Kaela Voss
Kaela Voss
Sheet
AC 18 · HP 185 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- HistoryINT
- PerceptionWIS
- Sleight of HandDEX
- StealthDEX
Armor
Weapons
Tools
Languages
Features
26 featuresAction
- 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 itemsWeapons
- ScimitarA scimitar balanced for rapid cuts.
- ShortswordA short blade for close quarters.
- LongbowA long-range bow carried for silent kills and prison-yard fantasies of escape.
- 2×DaggersTwo daggers kept for emergencies and quiet work.
Armor
- Studded Leather ArmorStudded leather armor, worn and customized with hidden knife slots and padded seams.
Tools
- Thieves' ToolsA set of thieves' tools, carefully maintained despite years of rough handling.
- CrowbarA crowbar used for doors, grates, and leverage in a fight.
Gear
- 20×ArrowsA bundle of arrows for the longbow.
- QuiverA quiver for carrying arrows.
- Dungeoneer's PackA sturdy pack with bedroll, rations, rope, and survival basics.
- Traveler's ClothesSimple travel clothes, now mostly replaced by prison-worn modern streetwear.
- 2×PouchA 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
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.”
- Background
- Criminal
Connections
Species
Human
Media
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