Sera Vey
Sera Vey
Sheet
AC 14 · HP 27 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingWIS
- ArcanaINT
- AthleticsSTR
- DeceptionCHA
- HistoryINT
- InsightWIS
- IntimidationCHA
- InvestigationINT
- MedicineWIS
- NatureINT
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- ReligionINT
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
13 featuresBonus action
- Cunning ActionLevel 2
When Bonus action.
Sera takes the Dash, Disengage, or Hide action as a bonus action.
- Fast HandsLevel 3
When Bonus action.
Sera uses an object, searches, or attempts certain thieves' tools checks as a bonus action.
Always on
- Sneak AttackLevel 1
When When Sera hits with an eligible attack and qualifies for Sneak Attack.
Sera deals an extra 1d6 damage once per turn when she hits a qualifying target with Advantage or another valid Sneak Attack condition.
- Second-Story WorkLevel 3
When Whenever Sera climbs or moves through vertical terrain.
Sera moves through climbing routes without spending extra movement and has a climb speed equal to her Speed.
- Thieves' CantLevel 1
Sera has proficiency in thieves' cant, a secret mixture of coded language, signs, and slang used by rogues and criminals.
- ExpertiseLevel 1
Sera has Expertise in Stealth and Sleight of Hand, doubling her Proficiency Bonus for those proficiencies.
- Weapon MasteryLevel 1
Sera can use the Weapon Mastery properties of weapons for which she has the appropriate proficiency. Her selected mastery weapons are the dagger, shortbow, and shortsword, though she currently carries no weapons.
- Rogue SubclassLevel 3
Sera gains the Thief subclass. She has learned to manipulate objects and exploit vertical spaces with exceptional speed.
- ResourcefulHumanSera gains Heroic Inspiration whenever she finishes a Long Rest.
- SkillfulHumanSera gains proficiency in one additional skill, Athletics.
- VersatileHumanSera gains one Origin feat, Skilled.
- SkilledHumanSera gains proficiency in three additional skills or tools, Arcana, Performance, and Persuasion.
- Criminal ContactCriminal
Sera has a reliable contact in the criminal underworld. She knows how to exchange messages with criminal contacts through coded marks, dead drops, intermediaries, and discreet signals. Her contact can provide information, arrange introductions, or pass along warnings, though favors may carry risks or costs.
Gear
10 itemsTools
- CrowbarA sturdy metal pry bar used for doors, crates, and improvised leverage.
- Thieves' toolsSet of thieves' tools containing picks, tension bars, probes, and miniature files.
- Disguise kitDisguise materials including cosmetics, hair pieces, clothing accessories, and reversible identification markers.
- Forgery kitPaper, ink, seals, blank forms, and tools for reproducing or altering documents.
- Gaming setA small set of marked cards and dice used for gambling and coded communication.
Gear
- Dark practical clothingModern fitted dark gray shirt and durable black cargo pants suitable for stealth and movement.
- Leather jacketWorn leather jacket with concealed pockets and a raised collar for anonymity.
- Reinforced bootsHeavy lace-up boots with reinforced toes and thick soles.
- Hooded lanternCompact hooded lantern adapted for urban exploration and low-light work.
- Pouch of coinsA small pouch containing starting funds and emergency cash.
Appearance
Sera is a lean, athletic human woman standing about 5 feet 8 inches tall. Her warm olive skin bears a thin scar across her collarbone and a puckered mark on her left forearm. She has an angular face, high cheekbones, a sharp jawline, and a straight nose that appears to have been broken and reset. Her wide-set eyes are deep brown, nearly black, and constantly alert. Her black hair is cut in a short, practical pixie style, tousled and slightly damp after a recent shower. She wears fitted dark gray shirts, black cargo pants, heavy lace-up boots, and a worn leather jacket with numerous useful pockets. A hoodie or plain cap helps her disappear into a crowd.
Mannerisms
Sera constantly tracks exits, reflective surfaces, and nearby hands. She speaks in short, precise sentences, rarely raises her voice, and pauses before entering any room as if mentally measuring the walls. When irritated, she taps two fingers against her thumb in the rhythm of a lock being picked.
Personality
Sera is practical, observant, and intensely self-reliant. She respects competence more than rank and has no patience for wasted motion, pointless cruelty, or leaders who have never bled for anyone. In a crisis, she becomes terse, direct, and brutally effective. Beneath her guarded exterior is a fiercely protective person who notices hunger, fear, and desperation because she remembers what they feel like.
Ideals
Competence. Power should belong to the people capable of using it responsibly, not to those who merely inherited a title or bought a uniform.
Bonds
She keeps a coded ledger containing the names and unfinished business of everyone from her former crew. She intends to expose the patron who betrayed them and protect the younger runners still trapped in the undercity.
Flaws
Sera assumes every offer has a hidden price, including genuine kindness. She can become cold and controlling when frightened, and she would rather take a dangerous risk alone than admit she needs help. Her hatred of sanctimonious authority figures sometimes causes her to provoke people who would be more useful as allies.
Quirks
Background
Sera grew up in the lower districts of a vast high fantasy city, where enchanted transit lines hummed beneath the streets and the wealthy lived behind wards, gates, and private security constructs. Her family survived by repairing locks, salvaging discarded magical devices, and doing whatever work the respectable districts refused to acknowledge. Sera learned early that the city had two maps, the one printed in official guides and the one understood by couriers, smugglers, maintenance workers, and rooftop runners. She became fluent in the second map before she was old enough to vote. Her criminal career began with small jobs, opening sealed doors, carrying messages through restricted neighborhoods, and stealing medicine for people who could not afford it. She eventually joined a burglary crew, where her patience, athleticism, and instinct for unseen danger made her the most reliable infiltrator in the group. The crew collapsed after a wealthy patron betrayed them to protect his own reputation, leaving several members dead and Sera badly injured. Since then, she has operated independently, taking jobs that pay enough to survive but refusing work that targets the helpless. She now uses the same skills that once made her a thief to expose corrupt officials, rescue people trapped by the city's powerful, and make sure no one else is discarded as easily as her old crew was.
“Her family survived by repairing locks, salvaging discarded magical devices, and doing whatever work the respectable districts refused to acknowledge.”
- Background
- Criminal
Connections
Species
Human
Media
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