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Nova Veyr - AI-generated fantasy Character

Nova Veyr

Human · Ranger / Rogue (Gloom Stalker Ranger 11 / Scout Rogue 7) · Level 18 · Soldier

Nova Veyr

Nova is quiet, observant, and intensely practical.
AC15
HP77/77
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 15 · HP 77 · 30 ft.
AlignmentNeutral GoodGenderFemaleAge28 years old
STR
DEX
CON
INT
WIS
CHA

Saving throws

STRDEXCONINTWISCHA

Skills

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

Armor

Light armor,
Medium armor,
Shields

Weapons

Simple weapons,
Martial weapons,
Hand crossbows,
Longswords,
Rapiers,
Shortswords,
Longbows,
Shortbows,
Other martial ranged weapons,
Other martial melee weapons

Tools

Thieves' tools,
One gaming set,
Vehicles (land)

Languages

Common,
Orcish,
Thieves' Cant

Features

27 features

Action

  • Dread Ambusher

    When On the first turn of combat

    As an action, Nova makes two weapon attacks. On her first turn in combat, she gains 10 feet of additional movement and can make one extra weapon attack as part of that action. If the extra attack hits, it deals an additional 1d8 weapon damage.

  • Iron MindLevel 7

    Nova gains proficiency in Wisdom saving throws against being frightened. She can also use an action to end one effect on herself causing her to be frightened.

Bonus action

  • Cunning ActionLevel 2

    When On her turn

    As a bonus action, Nova can Dash, Disengage, or Hide.

Reaction

  • Skirmisher

    When When an enemy ends its turn near her

    When an enemy ends its turn within 5 feet of Nova, she can use her reaction to move up to half her speed without provoking opportunity attacks.

  • Uncanny DodgeLevel 5

    When When hit by an attack

    When an attack hits Nova and she can see the attacker, she can use her reaction to halve the attack's damage.

  • ScoutLevel 3

    Nova chooses the Scout archetype. She gains Skirmisher and Survivalist. Skirmisher allows her to move up to half her speed as a reaction when an enemy ends its turn near her without provoking opportunity attacks. Survivalist grants expertise in Nature and Survival.

Always on

  • Sneak AttackLevel 1

    When When hitting with a finesse or ranged weapon

    Once per turn, Nova deals an extra 4d6 damage when she hits with a finesse or ranged weapon while meeting the Sneak Attack conditions.

  • Stalker's FlurryLevel 11

    When Once on each of her turns when she misses

    When Nova misses with a weapon attack, she can make another weapon attack as part of the same action.

  • Extra AttackLevel 5

    When When taking the Attack action

    Nova can make two attacks whenever she takes the Attack action.

  • Favored EnemyLevel 1

    Nova gains a favored enemy category. Her favored enemies are humanoids, particularly agents of corrupt organizations and enemy intelligence networks. She has advantage on Wisdom (Survival) checks to track them and Intelligence checks to recall information about them.

  • Natural ExplorerLevel 1

    Nova is an expert explorer. She is particularly skilled at navigating, tracking, remaining alert, and operating in hostile territory. Under the 2014 rules, this includes Natural Explorer benefits for one favored terrain, chosen as urban environments, represented by the city and underground.

  • Fighting StyleLevel 2

    Nova gains a fighting style. She chooses Two-Weapon Fighting, adding her ability modifier to the damage of a second weapon attack made with an off-hand weapon.

  • SpellcastingLevel 2

    Nova can cast ranger spells using Wisdom. She knows ranger spells and regains expended spell slots after a long rest.

  • Gloom StalkerLevel 3

    Nova chooses the Gloom Stalker archetype. She gains superior darkvision, Dread Ambusher, and Umbral Sight. She can see normally in darkness, is difficult for creatures relying on darkvision to detect in darkness, and gains an extra attack with bonus movement on the first turn of combat. That extra attack deals an additional 1d8 weapon damage if it hits.

  • Greater Favored EnemyLevel 6

    Nova gains an additional favored enemy and associated language. She chooses aberrations, especially unnatural entities involved in secret experimentation.

  • Ability Score ImprovementLevel 8

    Nova gains a ranger improvement, increasing her Dexterity from 18 to 20. This is represented as a final ability score of 20 after human bonuses and advancement.

  • ExpertiseLevel 1

    Nova gains rogue expertise in two proficient skills and thieves' tools. Her expertise applies to Stealth and Perception, doubling her proficiency bonus for those checks.

  • Thieves' CantLevel 1

    Nova gains thieves' cant, a secret mixture of coded language, signs, and symbols used by rogues and criminal networks.

  • Ability Score ImprovementLevel 4

    Nova gains an Ability Score Improvement, increasing her Constitution from 17 to 18 after applying human bonuses.

  • SurvivalistLevel 3

    Nova gains another use of Expertise, applying it to Nature and Survival through her Scout training.

  • EvasionLevel 7

    Nova gains Evasion. On a successful Dexterity saving throw against an effect causing half damage, she takes no damage. On a failed save, she takes half damage.

  • Ability Score IncreaseHuman+1 to all six ability scores
  • TraitHumanMedium size
  • SpeedHuman30 feet
  • One additional languageHumanOrcish
  • TraitHumanHuman versatility and adaptability
  • Military RankSoldier

    Nova retains the respect and practical support of former soldiers, scouts, intelligence operatives, and veterans who recognize her service. She can identify military insignia, ranks, camp routines, and basic field procedures, and can usually secure shelter or aid from sympathetic military contacts.

Spells

7 spells

Spellcasting. Nova Veyr casts with Wisdom (spell save DC 18, to hit with spell attacks).

1st level (4 slots): , , ,

2nd level (3 slots): ,

3rd level (2 slots):

4th level (1 slot): no spells

Gear

14 items

Weapons

  • Longbow
    A compact longbow or modern ranged equivalent, with precision arrows or ammunition.
  • 2×
    Shortswords
    A pair of shortswords suitable for close-quarters fighting and dual wielding.
  • Hand crossbow
    A hand crossbow with a compact profile, suitable for ambushes and concealed carry.

Armor

  • Chain shirt
    A well-maintained medium armor vest or chain shirt, adapted to Nova's modern tactical appearance.

Tools

  • Gaming set
    A deck of cards used for military games and coded exchanges.
  • Thieves' tools
    A set of thieves' tools including picks, small files, pliers, and tension tools.

Gear

  • Dark traveler's clothes
    A simple black hooded cloak for concealment and weather protection.
  • 20×
    Arrows
    A quiver containing 20 arrows.
  • Dungeoneer's pack
    A dungeoneer's pack containing a backpack, crowbar, hammer, pitons, torches, tinderbox, rations, waterskin, and rope.
  • Insignia of rank
    A military insignia from Nova's former unit.
  • Trophy from a fallen enemy
    A trophy taken from a fallen enemy, kept as a reminder rather than a boast.
  • Common clothes
    A set of common clothes suitable for blending into civilian crowds.
  • 20×
    Crossbow bolts
    Twenty bolts for the hand crossbow.

Purse

  • Belt pouch
    A belt pouch containing 10 gold pieces.

Appearance

Nova is a fair-skinned human woman with a lean, athletic build, sharp features, high cheekbones, a straight nose, and pale blue eyes with a calm, analytical intensity. Her blonde hair is cut into a neat, chin-length asymmetrical bob. Faint scars cross her collarbone and forearm. In modern settings, she wears dark tactical clothing, a matte black sound-dampening bodysuit, charcoal modular vest, dexterous gloves, and silent-soled boots. In a traditional fantasy setting, this translates to a fitted black leather jerkin, dark travel clothes, studded leather armor, a hooded cloak, and meticulously maintained weapons.

Mannerisms

Nova speaks in short, precise sentences and rarely repeats herself. She studies exits before sitting, checks reflective surfaces without appearing to look, and keeps one hand near a weapon whenever someone raises their voice. When thinking, she taps two fingers against her thumb in a slow, silent count.

Personality

Nova is quiet, observant, and intensely practical. She values competence, preparation, and loyalty demonstrated through action. She does not enjoy killing, but she accepts lethal force as a grim tool when every safer option has failed. Beneath her controlled exterior is a fierce protective instinct, expressed through logistics, vigilance, and making sure others have an escape route.

Ideals

Competence. Survival is not selfish when failure places others in danger. Trust must be earned through action, and every operation should leave fewer innocent people exposed than before.

Bonds

Nova carries a damaged identification token from the reconnaissance unit that abandoned her. She intends to find the operative who sold her cover and expose everyone who profited from her imprisonment. She is fiercely protective of the few companions who have earned her trust through action.

Flaws

Nova assumes every kindness has a hidden price. She can become controlling when plans change, refuses to admit when she is exhausted, and will risk herself recklessly rather than allow an ally to be captured. Her distrust of authority sometimes blinds her to legitimate leadership.

Quirks

Keeps a written count of exits in unfamiliar rooms.
Cleans and rechecks her weapons whenever she is forced to wait.
Never sits with her back to a door.
Collects broken identification tags from missions that went wrong.
Uses the phrase 'Move clean' as both an instruction and a farewell.

Background

Nova was born into a human military family and learned early that survival depended on preparation, discipline, and the ability to read a room before anyone else noticed danger. She served as a reconnaissance operative and field scout, specializing in infiltration, tracking, urban observation, and precision strikes. Her talent for moving unseen eventually drew the attention of a clandestine ranger unit that operated beyond ordinary military command. There, she became a Gloom Stalker, trained to navigate darkness, hostile territory, and the moments before violence began. Her soldiering gave her discipline, while the wilderness taught her patience and the city taught her how to disappear in plain sight. During a deep-cover mission, Nova was captured and held for six months in a hidden prison. Her body was broken through interrogation, but her mind remained controlled and observant. She escaped by turning her captors' routines against them, leaving behind her former identity and most of her faith in institutions. On the outside, she learned the ways of a Scout rogue, mastering evasive movement, ambush tactics, thieves' tools, and the subtle art of surviving without support. Nova now works as a hunter of threats that powerful people prefer to ignore. She does not seek glory. She seeks leverage, reliable allies, and the certainty that no one will ever again decide her fate while she is helpless.

“She served as a reconnaissance operative and field scout, specializing in infiltration, tracking, urban observation, and precision strikes.”
From their backstory
Background
Soldier

Connections

Species

Human

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