Veyra Ashbell
Veyra Ashbell
Sheet
AC 12 · HP 27 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- AthleticsSTR
- DeceptionCHA
- HistoryINT
- InsightWIS
- IntimidationINT
- InvestigationINT
- MedicineWIS
- NatureINT
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- ReligionINT
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
14 featuresBonus action
- Dark One's Own LuckLevel 1
You can use a bonus action to magically teleport up to 30 feet to an unoccupied space you can see, leaving behind a brief flash of hellish flame. You can use this feature once per short or long rest.
Always on
- Agonizing Blast
When When casting eldritch blast
Add your Charisma modifier to the damage dealt by eldritch blast.
- Repelling Blast
When When hitting a creature with eldritch blast
When you hit a creature with eldritch blast, you can push it up to 10 feet away from you.
- Pact of the Chain Familiar
When During ritual casting of find familiar
Cast find familiar as a ritual and choose an imp, pseudodragon, quasit, or sprite as the familiar's form.
- Otherworldly Patron, The FiendLevel 1
You have made a pact with a powerful fiend. You can speak, read, and write Infernal. The Fiend grants you the Dark One's Blessing, allowing you to gain temporary hit points equal to your Charisma modifier plus your warlock level whenever you reduce a hostile creature to 0 hit points.
- Eldritch InvocationsLevel 2
You learn two eldritch invocations of your choice. Chosen invocations: Agonizing Blast and Repelling Blast.
- Pact MagicLevel 2
You gain access to Pact Magic, using Charisma as your spellcasting ability. At 4th level, you have two 2nd-level spell slots, which recharge on a short or long rest.
- Pact Boon, Pact of the ChainLevel 3
Your patron grants you a gift. You have chosen Pact of the Chain, allowing you to learn the find familiar spell and cast it as a ritual. Your familiar can take the form of an imp, pseudodragon, quasit, or sprite.
- Ability Score ImprovementLevel 4
You gain an additional ability score improvement or feat. This character increases Strength by 1 and Constitution by 1.
- TraitTieflingDarkvision, you can see in dim light within 60 feet as if it were bright light and in darkness as if it were dim light.
- TraitTieflingHellish Resistance, you have resistance to fire damage.
- Infernal Legacy, you know thaumaturgyTieflingAt 3rd level, you can cast hellish rebuke once per long rest as a 2nd-level spell. At 5th level, you can cast darkness once per long rest.
- TraitTieflingLanguages, you can speak, read, and write Common and Infernal.
- City SecretsUrchin
You know the secret patterns and shortcuts of cities, allowing you to find passages through urban areas that others would miss. You can move through cities twice as fast when traveling alone or with companions who know the same routes.
Spells
8 spellsSpellcasting. Veyra Ashbell casts with Charisma (spell save DC 10, to hit with spell attacks).
Cantrips (at will): , ,
1st level: , , ,
2nd level (2 slots):
Gear
10 itemsWeapons
- Light crossbowA light crossbow with a case containing 20 bolts
- DaggerA simple melee weapon used for defense and utility
Tools
- Small knifeA knife with sentimental value and practical street use
Gear
- Arcane focus, silver chain charmAn arcane focus used to channel Pact Magic
- Dungeoneer's packA pack containing a bedroll, mess kit, tinderbox, ten torches, ten days of rations, and a waterskin
- Common clothesA set of common clothes and a small coin pouch
- Map of hometownA crude map of the city where Veyra grew up
- Pet mouseA former street companion, now kept as a familiar or symbolic pet
- Token of departed parentsA token from Veyra's parents, scorched around the edges
Purse
- 10×Gold piecesMoney saved from theft, odd jobs, and dangerous errands
Appearance
A lean, wiry tiefling with dusky crimson skin, swept-back black hair, and curved ivory horns marked by small brass rings. Their amber eyes seem almost golden in candlelight, and a narrow tail constantly flicks with nervous energy. They dress in patched charcoal leathers beneath a weather-stained cloak, with a silver chain wrapped around one wrist and a tiny brass bell tied near the end of their tail.
Mannerisms
Veyra constantly checks exits, counts coins by touch, and taps their brass tail bell three times before making an important decision. They lower their voice when speaking to their patron, as though someone nearby might overhear.
Personality
Suspicious of authority but fiercely protective of anyone vulnerable, Veyra masks fear with quick jokes and reckless confidence. They are observant, streetwise, and surprisingly gentle with animals. Veyra prefers practical solutions, distrusts grand speeches, and becomes intensely focused whenever someone mentions abandoned children, infernal contracts, or lost family.
Ideals
No one should be discarded. Power is only worthwhile when it protects people who have none of their own.
Bonds
I will return to the city streets one day and give every abandoned child there a safe home. I also carry the scorched silver charm that may reveal who my parents were.
Flaws
I cannot resist stealing from anyone who appears comfortable, even when doing so is reckless or strategically foolish. I also distrust kindness, assuming every generous offer conceals a hidden price.
Quirks
Background
Veyra was abandoned as an infant in the rain gutters beneath a crowded city market, left with nothing but a scorched silver charm and a name scratched into a broken piece of slate. The other street children taught Veyra how to sleep beneath carts, lift purses without being noticed, and recognize which watch officers could be bribed. Their tiefling heritage made them a target for suspicion, but it also gave them a strange notoriety among the city's desperate and superstitious. Veyra became the unofficial guardian of a loose family of runaway children, stealing food and medicine whenever the city's wealthy looked away. Everything changed when Veyra found a wounded raven trapped in an alley shrine. The bird spoke with the voice of a forgotten fiend, offering power in exchange for a promise to never abandon the helpless again. Veyra accepted, believing the bargain could be controlled. The fiend's magic came easily, but its demands are becoming harder to ignore. Now Veyra travels from city to city, using infernal power against tyrants, criminals, and monsters while searching for the truth behind the silver charm and the identity of the entity that first claimed their soul.
“Their tiefling heritage made them a target for suspicion, but it also gave them a strange notoriety among the city's desperate and superstitious.”
- Background
- Urchin
Connections
Species
Tiefling
Media
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