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Kaela Voss - AI-generated fantasy Character

Kaela Voss

Human · Fighter (Psi Warrior) · Level 20 · Criminal

Kaela Voss

Coldly observant, fiercely self-reliant, and unexpectedly protective of the powerless.
AC18
HP185/185
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 18 · HP 185 · 30 ft.
AlignmentChaotic NeutralGenderFemaleAge34
STR
DEX
CON
INT
WIS
CHA

Saving throws

STRDEXCONINTWISCHA

Skills

  • AcrobaticsDEX
  • HistoryINT
  • PerceptionWIS
  • Sleight of HandDEX
  • StealthDEX

Armor

Light armor,
Medium armor,
Heavy armor,
Shields

Weapons

Simple weapons,
Martial weapons

Tools

Thieves' Tools

Languages

Common

Features

26 features

Action

  • Extra AttackLevel 5

    You can attack twice instead of once whenever you take the Attack action.

  • Two Extra AttacksLevel 11

    You can attack three times instead of once whenever you take the Attack action.

Bonus action

  • Tactical ShiftLevel 5

    When Bonus Action

    Use Second Wind as a Bonus Action to heal and move up to half speed without provoking Opportunity Attacks.

  • Telekinetic control

    When Bonus Action or attack rider

    As a Bonus Action, use psionic force to alter position, movement, or balance, depending on the Psi Warrior feature available at your level.

  • Second WindLevel 1

    As a Bonus Action, regain hit points equal to 1d10 plus your Fighter level. You can use this feature twice, regaining uses on a Short or Long Rest.

  • Action SurgeLevel 2

    As a Bonus Action, take one additional action on your turn, except the Magic action. At level 17, you can use it twice before a rest.

Reaction

  • Protective Field

    When Reaction to damage

    Use your reaction to reduce damage to yourself or a nearby ally with psionic force.

Always on

  • Three Extra AttacksLevel 20

    When Attack action

    Strike four times when taking the Attack action.

  • Psionic Strike

    When Weapon hit

    Spend a Psionic Energy Die to add force damage to a weapon hit and potentially add a telekinetic rider from your Psi Warrior features.

  • Fighting MasteryLevel 1

    You gain proficiency with all armor, shields, simple weapons, and martial weapons.

  • Weapon MasteryLevel 1

    You gain mastery of three simple or martial weapons of your choice, and can change one choice when you finish a Long Rest.

  • Tactical MindLevel 2

    When you fail an ability check, you can expend a use of Second Wind to roll 1d10 and add it to the check. If it still fails, the use is not expended.

  • Fighter SubclassLevel 3

    You gain a Fighter subclass of your choice.

  • Ability Score ImprovementLevel 4

    You gain the Ability Score Improvement feat or another feat for which you qualify. You gain this again at Fighter levels 6, 8, 12, 14, 16, and 19 via Epic Boon.

  • IndomitableLevel 9

    When you fail a saving throw, you can reroll it with a bonus equal to your Fighter level. Usable once per Long Rest, with more uses gained at higher levels.

  • Tactical MasterLevel 9

    When you attack with a weapon whose mastery property you can use, you can replace that property with Push, Sap, or Slow for that attack.

  • Studied AttacksLevel 13

    If you miss with an attack roll against a creature, you have Advantage on your next attack roll against that creature before the end of your next turn.

  • Action Surge and Indomitable ImprovementsLevel 17

    You gain a second use of Action Surge and a third use of Indomitable.

  • Epic BoonLevel 19

    You gain an Epic Boon feat or another feat for which you qualify.

  • Creature TypeHumanHumanoid
  • SizeHumanMedium or Small, chosen when you select this species
  • SpeedHuman30 feet
  • TraitHumanResourceful, you gain Heroic Inspiration whenever you finish a Long Rest
  • TraitHumanSkillful, you gain proficiency in one skill of your choice
  • TraitHumanVersatile, you gain an Origin feat of your choice
  • AlertCriminal

    Alert grants a +5 bonus to initiative and helps her react before danger fully blooms. It fits a career built on surviving ambushes, betrayals, and the first blow in a fight.

Gear

12 items

Weapons

  • Scimitar
    A scimitar balanced for rapid cuts.
  • Shortsword
    A short blade for close quarters.
  • Longbow
    A long-range bow carried for silent kills and prison-yard fantasies of escape.
  • 2×
    Daggers
    Two daggers kept for emergencies and quiet work.

Armor

  • Studded Leather Armor
    Studded leather armor, worn and customized with hidden knife slots and padded seams.

Tools

  • Thieves' Tools
    A set of thieves' tools, carefully maintained despite years of rough handling.
  • Crowbar
    A crowbar used for doors, grates, and leverage in a fight.

Gear

  • 20×
    Arrows
    A bundle of arrows for the longbow.
  • Quiver
    A quiver for carrying arrows.
  • Dungeoneer's Pack
    A sturdy pack with bedroll, rations, rope, and survival basics.
  • Traveler's Clothes
    Simple travel clothes, now mostly replaced by prison-worn modern streetwear.
  • 2×
    Pouch
    A pair of pouches for contraband, coin, or stolen keys.

Appearance

A human woman with a shaved head, hard eyes, and a body covered in intricate tattoos that map gang signs, prison marks, and psionic sigils across her scalp, throat, arms, and hands. She wears practical modern clothes that look half-mended and half-stolen, with a restrained, almost clinical neatness that clashes with her criminal past. Even in confinement, she carries herself like a weapon that refuses to rust.

Mannerisms

She speaks softly when angry, and when she is planning violence her left thumb taps each knuckle in sequence. In conversation she never sits with her back to a door, and she tends to tilt her head as if listening to a voice just outside hearing range.

Personality

Coldly observant, fiercely self-reliant, and unexpectedly protective of the powerless. Kaela measures people by what they do under pressure, not by what they claim to be, and she respects competence more than kindness, though she secretly needs both.

Ideals

Freedom is the only honest law. Kaela believes no chain, social, legal, or psychic, has the right to hold a person forever. She values self-determination above mercy, though she is beginning to suspect the two may not be true enemies.

Bonds

She still owes her life to the one cellmate who taught her how to breathe through pain and keep her mind from fracturing. She also keeps every name she has ever crossed, because someday she intends to decide which of them dies, and which of them begs.

Flaws

Kaela confuses control with safety, and if she thinks she can outthink a situation, she will risk everyone in the room to prove it. She can be cruel when frightened, and in captivity she learned to hide vulnerability behind sarcasm, threats, and a smile that never reaches her eyes.

Quirks

She counts exits automatically whenever she enters a room.
She traces invisible sigils over her forearm when concentrating.
She cannot resist inspecting locks, hinges, and cuffs.
She smiles only after landing the first blow.

Background

Kaela Voss was born in the back alleys of a crowded river city, where every honest trade had a locked door and every locked door had someone willing to open it. She started as a cutpurse, then a courier, then the kind of burglar that criminals hired when they needed a vault opened without bloodshed. What nobody understood was that Kaela was not merely quick, she was impossible to corner. In the instant before a guard’s shout or a blade’s arc, she would move first, as if some hidden instinct had already seen the future and nudged her aside. Her gift awakened in a prison yard, when a broken man swung a shiv at her and the world seemed to slow into sharp, bright fragments. Kaela did not just dodge, she threw the man backward with a thought so violent that the wardens called it witchcraft and chained her in a deeper cell. Years of confinement followed, her head shaved, her body inked with tally marks, names, routes, and private psionic diagrams she etched into her own skin with prison needles. Now she waits inside a modern concrete hell for a chance to break out, not to reclaim a throne or redeem a soul, but to settle a score with the underworld that made her, and the magistrates who decided she was already lost.

“She started as a cutpurse, then a courier, then the kind of burglar that criminals hired when they needed a vault opened without bloodshed.”
From their backstory
Background
Criminal

Connections

Species

Human

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