Skip to content
CreatePricing
Vakaria Veyr - AI-generated fantasy Character

Vakaria Veyr

Human · Rogue 9 / Fighter 3 (Soulknife Rogue / Psi Warrior Fighter) · Level 12 · Noble

Vakaria Veyr

Vakaria is quiet, analytical, and intensely self-controlled.
AC15
HP85/85
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 15 · HP 85 · 30 ft.
AlignmentNeutralGenderFemaleAgeLate twenties
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,
Hand crossbows,
Longswords,
Rapiers,
Shortswords,
Light crossbows,
Longbows,
Shortbows

Tools

Thieves' tools,
One gaming set, playing cards,
One musical instrument, lute

Languages

Common,
Draconic,
Elvish

Features

34 features

Bonus action

  • Twin Blades

    When After attacking with a Psychic Blade during the Attack action.

    Vakaria creates a second psychic blade and attacks as a bonus action after attacking with her primary Psychic Blade.

  • Second WindLevel 1

    Vakaria can take a bonus action to regain hit points equal to 1d10 + 3. She can use this feature once per short or long rest.

  • Psychic BladesLevel 3

    Vakaria can manifest a Psychic Blade in an empty hand whenever she takes the Attack action. The blade is a simple melee weapon with finesse and thrown properties, a range of 60 feet, and deals 1d6 psychic damage. After attacking with the blade, she can make a second Psychic Blade attack as a bonus action, dealing 1d4 psychic damage on a hit.

  • Rogue AdvancementLevel 6

    Vakaria can use Cunning Action to Hide, Dash, or Disengage as a bonus action. Her Sneak Attack remains 5d6 at Rogue level 9.

  • Soul Blades: Psychic TeleportationLevel 9

    Vakaria can teleport as a bonus action to an unoccupied space she can see within a number of feet equal to 60 times the result of a roll of her Psionic Energy die. She can expend one Psionic Energy die to make the teleportation without rolling, using the maximum distance.

Reaction

  • Uncanny DodgeLevel 5

    When When an attacker she can see hits her with an attack.

    Vakaria halves the damage from one attack that hits her.

  • Homing Strikes

    When When a Psychic Blade attack misses.

    Vakaria uses a Psionic Energy die to turn a missed Psychic Blade attack into a hit.

  • Psionic PowerLevel 3

    Vakaria possesses a pool of four Psionic Energy dice, each a d6. She can use them for Psionic Power options, regaining expended dice after a long rest and regaining one after a short rest. Protective Field reduces damage to herself or an ally by 1d6 + 3 as a reaction, Psionic Strike adds 1d6 + 3 force damage after a weapon hit, and Telekinetic Movement moves a Large or smaller object or willing creature up to 30 feet as an action.

Always on

  • Calculated Strike

    When When attacking with a finesse or ranged weapon and advantage, or when an ally is adjacent to the target.

    Vakaria makes a weapon attack with advantage when possible, exploiting an exposed target to deal an additional 5d6 Sneak Attack damage once per turn.

  • Psychic Blade

    When When she takes the Attack action.

    Vakaria manifests a psychic blade in her hand and attacks with a weapon formed from concentrated thought.

  • Cunning ActionLevel 2

    When As a bonus action on her turn.

    Vakaria uses Cunning Action to reposition, vanish into cover, or escape pursuit.

  • Psychic Teleportation

    When As a bonus action, by expending a Psionic Energy die.

    Vakaria teleports through a burst of psychic force to a visible unoccupied space.

  • Psionic Strike

    When After hitting with a weapon attack.

    Vakaria adds psychic force to a weapon strike.

  • Action SurgeLevel 2

    When Once per short or long rest, on her turn.

    Vakaria takes an additional action during her turn.

  • Multiclass ProficienciesLevel 1

    Vakaria is proficient with all simple weapons, martial weapons, light armor, medium armor, and shields through her multiclass training. She has proficiency in Dexterity and Intelligence saving throws from Rogue, and Strength and Constitution saving throws from Fighter are not gained because multiclassing grants only the new class's listed proficiencies.

  • Expertise and Skill ProficienciesLevel 1

    Vakaria gains proficiency in four skills, chosen as Acrobatics, Deception, Insight, and Perception. She has expertise in Stealth and Perception, doubling her proficiency bonus for those checks. She also gains proficiency with thieves' tools.

  • Sneak Attack (5d6)Level 1

    Once per turn, Vakaria deals an extra 5d6 damage when she hits with a finesse or ranged weapon attack while having advantage, or when an eligible enemy is adjacent to one of her allies and she does not have disadvantage.

  • Thieves' CantLevel 1

    Vakaria knows the secret language of thieves and can recognize hidden signs and coded messages used by criminal networks.

  • Fighting Style: Two-Weapon FightingLevel 1

    Vakaria gains a Fighting Style. She chooses Two-Weapon Fighting, allowing her to add her ability modifier to the damage of the second attack when fighting with two one-handed weapons.

  • Martial Archetype: Psi WarriorLevel 3

    Vakaria gains proficiency with all martial weapons, medium armor, and shields through Fighter multiclass training.

  • Soul BladesLevel 3

    When Vakaria fails an ability check using a proficient skill or tool, she can expend one Psionic Energy die to add the result to the check, potentially turning failure into success. She can also expend a die when an attack misses to add the result to the attack roll, potentially turning it into a hit.

  • Psionic WhispersLevel 3

    Vakaria can establish telepathic communication with a creature she can see within 120 feet by expending one Psionic Energy die. For a number of hours equal to the roll, she and the creature can communicate telepathically while within a number of miles equal to her Intelligence modifier, provided they share a language.

  • Ability Score ImprovementLevel 4

    Vakaria gains an Ability Score Improvement at Rogue level 4. The supplied ability scores already represent the requested final array, so no additional increase is applied.

  • Psychic VeilLevel 5

    Vakaria can add half her proficiency bonus to any ability check that does not already include her proficiency bonus.

  • Additional ExpertiseLevel 6

    Vakaria gains expertise in two additional proficient skills or tools. She chooses Investigation and thieves' tools, doubling her proficiency bonus for checks using them.

  • EvasionLevel 7

    Vakaria can avoid damage from many area effects with a successful Dexterity saving throw, taking no damage on a success and half damage on a failure.

  • Ability Score ImprovementLevel 8

    Vakaria gains an Ability Score Improvement at Rogue level 8. The supplied ability scores already represent the requested final array, so no additional increase is applied.

  • Reliable TalentLevel 11

    Whenever Vakaria makes an ability check that lets her add her proficiency bonus, she can treat a d20 roll of 9 or lower as a 10.

  • Soul Blades: Homing StrikesLevel 9

    Vakaria can reroll a failed attack roll using a Psychic Blade by expending one Psionic Energy die, adding the die result to the attack roll. She must use the new roll.

  • Ability Score IncreaseHuman+1 to all six ability scores.
  • Extra LanguageHumanVakaria knows one additional language of her choice.
  • SizeHumanMedium.
  • SpeedHuman30 feet.
  • Position of PrivilegeNoble

    Vakaria can secure an audience with local nobles, officials, and influential members of society. Commoners may also make use of her name and connections, provided she does not abuse her status.

Gear

12 items

Weapons

  • Rapier
    A finesse melee weapon suitable for Sneak Attack.
  • Shortsword
    A second finesse weapon for close combat and Two-Weapon Fighting.
  • 2×
    Daggers
    Thrown weapons and backup ranged weapons.
  • Shortbow
    A ranged weapon with ammunition.
  • Collapsible baton
    A collapsible modern-style baton represented mechanically as a club.

Armor

  • Leather armor
    Light armor, used for Vakaria's rules-based AC calculation.

Tools

  • Thieves' tools
    Used to bypass locks and disarm traps.

Gear

  • 20×
    Arrows
    Arrows for the shortbow.
  • Signet ring
    A signet ring bearing the crest of Vakaria's diminished noble house.
  • Fine clothes
    A set of fine but subdued clothing suitable for noble audiences.
  • Steel ring
    A plain steel ring worn on her right middle finger.

Purse

  • Coin purse
    A pouch containing 25 gp from her noble background.

Appearance

Vakaria is a lean, sharp-featured human woman of average height, with an athletic build and controlled, economical movements. Her most striking feature is her silver undercut, shaved close at the sides and back, with a sleek sweep of longer hair falling past her jawline. Her tarnished-steel eyes are cool metallic gray, and her pale porcelain skin bears faint scars along her jawline and knuckles. In casual settings she wears a fitted black tank top, dark gray cargo pants, scuffed black leather boots, and a plain steel ring on her right middle finger. Her tactical gear consists of a charcoal gray sound-dampening bodysuit, matte black modular vest, fingerless reinforced gloves, padded boots, two daggers, and discreet psionic and infiltration equipment.

Mannerisms

Vakaria pauses for a moment before answering, as though arranging every word into its most efficient order. She maintains steady eye contact without blinking for slightly too long, checks exits whenever she enters a room, and unconsciously positions herself with her back to a wall. When irritated, she rolls the steel ring once around her finger. Her rare jokes are delivered in the same flat tone as her threats.

Personality

Vakaria is quiet, analytical, and intensely self-controlled. She respects competence, preparation, and people who can admit when they are wrong. She dislikes bluster, wasted movement, and emotional manipulation. Beneath her cool exterior is a dry, understated wit and a fierce desire to find a purpose worthy of her abilities. She is ruthless when necessity demands it, but never cruel merely for pleasure. Her newly awakening psionic talent has made her more guarded, because she fears that others may try to use her mind as a weapon.

Ideals

Control. Freedom belongs to those who are prepared enough to seize it. Vakaria believes knowledge, discipline, and decisive action are the only reliable defenses against tyranny and betrayal.

Bonds

The remnants of Vakaria's family name are hidden behind the political conspiracy that destroyed her house. She intends to uncover every person responsible, even if doing so forces her to destroy the society she once belonged to. She is also quietly protective of the few people who helped her survive after her fall from privilege.

Flaws

Vakaria has difficulty accepting help, even when cooperation is clearly the safest choice. She can become cold and ruthlessly pragmatic when frightened, and her hunger for power sometimes tempts her to treat people as pieces in a larger calculation. She is especially vulnerable to challenges against her competence and may take needless risks to prove that she cannot be controlled.

Quirks

Counts doors, windows, and visible exits whenever she enters a room.
Keeps her pockets empty in casual clothing because she dislikes anything that shifts unexpectedly.
Tests unfamiliar chairs before sitting in them.
Names every weapon she uses, but only in private.
Sleeps lightly with one hand near a blade and the other resting over her steel ring.

Background

Vakaria was born into a minor noble house whose influence rested less on wealth than on information. Her family maintained discreet contacts among merchants, magistrates, spies, and criminal intermediaries. As a child, she was taught etiquette, history, and the careful use of silence, but she never fit comfortably into courtly life. She watched powerful people make careless decisions while servants, guards, and street informants paid the price. Her ability to read a room became sharper than her ability to trust anyone in it. When her family fell victim to a political betrayal, Vakaria survived only by disappearing into the streets. There she learned to steal, scout, fight, and kill with the efficiency of someone who understood that hesitation was a luxury. Years later, the latent psionic talent in her mind began to awaken. She discovered that thought could become a weapon, a whisper could cross impossible distances, and a blade formed from her own will could strike without steel. Seeking purpose rather than mere survival, she joined an organization capable of giving her access to secrets, targets, and power. She now operates as an infiltrator and information broker, combining noble connections, street instincts, psychic blades, and disciplined battlefield technique.

“Her family maintained discreet contacts among merchants, magistrates, spies, and criminal intermediaries.”
From their backstory
Background
Noble

Connections

Species

Human

Media

0 images

No images yet.

Visual sheet

Turn Vakaria Veyr into a sheet

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