Zephyr Veyra
Zephyr Veyra
Sheet
AC 16 · HP 99 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingWIS
- ArcanaINT
- AthleticsSTR
- DeceptionCHA
- HistoryINT
- InsightWIS
- IntimidationCHA
- InvestigationINT
- MedicineWIS
- NatureINT
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- ReligionWIS
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
28 featuresBonus action
- Cunning Action
When Bonus action
Zephyr uses a bonus action to Dash, Disengage, or Hide.
- Second Wind
When Bonus action
Zephyr can regain 1d10 + 3 hit points as a bonus action once per short or long rest.
- Rogue 2: Cunning ActionLevel 2
Zephyr gains Cunning Action, allowing her to Dash, Disengage, or Hide as a bonus action.
Reaction
- Skirmisher
When Enemy ends its turn within 5 feet
Zephyr moves up to half her speed when an enemy ends its turn within 5 feet of her, without provoking opportunity attacks.
Always on
- Dread Ambusher
When First turn of each combat
On the first turn of each combat, Zephyr's speed increases by 10 feet and she makes one additional weapon attack. If it hits, it deals an extra 1d8 weapon damage.
- Sneak Attack
When Hit with a finesse or ranged weapon with advantage or an eligible adjacent ally
Zephyr fires a precise ranged shot while an ally distracts the target or while she has advantage, dealing an extra 2d6 damage once per turn.
- Action Surge
When Once per short or long rest
Zephyr takes an additional action on her turn, usually to fire, hide, dash, or reposition.
- Iron Mind
When Passive
Zephyr gains advantage on saving throws against being frightened and has proficiency in Wisdom saving throws.
- Ranger 1: Favored Enemy and Natural ExplorerLevel 1
Zephyr gains proficiency with martial weapons, medium armor, and shields. She has two favored enemies, humanoids and monstrosities, gaining advantage on Wisdom (Survival) checks to track them and Intelligence checks to recall information about them. She also learns two languages of her choice, Infernal and Thieves' Cant.
- Ranger 2: Fighting Style and SpellcastingLevel 2
Zephyr adopts the Archery fighting style, gaining a +2 bonus to attack rolls made with ranged weapons, including appropriate modern firearms at the DM's discretion.
- Ranger 3: Gloom StalkerLevel 3
Zephyr becomes a Gloom Stalker. She gains Dread Ambusher, adding her Wisdom modifier to initiative, increasing her speed by 10 feet on the first turn of each combat, and making one additional weapon attack on that turn. If that attack hits, it deals an extra 1d8 weapon damage. She also gains Umbral Sight, granting darkvision to 90 feet and making her invisible to creatures relying on darkvision while she remains in darkness.
- Ranger 4: Ability Score ImprovementLevel 4
Zephyr gains an Ability Score Improvement, used to increase Dexterity by 2, raising it to 18 after species bonuses.
- Ranger 6: Greater Favored Enemy and Natural Explorer ImprovementLevel 6
Zephyr gains an additional favored enemy, undead, and an additional favored terrain, urban environments. She also gains a second language, Abyssal.
- Ranger 7: Iron MindLevel 7
Zephyr gains Iron Mind, granting proficiency in Wisdom saving throws. If she already has that proficiency, she may choose Intelligence or Charisma saving throws instead.
- Ranger 8: Land's StrideLevel 8
Zephyr gains Land's Stride, allowing her to move through nonmagical difficult terrain without extra movement and pass through nonmagical plants without taking damage. She has advantage on saving throws against magically created or manipulated plants.
- Rogue 1: Expertise and Sneak AttackLevel 1
Zephyr gains expertise in two proficient skills, Stealth and Perception, doubling her proficiency bonus for those checks. She also gains Sneak Attack, dealing an extra 2d6 damage once per turn when she hits with a finesse or ranged weapon while having advantage or an eligible nearby ally.
- Rogue 3: ScoutLevel 3
Zephyr becomes a Scout. She gains Skirmisher, allowing her to use her reaction to move up to half her speed when an enemy ends its turn within 5 feet of her, without provoking opportunity attacks. She also gains expertise in Nature and Survival.
- Fighter 1: Fighting Style and Second WindLevel 1
Zephyr gains proficiency with all armor, shields, simple weapons, and martial weapons. She also gains the Two-Weapon Fighting style, allowing her to add her ability modifier to the damage of a second weapon attack when fighting with two weapons.
- Fighter 2: Action SurgeLevel 2
Zephyr gains Action Surge, allowing her to take one additional action on her turn once per short or long rest.
- Fighter 3: Eldritch KnightLevel 3
Zephyr becomes an Eldritch Knight. She gains Weapon Bond with up to two weapons, allowing her to summon a bonded weapon to her hand and preventing her from being disarmed except while incapacitated.
- Ranger 8: Ability Score ImprovementLevel 8
Zephyr gains a second Ability Score Improvement, used to increase Wisdom by 2, raising it to 16 after species bonuses.
- Rogue 3: Ability Score Improvement Equivalent Not GainedLevel 3
Zephyr gains a third Ability Score Improvement from reaching rogue level 3, used to increase Dexterity by 2, raising it to 18 after species bonuses.
- Multiclass SpellcastingLevel 14
As a multiclass spellcaster, Zephyr has the spell slots of a 5th-level spellcaster. Ranger spells use Wisdom, while Eldritch Knight spells use Intelligence. Her ranger spell save DC is 16 and her ranger spell attack bonus is +8.
- TraitTieflingDarkvision to 60 feet
- TraitTieflingHellish Resistance, resistance to fire damage
- TraitTieflingInfernal Legacy, Thaumaturgy cantrip, Hellish Rebuke once per long rest as a 2nd-level spell, and Darkness once per long rest at character level 5 or higher
- TraitTieflingAbility score increase of +2 Charisma and +1 Intelligence
- City SecretsUrchin
Zephyr knows the secret patterns, shortcuts, alleyways, rooftops, and hidden routes of Atrix Isle. She can move through urban environments quickly and locate places where she can hide, eat, or find shelter.
Spells
13 spellsSpellcasting. Zephyr Veyra casts with Wisdom (spell save DC 16, to hit with spell attacks).
1st level (4 slots): , , , , , ,
2nd level (3 slots): , , ,
3rd level (2 slots): ,
Gear
15 itemsWeapons
- Suppressed SMGA long gun or suppressed SMG, treated as a martial ranged weapon using the campaign's modern firearm statistics.
- Compact pistolA compact pistol, treated as a hand crossbow or other modern firearm according to the campaign's firearm rules.
- 2×Combat knifeA serrated combat knife, using the statistics of a dagger.
- Collapsible batonA collapsible baton, using the statistics of a club.
- LongbowA longbow or equivalent compact tactical bow, included as traditional ranger equipment.
Armor
- Studded leather armorStudded leather armor, represented by Zephyr's reinforced tactical bodysuit and modular armored vest.
Tools
- Disguise kitA disguise kit used for infiltration and identity changes.
- Thieves' toolsThieves' tools, including picks, tension bars, and other lockpicking instruments.
Gear
- 20×ArrowsTwenty arrows, stored in a compact case.
- Dungeoneer's packA dungeoneer's pack containing a backpack, crowbar, hammer, ten pitons, ten torches, tinderbox, ten days of rations, waterskin, and fifty feet of hempen rope.
- Burglar's packA burglar's pack containing a backpack, one thousand ball bearings, ten feet of string, a bell, five candles, a crowbar, a hammer, ten pitons, hooded lantern, two flasks of oil, five days of rations, tinderbox, and waterskin.
- City mapsA set of city maps, hidden-route notes, and coded undercity diagrams.
- Token from childhoodA small token from her childhood, kept as a reminder of the people she lost.
- Tactical utility kitA compact medical kit, multi-tool, climbing clips, and spare ammunition pouches, represented as campaign flavor equipment.
Purse
- Belt pouchA belt pouch containing 10 gp.
Appearance
Zephyr is a striking tiefling woman with a lean, athletic build shaped by hard labor, climbing, running, and years of close-quarters combat. Her skin is deep crimson, her thick horns spiral backward from her temples, and her expressive crimson eyes carry a constant glint of amusement. Her silver hair is cropped close to her head. In casual settings she wears a cropped black tank top, dark cargo pants, steel-toed combat boots, a worn leather jacket, and simple silver jewelry. In the field she wears a matte black tactical bodysuit, reinforced mesh armor, a modular charcoal vest, fingerless gloves, silent-soled boots, and a hood or balaclava for stealth.
Mannerisms
Zephyr rolls a silver thumb ring across her knuckles when thinking, tilts her head toward distant sounds, and smiles just before saying something cutting. She rarely sits with her back to a door. Under pressure, her voice becomes quieter and smoother rather than louder.
Personality
Sharp, sardonic, and fiercely loyal, Zephyr stays calm when everyone else panics. Her humor is dry, deliberate, and often deployed as a weapon. She respects competence, despises cruelty for sport, and trusts action far more than promises. Once someone earns her loyalty, she protects them with frightening commitment.
Ideals
Survival is not enough. Power should belong to those who use it to shield people who have none. Zephyr believes mercy is meaningful only when it is chosen by someone capable of violence.
Bonds
Vikasha's organization gave Zephyr a second chance when the streets had already decided she was disposable. She will defend its people, secrets, and safehouses to the death. She also keeps a battered brass key from her childhood home, determined to one day reclaim the abandoned room where her younger brother vanished.
Flaws
Zephyr assumes every offer has a hidden price and every authority figure is waiting for an excuse to betray her. She is quick to mock weakness, quicker to threaten cruelty, and sometimes mistakes control for safety. When someone she loves is endangered, her careful judgment can collapse into reckless vengeance.
Quirks
Background
Zephyr grew up in the undercity slums of Atrix Isle, where a tiefling child learned early that hunger was patient and violence was not. She survived by running messages, climbing drain towers, slipping through locked doors, and stealing only what she believed the wealthy could afford to lose. The streets taught her to read footsteps, faces, and silence. She became an expert at disappearing into crowds, crossing rooftops, and finding the one route through a district that everyone else had overlooked. As she grew older, Zephyr turned those talents toward contract work. She became a scout, infiltrator, and hunter who could track targets through dense city blocks or hostile wilderness with equal skill. A botched assignment against the Shadowstalker left her bleeding in an alley and scarred by alien psychic pressure. Vikasha's organization found her before the authorities did, offering medical care and a place where her talents could serve something more meaningful than survival. Zephyr accepted, though she never stopped watching for the knife behind the handshake. Her Gloom Stalker training made her a creature of darkness and ambush, while her rogue and fighter disciplines turned her into a precise, adaptable combatant. She now uses modern firearms, suppressed weapons, climbing gear, and ruthless tactical discipline to protect the few people who have earned her loyalty.
“The streets taught her to read footsteps, faces, and silence.”
- Background
- Urchin
Connections
Species
Tiefling
Media
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