Veyr Salt-Scream
Veyr Salt-Scream
Sheet
AC 14 · HP 14 · 30 ft., climb 30 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingWIS
- ArcanaINT
- AthleticsSTR
- DeceptionCHA
- HistoryINT
- InsightWIS
- IntimidationCHA
- InvestigationINT
- MedicineWIS
- NatureINT
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- ReligionINT
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
13 featuresAction
- Rapier or Dagger Attack
When When within melee range of a target
Make a melee weapon attack with a rapier or dagger. A rapier deals 1d8 piercing damage plus 3 Dexterity modifier, and a dagger deals 1d4 piercing damage plus 3 Dexterity modifier.
- Vicious Mockery
When When a creature within 60 feet can hear you
A creature within 60 feet that can hear you must succeed on a DC 12 Wisdom saving throw or take 1d4 psychic damage and have disadvantage on its next attack roll before the end of its next turn.
Bonus action
- Bardic Inspiration
When As a bonus action, when an ally needs encouragement
Choose one creature other than yourself within 60 feet that can hear you. It gains a d6 Bardic Inspiration die for use within 10 minutes.
Always on
- Bardic Inspiration (d6)Level 1
You can inspire others through stirring words or music. A creature other than yourself that can hear you gains one Bardic Inspiration die, a d6, which it can add to one ability check, attack roll, or saving throw made within the next 10 minutes. You can use this feature a number of times equal to your Charisma modifier, and regain all expended uses after a long rest.
- SpellcastingLevel 1
You can cast bard spells using Charisma as your spellcasting ability. You know two cantrips and five 1st-level bard spells. You regain expended spell slots after a long rest.
- Jack of All TradesLevel 2
You can add half your proficiency bonus, rounded down, to any ability check you make that does not already include your proficiency bonus.
- Song of Rest (d6)Level 2
You can use soothing music or oration during a short rest to help revitalize your wounded allies. Any friendly creatures who hear your performance regain an extra 1d6 hit points when spending Hit Dice to regain hit points at the end of the rest.
- TraitTabaxiDarkvision, you can see in dim light within 60 feet as if it were bright light, and in darkness as if it were dim light.
- TraitTabaxiFeline Agility, when you move on your turn in combat, you can double your speed until the end of that turn. You cannot use this trait again until you move 0 feet on one of your turns.
- TraitTabaxiCat's Claws, your claws are natural weapons that deal 1d4 slashing damage on a hit, and you have a climbing speed equal to your walking speed.
- TraitTabaxiCat's Talent, you have proficiency in the Perception and Stealth skills.
- TraitTabaxiYou can speak, read, and write Common and Tabaxi, plus one additional language.
- Ship's PassageSailor
You can secure free passage on sailing ships for yourself and your adventuring companions, though you are expected to assist with the vessel. You know the basic operations of sailing vessels and can recognize common nautical hazards.
Spells
7 spellsSpellcasting. Veyr Salt-Scream casts with Charisma (spell save DC 12, to hit with spell attacks).
Cantrips (at will): ,
1st level (3 slots): , , , ,
Gear
10 itemsWeapons
- RapierA finely balanced one-handed blade with a narrow piercing point.
- DaggerA small blade suitable for throwing or close combat.
- Belaying pinA stout wooden club traditionally used aboard ships.
Armor
- Leather armorLight protective armor made from hardened leather.
Gear
- LuteA lute with wax-sealed joints and a waterproofed case.
- Diplomat's packA pack containing papers, ink, sealing wax, fine clothes, and other diplomatic necessities.
- Silk rope, 50 feetStrong hemp rope, carefully kept away from puddles.
- Lucky charmA small brass whistle from the Sable Minnow, considered lucky by Veyr.
- Common clothesPractical clothes from his former shipboard life.
Purse
- 10×Gold piecesLoose spending money saved from shipboard performances.
Appearance
A lean male tabaxi with smoke-gray fur, cream markings around his muzzle, and wide amber eyes that constantly scan for nearby puddles. His ears are notched from years of climbing rigging and rooftops. He wears a weathered leather coat over bright performer’s clothes, keeps his tail wrapped tightly around his waist when nervous, and carries a lute modified with wax-sealed compartments to protect it from rain. Despite his feline appearance, even the word cat can trigger a fit of sneezing, watery eyes, and furious denial.
Mannerisms
He speaks with theatrical confidence until water appears, then his voice rises into a piercing shriek. He frequently sniffs the air suspiciously, wipes imaginary moisture from his sleeves, and tests floors with the tip of his dagger before crossing them.
Personality
Veyr is flamboyant, quick-witted, and relentlessly dramatic. He treats every conversation like a stage performance and every minor inconvenience like a naval disaster. Beneath the showmanship, he is observant and deeply protective, especially toward people who are frightened but pretending not to be.
Ideals
Freedom. No creature should be trapped by fear, duty, or the expectations of others. Veyr would rather face a dragon on dry land than spend one more day obeying someone who claims terror is a weakness.
Bonds
Veyr owes his life to the crew of the Sable Minnow, who dragged him from the harbor after his first water-induced panic. He carries their ship's cracked brass whistle and intends to find the vessel's lost captain, proving that the crew was not abandoned by choice.
Flaws
He is convinced that water is actively plotting against him. He will leap across a puddle, scream at a teacup, and abandon sensible plans if rain clouds appear. His allergic reactions also make him defensive and irritable whenever anyone points out that he is, technically, a cat.
Quirks
Background
Veyr Salt-Scream was born aboard a merchant vessel that never should have carried a tabaxi. The crew tolerated his climbing, his sharp eyes, and his uncanny ability to balance on a mast during storms, but they did not expect him to be violently allergic to nearly every cat the ship encountered in port. His first allergic reaction happened in a spice market, when a dock cat brushed against his boot. Veyr sneezed so hard he fell into a rain barrel, and the experience left him with a second, much stranger affliction. Ever since, the sight, sound, or even mention of water has sent him into a spectacular scream.
“His first allergic reaction happened in a spice market, when a dock cat brushed against his boot.”
- Background
- Sailor
Connections
Species
Tabaxi
Media
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