Veyra Galeveil
Veyra Galeveil
Sheet
AC 11 · HP 15 · 35 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
Armor
Weapons
Tools
Languages
Features
10 featuresBonus action
- Magical CunningLevel 2
You can use a Bonus Action to take a Magic action to regain one expended Pact Magic spell slot. You can use this feature once per Long Rest.
Always on
- Pact MagicLevel 1
You can cast warlock spells using Charisma as your spellcasting ability. You have two 1st-level Pact Magic spell slots, and you regain all expended Pact Magic spell slots when you finish a Short or Long Rest.
- Eldritch InvocationsLevel 1
You gain two Eldritch Invocations of your choice. Agonizing Blast adds your Charisma modifier to the damage of one damage-dealing warlock cantrip, currently Eldritch Blast. Pact of the Tome grants a magical book containing additional cantrips and ritual magic.
- TraitGenasi, AirCreature type Humanoid.
- TraitGenasi, AirDarkvision out to 60 feet.
- TraitGenasi, AirElemental nature grants resistance to Lightning damage.
- TraitGenasi, AirSpeed is 35 feet.
- You know the Shocking Grasp cantripGenasi, AirCharisma is your spellcasting ability for it.
- TraitGenasi, AirAt character level 3, you can cast Feather Fall once per Long Rest without a spell slot. At character level 5, you can cast Levitate once per Long Rest without a spell slot.
- Criminal ContactCriminal
You have a reliable and trustworthy contact who acts as your liaison to a network of other criminals. You know how to get messages to and from this contact, even across long distances, though you cannot guarantee the contact's safety or availability.
Spells
6 spellsSpellcasting. Veyra Galeveil casts with Charisma (spell save DC 10, to hit with spell attacks).
Cantrips (at will): , ,
1st level (2 slots): , ,
Gear
11 itemsWeapons
- SickleA small curved blade suitable for close combat or cutting rope.
- 2×DaggerBalanced throwing and fighting knives.
Armor
- Leather ArmorLight protective armor made from oiled leather.
Tools
- CrowbarA heavy iron bar useful for prying open doors and crates.
- Gaming SetA set of marked bone tiles used for gambling and signaling guild members.
- Thieves' ToolsTools for picking locks and disabling mundane traps.
Gear
- Arcane FocusA crystal shard containing a captive swirl of air, used as an arcane focus.
- Scholar's PackA pack containing candles, a spellbook, parchment, ink, food, and other scholarly supplies.
- Fine ClothesFine but deliberately nondescript clothing suitable for blending into respectable society.
- 2×PouchSmall belt pouches for coins, keys, and stolen objects.
Purse
- 16×Gold PiecesStarting currency from criminal work and adventuring preparation.
Appearance
A lean, ash-gray air genasi woman with pale blue eyes, silver-white hair that drifts as though underwater, and faint wisps of mist curling from her fingertips. A jagged scar runs from her left temple to her cheek, and a constellation of small metallic tattoos marks the pact sigils hidden beneath her collar. She dresses in a dark leather coat, soft boots, and a scarf that constantly flutters despite the absence of wind.
Mannerisms
Veyra constantly checks windows, exits, and reflective surfaces. When thinking, she taps two fingers against her wrist as if counting an invisible pulse. Her voice becomes unusually soft when she is lying, and loose papers tend to stir whenever she grows angry.
Personality
Quietly observant and dryly humorous, Veyra prefers to listen until everyone else has revealed what they want. She is patient with frightened people, suspicious of confident people, and incapable of resisting a locked door or an unanswered question.
Ideals
Knowledge. Secrets are the only currency that cannot be stolen from you permanently. I will learn the truth behind my pact, no matter who tries to bury it.
Bonds
I owe my life to the one former guild contact who helped me escape, and I will return for her when I am strong enough to protect her.
Flaws
I assume every kindness has a hidden price, and I would rather betray someone first than risk being betrayed.
Quirks
Background
Veyra was born in a crowded riverside district where the air was always thick with soot, rain, and shouted bargains. Her elemental heritage first revealed itself during a burglary gone wrong. Cornered on a warehouse roof, she called down a sudden blast of wind that carried her across the alley and scattered the guards below. The local thieves' guild recognized her talent and recruited her as a courier, infiltrator, and occasional saboteur. Her criminal career ended when a stolen black-bound grimoire whispered her name from inside a locked merchant's vault. The book belonged to an imprisoned entity from the space between storms, a being that offered Veyra power in exchange for freedom she did not yet know how to grant. She accepted the pact to escape the guild's executioners, then used her new magic to vanish into the wider world. Now she works as a cautious adventurer, searching for the grimoire's missing pages and trying to discover whether her patron chose her because she was clever, desperate, or already being watched.
“Her elemental heritage first revealed itself during a burglary gone wrong.”
- Background
- Criminal
Connections
Species
Genasi, Air
Media
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