Veskrin Seln
Veskrin Seln
Sheet
AC 13 · HP 7 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingWIS
- ArcanaINT
- AthleticsSTR
- DeceptionSTR
- HistoryINT
- InsightWIS
- IntimidationCHA
- InvestigationINT
- MedicineWIS
- NatureINT
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- ReligionINT
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Weapons
Tools
Languages
Features
18 featuresAlways on
- Fire Bolt
When When an enemy is within 120 feet
A streak of flame shoots from her hand toward a creature within 120 feet. Make a ranged spell attack. On a hit, the target takes 1d10 fire damage.
- Minor Illusion
When When she needs a distraction or false cover
She conjures a harmless sound or image within 30 feet, useful for distractions, signals, and creating the impression that someone else is nearby.
- Mage Hand
When When she needs to manipulate something from a distance
An invisible magical hand appears within 30 feet and can manipulate objects, open unlocked containers, retrieve items, or stow objects.
- Prestidigitation
When When she needs a small magical trick or practical effect
She creates a harmless sensory effect, such as a spark, sound, scent, or brief mark, within 10 feet.
- Message
When When the party needs silent communication
She points at a creature within range and sends a short whispered message, with the target able to reply in a whisper.
- Shield
When When she is hit by an attack or targeted by magic missile
She creates an invisible barrier that grants a +5 bonus to AC, including against the triggering attack, and can also protect against magic missile.
- Chromatic Orb
When When she needs adaptable elemental damage
She hurls a mote of chaotic elemental energy at a creature within 90 feet, choosing acid, cold, fire, lightning, poison, or thunder. The target makes a Dexterity saving throw and takes 3d8 damage on a failure, or half as much on a success.
- SpellcastingLevel 1
Veskrin can cast sorcerer spells using Charisma as her spellcasting ability. She knows four sorcerer cantrips and two 1st-level sorcerer spells, and she has two 1st-level spell slots.
- Wild Magic SurgeLevel 1
Her innate magic comes from unpredictable arcane forces. Once per turn, immediately after she casts a sorcerer spell of 1st level or higher, the DM can have her roll a d20. On a result of 1, she rolls on the Wild Magic Surge table to create a random magical effect.
- Tides of ChaosLevel 1
She can manipulate the forces of chance to gain advantage on one attack roll, ability check, or saving throw. After using this feature, the DM can allow her to roll on the Wild Magic Surge table before she regains its use. She regains the use after a long rest unless the DM permits it to return sooner.
- TraitHigh ElfDarkvision, see in dim light within 60 feet as if it were bright light, and darkness as if it were dim light.
- TraitHigh ElfFey Ancestry, advantage on saving throws against being charmed, and magic cannot put her to sleep.
- TraitHigh ElfTrance, she meditates deeply for 4 hours instead of sleeping for 8 hours.
- TraitHigh ElfElf Weapon Training, proficiency with longswords, shortswords, shortbows, and longbows.
- TraitHigh ElfCantrip, she knows one wizard cantrip, using Intelligence as her spellcasting ability.
- TraitHigh ElfExtra Language, she can speak, read, and write one additional language.
- TraitHigh ElfKeen Senses, proficiency in the Perception skill.
- Criminal ContactCriminal
She has a reliable contact among smugglers, fences, and other criminals who can provide information about local underworld activity, though that contact may occasionally ask for a favor in return.
Spells
7 spellsSpellcasting. Veskrin Seln casts with Charisma (spell save DC 12, to hit with spell attacks).
Cantrips (at will): , , , ,
1st level (2 slots): ,
Gear
10 itemsWeapons
- Light CrossbowA light crossbow with a wooden stock painted with tiny blue stars
- 2×DaggersBalanced blades hidden in her boots and belt
Tools
- CrowbarA heavy iron bar useful for forcing open doors and chests
- Thieves' ToolsA set of thieves' tools
Gear
- 20×Crossbow BoltsIron-tipped bolts sized for a light crossbow
- Component PouchA small leather pouch containing spell components
- Dungeoneer's PackA pack containing bedroll, mess kit, tinderbox, torches, rations, waterskin, and rope
- Dark Common Clothes with HoodA set of dark, hooded clothes designed to disappear in alleys and torch smoke
- Gaming SetA marked set of bone dice used for gambling and coded messages
Purse
- 15×Gold PiecesCoins saved from small thefts and occasional legitimate work
Appearance
A slender high elf with a narrow frame, delicate shoulders, and an almost fragile appearance. She has long pale-blonde hair usually tied back with strips of red cloth, bright blue eyes that seem unnervingly luminous in darkness, and fine features marked by a small scar across her left eyebrow. Her traveling clothes are practical but carefully mended, and faint sparks sometimes crawl across her fingers when she is frightened or excited.
Mannerisms
Veskrin tilts her head before answering difficult questions, as though listening to a distant voice. She counts door hinges, windows, and possible exits under her breath, then pretends she was reciting poetry when noticed.
Personality
Veskrin is quick-witted, suspicious of authority, and cheerfully competitive about anything involving locks, traps, or treasure. She dislikes being fussed over and reacts to concern by making jokes at precisely the wrong moment. Around her friends she is affectionate in an indirect way, repairing their gear, memorizing their favorite foods, and quietly standing closest to danger.
Ideals
Freedom. No one gets to decide what I am capable of, least of all people who have never had to fight for the right to be taken seriously.
Bonds
Her adventuring friends were the first people to treat her as capable rather than delicate, and she will risk almost anything to bring them home alive. She also keeps a cracked blue gemstone taken from the first dungeon, convinced it is connected to the source of her wild magic.
Flaws
She cannot leave valuable-looking objects behind, even when doing so would obviously keep everyone alive. When frightened, she becomes argumentative and insists that every reckless decision was part of a plan.
Quirks
Background
Veskrin Seln was raised in a quiet elven quarter where everyone expected her to become a scholar, a musician, or at least someone capable of carrying a crate without needing to sit down afterward. She disappointed them in nearly every respect. Her body was slight and easily exhausted, but strange power gathered behind her ribs, bursting out whenever she was cornered, embarrassed, or furious. A dropped lantern once became a ring of blue fire, and a stern tutor briefly grew a second shadow that insulted him in Elvish. Her family called it dangerous. Veskrin called it useful. She fell in with a group of young adventurers after helping them bypass a locked storehouse, mostly because they laughed when her magic misbehaved instead of looking afraid. Their first dungeon expedition was meant to be a simple robbery of an abandoned watch vault, but the vault contained a sealed fragment of something older than the town itself. Veskrin touched the seal, survived the resulting explosion, and has been convinced ever since that the dungeon was trying to recruit her. She now travels with her friends as their scout, arcane distraction, and highly opinionated distributor of loot, determined to prove that being frail is not the same thing as being helpless.
“Her body was slight and easily exhausted, but strange power gathered behind her ribs, bursting out whenever she was cornered, embarrassed, or furious.”
- Background
- Criminal
Connections
Species
High Elf
Media
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