Vakaria Veyr
Vakaria Veyr
Sheet
AC 17 · HP 105 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingWIS
- ArcanaINT
- AthleticsSTR
- DeceptionCHA
- HistoryINT
- InsightWIS
- InvestigationINT
- MedicineWIS
- NatureINT
- PerceptionWIS
- PersuasionCHA
- ReligionINT
- StealthDEX
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
33 featuresAction
- Telekinetic MovementLevel 3
Vakaria can move an object or willing creature within 30 feet up to 30 feet as an action, or lift an unattended object weighing no more than 30 pounds.
Bonus action
- Cunning ActionLevel 2
When Bonus action on her turn.
Vakaria uses Cunning Action to Dash, Disengage, or Hide as a bonus action.
- Second WindLevel 1
Vakaria can use a bonus action to regain 1d10 + 3 hit points once per short or long rest.
- Psychic BladesLevel 3
Vakaria can manifest a psychic blade in a free hand and make a melee or ranged attack with it. The blade deals 1d6 psychic damage, or 1d4 when used for the bonus action attack. The blade leaves no wound and vanishes after striking or immediately after the attack.
Reaction
- Protective FieldLevel 3
When When she or an ally within 30 feet takes damage.
Vakaria uses her reaction to reduce damage dealt to herself or an ally within 30 feet by her Psi Warrior die plus 5.
- Uncanny DodgeLevel 5
When Reaction when hit by an attack.
Vakaria halves the damage from a weapon attack that hits her.
Always on
- Sneak AttackLevel 1
When Once per turn when hitting with a finesse or ranged weapon attack while having advantage or an eligible ally adjacent to the target.
Vakaria makes a weapon attack that meets the Sneak Attack conditions, dealing an additional 5d6 damage once per turn.
- Psychic Blade
When When she makes an attack with a free hand available.
Vakaria manifests a psychic blade and attacks with it, using Dexterity and dealing psychic damage on a hit.
- Psychic TeleportationLevel 9
When Bonus action, while a Soulknife Psionic Energy die is available.
Vakaria teleports herself, and optionally a willing adjacent creature, up to 10 times the result of a Soulknife Psionic Energy die.
- Psionic Precision
When After failing a qualifying ability check or missing with a Psychic Blade attack.
Vakaria adds a Soulknife Psionic Energy die to a failed ability check or to a missed Psychic Blade attack, as appropriate.
- Action SurgeLevel 2
When On her turn, once per short or long rest.
Vakaria uses Action Surge to take one additional action on her turn.
- Multiclass ProficienciesLevel 1
Vakaria gains proficiency with light armor, medium armor, shields, simple weapons, martial weapons, thieves' tools, and one musical instrument from her first-class proficiencies, subject to multiclass restrictions.
- Rogue Saving Throw ProficienciesLevel 1
Vakaria gains proficiency in Dexterity and Intelligence saving throws.
- ExpertiseLevel 1
Vakaria gains expertise in Stealth and Investigation, doubling her proficiency bonus for those skills.
- Thieves' CantLevel 1
Vakaria knows Thieves' Cant, including its secret signs and coded terminology.
- Fighting StyleLevel 1
Vakaria gains a Fighting Style. She has chosen Two-Weapon Fighting, adding her ability modifier to the damage of a second weapon attack made with her other hand.
- Additional ExpertiseLevel 6
Vakaria gains proficiency in two additional skills, Perception and Deception, and gains expertise in both Stealth and Investigation through her rogue advancement.
- EvasionLevel 7
Vakaria takes no damage on a successful Dexterity saving throw against an effect that normally deals half damage, and takes half damage on a failed save.
- Reliable TalentLevel 11
Vakaria treats any roll of 9 or lower on an ability check using a proficient skill or tool as a 10.
- Ability Score ImprovementsLevel 4
Vakaria increased her Dexterity by 2 at rogue level 4 and her Intelligence by 2 at rogue level 8. Her Dexterity and Intelligence are both now 20.
- Psionic PowerLevel 3
Vakaria gains a pool of Psionic Energy dice, represented by four d8s. She regains all expended dice after a long rest and can regain one after a short rest. She can use these dice for Soulknife features.
- Psi-Bolstered KnackLevel 3
Vakaria can expend a Psionic Energy die when she fails an ability check, adding the result to the check and potentially turning failure into success.
- Psychic WhispersLevel 3
Vakaria can establish silent telepathic communication with creatures she can see, allowing a number of minutes of communication equal to her proficiency bonus per creature.
- Soul BladesLevel 9
When Vakaria uses Psychic Blades and rolls a 1 on a Psionic Energy die, she can reroll it, using the new result.
- Homing StrikesLevel 9
When Vakaria misses with a Psychic Blade attack, she can expend a Psionic Energy die to add the result to the attack roll, potentially turning the miss into a hit.
- Psi Warrior Psionic PowerLevel 3
Vakaria gains a second pool of Psionic Energy dice, represented by three d6s. She regains all expended dice after a long rest. Her Psi Warrior features use this pool separately from her Soulknife dice.
- Psionic StrikeLevel 3
When Vakaria hits a creature with a weapon attack, she can expend a Psionic Energy die to deal an extra 1d6 psychic damage and move the target up to 10 feet if it is Large or smaller.
- Ability Score IncreaseHuman+1 to Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma.
- SizeHumanMedium.
- SpeedHuman30 feet.
- LanguagesHumanCommon and one additional language.
- VersatileHumanHuman adaptability provides broad training and social access.
- Position of PrivilegeNoble
Vakaria can secure an audience with local nobles, aristocrats, and influential officials. Commoners may also recognize her lineage and treat her as a person of status.
Gear
14 itemsWeapons
- 2×DaggersA light, concealable blade suitable for finesse attacks and off-hand fighting.
- Hand crossbowA hand crossbow with 20 bolts, used when distance and silence are preferable to direct engagement.
- RapierA martial weapon selected for Psi Warrior training, a rapier with a narrow, balanced blade.
- ShortswordA second martial weapon selected for close combat, a shortsword suited to rapid paired attacks.
Armor
- Leather armorA reinforced leather jacket and fitted protective clothing, represented mechanically as leather armor.
Tools
- Thieves' toolsA set of thieves' tools used for locks, traps, and delicate mechanical work.
Gear
- Fine clothesA set of fine, dark noble clothing suitable for formal appearances and discreet political meetings.
- Signet ringA signet ring bearing the crest of Vakaria's family.
- Scroll of pedigreeA scroll of pedigree proving Vakaria's noble lineage.
- Burglar's packA burglar's pack containing a backpack, 1,000 ball bearings, 10 feet of string, a bell, five candles, a crowbar, a hammer, 10 pitons, a hooded lantern, two flasks of oil, five days of rations, tinderbox, and a waterskin.
- 20×Crossbow boltsA quiver or case containing ammunition for the hand crossbow.
- Tactical attireA compact tactical-style outfit with matte fabric, reinforced panels, gloves, and padded boots. This is cosmetic flavor and does not alter the leather armor statistics.
- Steel ringA plain steel ring worn on her right middle finger, with no magical properties.
Purse
- 25×Gold piecesA purse containing 25 gp from her noble background.
Appearance
Vakaria is a lean, sharp-featured human woman in her late twenties, of average height with an athletic build and an alert, upright posture. Her silver hair is shaved close at the sides and back, with a sleek longer section swept over the top and falling just past her jaw. Her eyes are tarnished steel gray, intelligent and watchful. Pale porcelain skin bears faint scars along her jawline and knuckles. She favors dark, functional clothing, including a fitted black top, charcoal cargo trousers, scuffed black leather boots, and a plain steel ring on her right middle finger. In combat, she wears a matte charcoal bodysuit, a black tactical vest, reinforced fingerless gloves, padded boots, and concealed blades. Her movement is controlled, economical, and nearly silent.
Mannerisms
Vakaria pauses for a breath before answering difficult questions, as if checking the speaker's intent rather than their words. She rarely turns her back on a door, keeps her hands still when others fidget, and maintains direct eye contact without blinking for just a little too long.
Personality
Vakaria is quiet, precise, and intensely observant. She speaks only when she believes her words will change the situation, and her dry wit appears most often during danger or in the company of people she trusts. She respects competence, preparation, and honesty under pressure. Though fiercely independent, she understands that survival sometimes requires a team and will protect capable allies with surprising devotion. Her telepathy has made her even more guarded, because she knows how easily private thoughts can become weapons.
Ideals
Competence. Power should belong to those disciplined enough to use it precisely, and secrets should be controlled by people capable of understanding their consequences.
Bonds
The surviving members of Vakaria's disgraced family depend on her protection, even if they no longer trust her methods. She is determined to uncover the conspirator who engineered her house's downfall and expose the truth publicly.
Flaws
Vakaria believes dependence is a weakness and will often reject help even when accepting it would be wiser. She is dangerously willing to sacrifice trust, reputation, and her own safety in pursuit of useful information. The fear that she may become as manipulative as the family she despises makes her guarded, severe, and occasionally cruel in judgment.
Quirks
Background
Vakaria was born into a minor human noble house whose influence rested on secrets rather than armies. Her family maintained discreet intelligence networks, arranged political compromises, and ensured that dangerous information reached the right hands. Vakaria was trained from childhood in etiquette, languages, observation, and the quiet arts of reading a room. She learned early that a noble title could open a door, but only competence could keep someone alive after stepping through it. When her family was betrayed during a succession dispute, Vakaria escaped an attempted assassination and disappeared into the streets. For years she survived as a courier, infiltrator, burglar, and occasional enforcer, learning to trust patterns more than promises. Her talent for slipping unseen through guarded places eventually developed into something stranger. She began hearing thoughts as impressions, whispers, and sudden flashes of intent. These latent psionic abilities became sharper after she joined a clandestine organization that taught her to shape thought into psychic blades and weaponize disciplined mental force. Now she works as a precise operative, combining aristocratic access, criminal adaptability, Soulknife techniques, and Psi Warrior training. She seeks the power to uncover who destroyed her family, while quietly wondering whether revenge is merely another form of servitude.
“Her family maintained discreet intelligence networks, arranged political compromises, and ensured that dangerous information reached the right hands.”
- Background
- Noble
Connections
Species
Human
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