel papers, a stolen merchant seal, and no intention of ever being owned again. Their first successful con involved a dying scholar who mistook Veyr for an apprentice. The scholar's final possession was a half-burned grimoire containing a contract written in Infernal. Veyr read it aloud as a joke, and something on the other side answered. The pact's terms remain deliberately obscure, but the patron's gifts have made Veyr a formidable spellcaster and an even more accomplished impostor. They now travel under several identities, selling miracles, curses, and secrets while quietly searching for the original author of the contract. Veyr claims they want freedom. In truth, they fear the day they discover they have become exactly like the being who empowered them.

“They learned early that survival depended less on strength than on knowing which truth to tell, which lie to sell, and when to disappear.”
From their backstory
Background
Charlatan

Connections

Species

Elf (Drow)

Media

0 images

No images yet.

Visual sheet

Turn Veyr into a sheet

A high-res, share-ready sheet you can post or print.