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Suyin Vey - AI-generated fantasy Character

Suyin Vey

Human · Wizard (Bladesinging) · Level 20 · Sage

Suyin Vey

Quiet, exacting, and difficult to impress, Suyin treats conversation like a scholarly duel.
AC20
HP162/162
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 20 · HP 162 · 50 ft.
AlignmentLawful NeutralGenderFemaleAge42 years old
STR
DEX
CON
INT
WIS
CHA

Saving throws

STRDEXCONINTWISCHA

Skills

  • Animal HandlingWIS
  • ArcanaINT
  • AthleticsSTR
  • DeceptionCHA
  • HistoryINT
  • InsightWIS
  • InvestigationINT
  • MedicineWIS
  • NatureINT
  • PerceptionWIS
  • PerformanceCHA
  • PersuasionCHA
  • ReligionINT
  • Sleight of HandDEX
  • StealthDEX
  • SurvivalWIS

Weapons

Daggers,
Darts,
Slings,
Quarterstaffs,
Light Crossbows,
Red Wizard Blades,
One-handed melee weapons used with Bladesong training.

Tools

Calligrapher's Supplies

Languages

Common,
Draconic,
Elvish,
Infernal

Features

30 features

Bonus action

  • BladesongLevel 3

    When Bonus Action

    As a Bonus Action, begin a Bladesong for 1 minute. While active, gain +5 AC, +5 to Concentration Constitution saves, +10 feet Speed, and +5 Acrobatics.

  • Cunning Diversion

    When Bonus Action

    Take the Dodge action as a Bonus Action. You can use this benefit six times per Long Rest.

  • ScholarLevel 2

    You gain proficiency in Arcana and History. In addition, you can use a Bonus Action to take the Study action.

  • Keen MindLevel 1

    You gain Expertise in Investigation and can take the Study action as a Bonus Action.

  • Arcane InfiltratorLevel 1

    You learn Friends as an Intelligence-based cantrip. You can take the Dodge action as a Bonus Action six times per Long Rest.

Reaction

  • War CasterLevel 1

    You can use a Reaction when a creature leaves your reach to cast a qualifying one-target spell instead of making an Opportunity Attack. You have Advantage on Constitution saving throws to maintain Concentration, and you can perform Somatic components while holding weapons.

  • Defensive DuelistLevel 1

    When holding a Finesse weapon and hit by a melee attack, you can use a Reaction to add 6 to your AC against melee attacks until the start of your next turn.

Always on

  • Blink Steps

    When After the Attack or Magic action

    Immediately after taking the Attack or Magic action, teleport up to 30 feet to an unoccupied space you can see.

  • Parry

    When Reaction when hit by a melee attack

    When a melee attack hits while holding a Finesse weapon, add 6 to AC against melee attacks until the start of your next turn.

  • Reactive Spell

    When Reaction when a creature provokes an Opportunity Attack

    When a creature leaves your reach, cast a one-action spell targeting only that creature instead of making an Opportunity Attack.

  • SpellcastingLevel 1

    You can cast prepared Wizard spells using Intelligence as your spellcasting ability. Your spellbook contains the Wizard spells you know, and you can prepare a number of them equal to your Intelligence modifier plus your Wizard level.

  • Arcane RecoveryLevel 1

    Once per day when you finish a Short Rest, you can recover expended spell slots with a combined level of up to 10, following the Wizard's Arcane Recovery rules.

  • Bladesinger TrainingLevel 3

    You gain the Bladesinger tradition. You gain training with light armor and one-handed melee weapons, and you can use a weapon as a spellcasting focus for your Wizard spells.

  • Ability Score ImprovementLevel 4

    You can choose an Ability Score Improvement or a feat for which you qualify.

  • Memorize SpellLevel 5

    You can replace one prepared Wizard spell with another spell from your spellbook after a Short Rest.

  • Ability Score ImprovementLevel 8

    You can choose an Ability Score Improvement or a feat for which you qualify.

  • Ability Score ImprovementLevel 12

    You can choose an Ability Score Improvement or a feat for which you qualify.

  • Song of VictoryLevel 14

    When you deal damage with a one-handed melee weapon while your Bladesong is active, you can add your Intelligence modifier to the damage roll.

  • Ability Score ImprovementLevel 16

    You can choose an Ability Score Improvement or a feat for which you qualify.

  • Spell MasteryLevel 18

    Choose one level 1 or level 2 Wizard spell in your spellbook. You can cast it without expending a spell slot and without preparing it. You can change the chosen spell after a Long Rest. Shield and Misty Step are your chosen Spell Mastery spells.

  • Signature SpellsLevel 20

    Choose two level 3 Wizard spells in your spellbook. You can cast each of them once per Long Rest without expending a spell slot, or cast them using spell slots. Haste and Counterspell are your Signature Spells.

  • Epic BoonLevel 19

    You gain an Epic Boon feat. Boon of Dimensional Travel is your chosen boon. Immediately after taking the Attack action or Magic action, you can teleport up to 30 feet to an unoccupied space you can see.

  • Final Feat TrainingLevel 20

    You can choose a feat for which you qualify. Your selected feats include War Caster, Defensive Duelist, Spell Sniper, Speedy, Keen Mind, and Arcane Infiltrator.

  • Spell SniperLevel 1

    Your spell attack rolls ignore Half Cover and Three-Quarters Cover. Being within 5 feet of an enemy does not impose Disadvantage on your spell attack rolls, and qualifying spell attack ranges increase by 60 feet.

  • SpeedyLevel 1

    Your Speed increases by 10 feet. Difficult Terrain does not cost extra movement for you during a Dash, and Opportunity Attacks against you have Disadvantage.

  • ResourcefulHumanAfter finishing a Long Rest, you gain Heroic Inspiration.
  • SkillfulHumanYou gain proficiency in one skill of your choice. Suyin chose Insight.
  • VersatileHumanYou gain an Origin feat of your choice. This character's Origin feat is Arcane Infiltrator.
  • HumanityHumanHumans gain no species-based ability score increases under the 2024 rules.
  • ResearcherSage

    You have spent years studying and collecting knowledge. When you attempt to recall information about a subject you have studied, the DM may allow you to know an important detail or identify where useful information can be found. Your Sage background also grants the Magic Initiate feat for Wizard spells, along with Arcana and History proficiency, Calligrapher's Supplies proficiency, and two additional languages.

Spells

18 spells

Spellcasting. Suyin Vey casts with Intelligence (spell save DC 19, to hit with spell attacks).

Cantrips (at will): , , , , ,

1st level (4 slots): ,

2nd level (3 slots): ,

3rd level (3 slots): ,

4th level (3 slots):

5th level (3 slots):

6th level (2 slots): no spells

7th level (2 slots): ,

8th level (1 slot):

9th level (1 slot):

Gear

9 items

Weapons

  • 2×
    Red Wizard Blade
    A vicious narrow steel stiletto with a dark skull-and-tentacle hilt. It is a Red Wizard Blade and channels negative energy into creatures it wounds.
  • Light Crossbow
    A light crossbow with 20 bolts, included among the Wizard's standard starting equipment.

Tools

  • Calligrapher's Supplies
    Tools used to copy, illuminate, and authenticate magical documents.

Gear

  • Robe of the Archmagi
    Midnight-blue Robe of the Archmagi, granting a base AC of 15 plus Dexterity modifier while worn and enhancing the wearer's magical defenses.
  • Spellbook
    A spellbook bound in black lacquered leather, containing Suyin's prepared spells and extensive marginalia.
  • Scholar's Pack
    A scholar's pack containing a backpack, books, ink, quills, parchment, and other research supplies.
  • Arcane Focus
    A small academic focus or arcane implement used in formal instruction and spell research.
  • 20×
    Crossbow Bolts
    Ammunition for the light crossbow.

Purse

  • 25×
    Gold Pieces
    A small purse containing starting gold and accumulated scholarly expenses.

Appearance

Suyin Vey is a tall, athletic human woman of East Asian heritage, with warm olive skin, straight black hair worn in a severe braided knot, and dark brown eyes that become ringed with silver light while she casts. Fine calligraphic scars mark her left hand, each one recording a magical principle she once mastered. She wears a midnight-blue robe of the Archmagi embroidered with restrained silver geometric patterns, reinforced leather boots, and two vicious Red Wizard Blades at her hips. Each blade resembles a narrow steel stiletto, with a grim hilt shaped like a small skull wrapped in spiraling tentacles. When a blade strikes, black discoloration spreads visibly through the victim's veins as the weapon channels negative energy.

Mannerisms

Suyin pauses before answering difficult questions, as if arranging invisible characters in the air. She straightens crooked objects without noticing, writes small notes in the margins of nearly everything, and never draws both blades at once unless she has already accepted that words will fail.

Personality

Quiet, exacting, and difficult to impress, Suyin treats conversation like a scholarly duel. She is patient with honest ignorance but merciless toward deliberate deceit. Beneath her severe composure is a dry, understated humor and a fierce instinct to protect apprentices, archivists, and anyone whose voice is being suppressed by power.

Ideals

Knowledge must be guarded, not hoarded. The right person with the right truth can save a nation, while the wrong person with it can destroy one.

Bonds

I will recover my grandfather's stolen treatise and ensure that no Red Wizard ever uses it to bind a living soul.

Flaws

I trust my own judgment more than I trust councils, prophecies, or friendships. When faced with forbidden knowledge, I tell myself that understanding it is the only way to prevent its misuse, even when curiosity has already become obsession.

Quirks

Counts steps and doorways when entering unfamiliar buildings.
Names every spellbook she owns and refuses to lend the oldest one.
Leaves a single black ink mark beside the name of anyone she believes is hiding something.
Practices blade forms while reciting historical dates under her breath.

Background

Suyin Vey was born in a riverside district where paper, ink, and family memory were treated as sacred things. Her mother copied legal texts for magistrates, while her grandfather preserved forbidden fragments of pre-imperial spellcraft beneath the floorboards of the family archive. Suyin learned to read before she learned to fight, but the archive taught her that knowledge without courage is merely a locked room. When a visiting Red Wizard murdered her grandfather to seize an incomplete treatise on soul transference, Suyin answered with a spell she had never been taught and a stolen blade she could barely lift. The spell saved her life, but the blade left her grandfather's killer's veins black beneath his skin. She has carried both weapons ever since, treating them as evidence rather than trophies. Her pursuit of the Red Wizards eventually led her into the disciplined tradition of Bladesinging. She learned to weave swordplay and spellcraft into one exacting rhythm, moving through battle like a brushstroke cutting wet ink. Her reputation as a sage grew alongside her reputation as an infiltrator. She now hunts magical tyrants, destroys dangerous lore only when no safer guardian can be found, and keeps a private catalogue of every soul claimed by the Red Wizard Blades. Suyin believes that knowledge must be protected from fools, conquerors, and herself, though she has never fully decided which of those three dangers is greatest.

“Suyin learned to read before she learned to fight, but the archive taught her that knowledge without courage is merely a locked room.”
From their backstory
Background
Sage

Connections

Species

Human

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