Zephyr Veyra
Zephyr Veyra
Sheet
AC 16 · HP 99 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingWIS
- ArcanaINT
- AthleticsSTR
- AthleticsSTR
- DeceptionCHA
- HistoryINT
- InsightWIS
- IntimidationCHA
- InvestigationINT
- MedicineWIS
- NatureINT
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- ReligionINT
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
30 featuresBonus action
- Cunning ActionLevel 2
When Bonus action
Zephyr can use a bonus action to Dash, Disengage, or Hide.
- Second WindLevel 1
When Once per short or long rest
Zephyr can regain 1d10 + 3 hit points as a bonus action.
- Primeval AwarenessLevel 3
As a bonus action, Zephyr can choose one creature she can see within 90 feet and mark it as her quarry for 1 minute. She has advantage on Wisdom (Perception) or Wisdom (Survival) checks to find it and deals an extra 1d6 damage to it once per turn when she hits it with a weapon attack.
- Weapon BondLevel 3
Zephyr gains the ability to bond with up to two weapons. She cannot be disarmed of a bonded weapon unless she is incapacitated, and she can summon a bonded weapon to her hand as a bonus action.
Reaction
- Umbral SightLevel 3
Zephyr can impose disadvantage on an attack roll against her as a reaction when she is attacked by a creature that relies on darkvision to see her in darkness.
Always on
- Dread Ambusher Assault
When First turn of combat
Zephyr makes one additional weapon attack as part of the Attack action, and that attack deals an extra 1d8 damage if it hits. This is available on her first turn of combat.
- Extra AttackLevel 5
When Attack action
Zephyr can make two attacks with the Attack action, or three attacks on her first turn when Dread Ambusher applies.
- Sneak AttackLevel 1
When Once per turn on a qualifying weapon hit
Zephyr deals an extra 2d6 Sneak Attack damage once per turn when she hits with a finesse or ranged weapon and has advantage, or when an ally is adjacent to the target.
- SkirmisherLevel 3
When A creature ends its turn within 5 feet
Zephyr can use her reaction to move up to half her speed when a creature ends its turn within 5 feet of her, without provoking an opportunity attack from that creature.
- Action SurgeLevel 2
When Once per short or long rest
Zephyr can take one additional action on her turn.
- Iron Mind of the Gloom
When Reaction while in darkness
Zephyr can impose disadvantage on an attack against her from a creature relying on darkvision to see her in darkness.
- Multiclass ProficienciesLevel 1
Zephyr gains proficiency with martial weapons, shields, medium armor, and light armor from her Ranger, Rogue, and Fighter training. She has proficiency with thieves' tools and the skills granted by her multiclass levels.
- Favored EnemyLevel 1
Zephyr chooses Humanoids, Fiends, and Aberrations as favored enemies. She has advantage on Wisdom (Survival) checks to track them and Intelligence checks to recall information about them. She also learns two languages associated with her favored enemies.
- Natural ExplorerLevel 1
Zephyr's experience lets her explore and travel through urban and wilderness environments with exceptional efficiency. She remains alert to danger, finds more food while traveling, and can track other creatures while moving at a normal pace.
- Fighting StyleLevel 2
Zephyr gains a Fighting Style. She uses Archery, gaining a +2 bonus to attack rolls with ranged weapons, including firearms when the setting treats them as ranged weapons.
- Ranger SpellcastingLevel 2
Zephyr gains spellcasting as a Ranger. Wisdom is her Ranger spellcasting ability. Her Ranger spellcasting is combined with her Eldritch Knight spellcasting for determining spell slots.
- Dread AmbusherLevel 3
Zephyr gains the Gloom Stalker archetype. She gains proficiency in Wisdom (Intelligence) checks and darkvision out to 90 feet, or an additional 30 feet if she already has darkvision. Creatures relying on darkvision cannot see her in darkness.
- Dread AmbusherLevel 3
On the first turn of each combat, Zephyr's walking speed increases by 10 feet. If she takes the Attack action on that turn, she can make one additional weapon attack as part of that action. If that attack hits, it deals an extra 1d8 weapon damage.
- ExpertiseLevel 1
Zephyr gains expertise in two proficient skills or tools. She doubles her proficiency bonus for Dexterity (Stealth) and thieves' tools checks.
- Thieves' CantLevel 1
Zephyr gains Thieves' Cant, a secret mix of language, code, and gestures used by criminal networks.
- Eldritch Knight SpellcastingLevel 3
Zephyr becomes a 3rd-level Eldritch Knight. Intelligence is her Eldritch Knight spellcasting ability. She learns three Wizard cantrips and three Wizard spells, at least two of which must be from the abjuration or evocation schools.
- Ability Score ImprovementLevel 4
Zephyr gains Ability Score Improvement at Ranger 4. She increases Dexterity by 2, raising it from 18 to 20.
- Greater Favored EnemyLevel 6
Zephyr gains an additional favored enemy and associated language, and her favored enemy benefits improve according to the 2014 Ranger rules.
- Ranger Saving Throw ProficiencyLevel 8
Zephyr gains proficiency with Wisdom saving throws from her Ranger level progression.
- TraitTieflingDarkvision out to 60 feet
- TraitTieflingHellish Resistance, resistance to fire damage
- TraitTieflingInfernal Legacy, Thaumaturgy cantrip, Hellish Rebuke once per long rest as a 2nd-level spell at character level 3 or higher, Darkness once per long rest at character level 5 or higher
- TraitTieflingInfernal language
- TraitTieflingAbility score increase of +2 Charisma and +1 Intelligence
- City SecretsUrchin
Zephyr knows the hidden routes, alleys, rooftops, tunnels, and safe houses of Atrix Isle. She can find food and shelter for herself and companions in any settlement, provided the necessary resources exist nearby.
Spells
12 spellsSpellcasting. Zephyr Veyra casts with Wisdom (spell save DC 16, to hit with spell attacks).
Cantrips (at will): , ,
1st level (4 slots): , , , , ,
2nd level (3 slots): , ,
3rd level (2 slots): no spells
Gear
14 itemsWeapons
- Suppressed pistolA suppressed modern pistol, treated as a martial ranged weapon under the setting's firearm rules.
- Suppressed SMGA compact suppressed submachine gun, treated as a martial ranged weapon under the setting's firearm rules.
- Combat knifeA serrated combat knife, mechanically treated as a dagger.
- Collapsible batonA collapsible baton, mechanically treated as a club.
- Hand crossbowA compact hand crossbow retained as a silent backup weapon, with 20 bolts.
Armor
- Tactical scale armorMatte black medium armor reinforced with flexible plating, represented mechanically as scale mail, AC 14 plus up to 2 from Dexterity.
Tools
- Thieves' toolsA thieves' tools set containing picks, tension wrenches, files, and miniature probes.
- Disguise kitA disguise kit containing cosmetics, false hair, clothing alterations, and prosthetic details.
Gear
- 20×Crossbow boltsA quiver or tactical carrier containing hand crossbow bolts.
- Burglar's packA burglar's pack containing a backpack, 1,000 ball bearings, 10 feet of string, a bell, five candles, a crowbar, a hammer, 10 pitons, a hooded lantern, two flasks of oil, five days of rations, tinderbox, and waterskin.
- Worn leather jacketA worn leather jacket with a garrote wire concealed in its lining.
- Battered transit tokenA small keepsake from Atrix Isle's undercity.
- Silver jewelryA silver thumb ring and simple silver chain.
- Healer's kitA compact medical kit and field dressing supplies.
Appearance
Zephyr is a striking tiefling woman with a lean, athletic build shaped by hard labor, climbing, running, and years of combat training. Her skin is deep crimson, like dried blood or polished garnet. Thick spiraling horns curve back from her temples, framing a close-cropped head of silver hair. Her wide crimson eyes carry a constant glint of amusement, and her full lips usually hold a knowing smirk. In casual settings she wears a cropped black tank top, fitted dark cargo pants, steel-toed combat boots, a worn leather jacket, and simple silver jewelry. On operations she wears a matte black tactical bodysuit, modular charcoal vest, fingerless reinforced gloves, silent-soled boots, and a hood or balaclava that leaves only her burning eyes visible.
Mannerisms
Zephyr rolls her shoulders before entering a dangerous room, as though settling invisible armor into place. She often glances toward reflective surfaces instead of turning her head, and she answers threats with a quiet half-smile. When thinking, she taps the thumb wearing her silver ring against the grip of her pistol.
Personality
Sharp, sardonic, and fiercely loyal, Zephyr stays calm when everyone else begins to panic. Her humor is dry, her observations precise, and her voice smooth with a cutting edge beneath it. She respects competence, despises cruelty for sport, and gives loyalty only after someone has proven their character through action. Once earned, however, her loyalty is absolute.
Ideals
Freedom belongs to those capable of defending it. Zephyr will not allow gangs, tyrants, fiends, or institutions to decide who is disposable.
Bonds
Vikasha gave Zephyr a second chance when everyone else saw a disposable criminal. She will protect Vikasha's organization and its people even when doing so costs her freedom. She also keeps a battered transit token from the undercity, the last possession of the younger sibling she could not save.
Flaws
Zephyr assumes every kindness hides a price, and she can sabotage genuine relationships by testing people until they fail. She is dangerously willing to confront threats alone, especially when someone weaker is being harmed. The psychic scar left by the Shadowstalker sometimes turns hunger, suspicion, and irritation into an almost irresistible urge to hunt.
Quirks
Background
Zephyr grew up beneath the elevated transit lines of Atrix Isle, where the rainwater tasted of metal and every locked door concealed either a meal or a threat. Her tiefling heritage made her a convenient target for gangs, watch officers, and anyone looking for someone the city would not miss. She survived by climbing drain towers, running messages through restricted districts, stealing from the careless, and learning which shadows belonged to people and which belonged to worse things. A retired scout eventually caught her trying to rob him and, instead of breaking her fingers, taught her how to read tracks, judge distance, and disappear before violence became necessary. As an adult, Zephyr became a professional infiltrator and hunter, taking contracts that required patience, precision, and a willingness to enter places others feared. She joined Vikasha's organization after a botched operation left her bleeding in an alley, where she encountered the psychic presence known as the Shadowstalker. The encounter scarred her mind, sharpening her senses while leaving her with a persistent, unsettling hunger for danger and discovery. She chose the organization because it offered more than shelter. It offered purpose, equipment, and people worth protecting. As a Gloom Stalker Ranger, Scout Rogue, and Eldritch Knight Fighter, Zephyr combines wilderness craft, urban stealth, disciplined marksmanship, and carefully controlled magic. She does not believe power makes someone cruel. She believes refusing to control power does.
“Her tiefling heritage made her a convenient target for gangs, watch officers, and anyone looking for someone the city would not miss.”
- Background
- Urchin
Connections
Species
Tiefling
Media
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