Veyrin Thul
Veyrin Thul
Sheet
AC 15 · HP 115 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- AthleticsSTR
- InsightWIS
- IntimidationCHA
- InvestigationINT
- PerceptionWIS
- PersuasionCHA
- StealthDEX
Armor
Weapons
Tools
Languages
Features
21 featuresAction
- PanacheLevel 9
You can charm or distract a creature in a duel of wit and poise. As an action, make a Charisma (Persuasion) check opposed by the creature's Wisdom (Insight). On a success, the creature is charmed by you for 1 minute, or until you or your allies do anything harmful to it. While charmed, it regards you as a friendly acquaintance and cannot make opportunity attacks against you. If the creature is not hostile and your check succeeds, it is charmed for 1 minute and your companions gain advantage on social checks involving it.
Bonus action
- Cunning ActionLevel 2
Your quick thinking and agility let you move and act on the battlefield with unusual freedom. On each of your turns, you can use a bonus action to Dash, Disengage, or Hide.
- Elegant ManeuverLevel 13
You can twist impossible movement into a weapon. As a bonus action, you can make a special flourish of movement, gaining the benefits of the Dodge action until the start of your next turn. During that time, opportunity attacks against you are made with disadvantage, and you can move through hostile creatures' spaces as if they were difficult terrain.
- TraitShadar-kai ElfBlessing of the Raven Queen, as a bonus action you can teleport up to 30 feet to an unoccupied space you can see, using this trait a number of times equal to your proficiency bonus per long rest. After you teleport, you gain resistance to all damage until the start of your next turn.
Reaction
- Uncanny DodgeLevel 5
You can use your reaction to halve the damage of an attack that hits you, provided you can see the attacker and are wielding a finesse or ranged weapon.
Always on
- Sneak AttackLevel 1
You know how to strike with lethal precision. Once per turn, you can deal an extra 7d6 damage to one creature you hit with an attack if you have advantage on the attack roll, or if another enemy of the target is within 5 feet of it and you do not have disadvantage.
- ExpertiseLevel 1
You have learned to pick a specialty and become exceptionally capable with it. Choose four skills or thieves' tools. Your proficiency bonus is doubled for any ability check you make that uses the chosen proficiencies.
- Thieves' CantLevel 1
You can speak with other rogues, criminals, and spies using a secret mix of dialect, code, and signals.
- Rakish AudacityLevel 3
You rely on your wit, charm, and agility in a fight. You gain a bonus to your initiative equal to your Charisma modifier. In addition, during the first round of a combat, you do not need advantage on your attack roll to use Sneak Attack against creatures that have not yet taken a turn, provided you do not have disadvantage on the roll.
- Fancy FootworkLevel 3
Your footwork lets you dart in and out of danger. When you make a melee attack against a creature, you do not provoke opportunity attacks from that creature for the rest of your turn, whether you hit or not.
- ExpertiseLevel 6
Your expertise deepens. Choose two more skills or thieves' tools. Your proficiency bonus is doubled for any ability check you make with the chosen proficiencies.
- EvasionLevel 7
You can move through dangerous effects with preternatural grace. When subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage on a success and only half damage on a failure.
- Ability Score ImprovementLevel 8
You gain another Ability Score Improvement or feat.
- Ability Score ImprovementLevel 10
You gain another Ability Score Improvement or feat.
- Reliable TalentLevel 11
Your experience lets you rise above failure. When you make an ability check that lets you add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10.
- Ability Score ImprovementLevel 12
You gain another Ability Score Improvement or feat.
- BlindsenseLevel 14
You gain the ability to see in darkness and perceive creatures near you even when you cannot see them. You have blindsight out to 10 feet, so long as you are not deafened.
- TraitShadar-kai ElfDarkvision, 60 feet.
- TraitShadar-kai ElfFey Ancestry, advantage on saving throws against being charmed, and magic cannot put you to sleep.
- TraitShadar-kai ElfTrance, you can finish a long rest in 4 hours of meditation.
- Military RankSoldier
Military rank and the ability to leverage the respect, obedience, and support of soldiers loyal to your former chain of command.
Gear
11 itemsWeapons
- RapierA finely balanced melee weapon favored for duels.
- ShortbowA ranged weapon with a simple string mechanism and enough range to harry distant foes.
- 2×DaggerA pair of close-in blades for concealed work and desperate fights.
Armor
- Leather armorA suit of stitched and supple armor suited to stealth.
Tools
- Thieves' toolsA bundle of tools for locks, traps, and clandestine entry.
Gear
- 20×ArrowsA quiver fitted with arrows for the shortbow.
- Burglar's packExplorer's gear packed for infiltration and survival.
- Insignia of rankA token of prior service, worn as proof of rank or former authority.
- Trophy from a fallen enemyA trophy taken from a fallen foe or a battlefield claim.
- Common clothesCommon clothes appropriate for travel under scrutiny.
- Belt pouchA belt pouch containing a modest reserve of coin.
Appearance
A lean Shadar-kai elf with ash-pale skin, silver-white eyes, and long black hair worn in a low knot threaded with a raven-feather cord. They dress in dark travel-worn leathers tailored for mobility, with a duelist's rapier at the hip, daggers hidden at the boots, and a captain's mantle worn over one shoulder like a challenge. Their movements are precise and economical, except when they move by sudden teleportation, as if the shadows themselves have learned to obey them.
Mannerisms
Speaks in clipped, precise sentences, then pauses as if listening for a second conversation only they can hear. Taps two fingers against the hilt of their rapier before entering any room, and always circles a stranger clockwise when making a first introduction. When amused, they tilt their head and smile without showing teeth.
Personality
Cool, observant, and dryly witty, Veyrin treats danger as a puzzle and social scenes as a battlefield with worse lighting. They are unexpectedly courteous to servants, messengers, and sentries, and utterly merciless toward bullies who mistake fear for loyalty.
Ideals
Freedom through competence. No tyrant can keep a hold on the world if the people he fears can move faster, strike cleaner, and vanish before his lies harden into law.
Bonds
Veyrin keeps the broken raven-feather cord of their first captain tied around one wrist, and will risk almost anything to recover the remains of comrades who died in exile. They owe their life to a shadowy mentor who taught them the true use of fear, and they have not yet decided whether that debt is gratitude or revenge.
Flaws
Veyrin assumes every kindness has an angle, and every promise has a hidden blade. When cornered emotionally, they become needlessly theatrical, turning pain into a performance so no one can see how much it matters. They also have a soldier's habit of obeying a bad plan if it is delivered with confidence and authority.
Quirks
Background
Veyrin Thul was born in the gloom of the Shadowfell, where grief is treated like weather and survival is the nearest thing to mercy. As a child, Veyrin learned to read the pauses between footsteps, the tension in a jaw, the way a hand drifts toward a weapon before a word is spoken. That talent made them useful to a Shadar-kai war band that served as scouts and raiders, but usefulness in that land is only a prettier word for ownership. Veyrin escaped by doing what their people do best, stepping through terror, surviving pain, and returning from the dark with someone else's secrets. In the mortal world, Veyrin found a soldier's life almost comforting. Orders were simpler than the endless bleakness of the Shadowfell, and a battlefield had honest rules, even when the people within it did not. They became a duelist, courier, and sometime infiltrator for a mercenary company that prized discipline, then learned that discipline could be turned into theater. Veyrin fights like a commander and smiles like a knife, using feints, footwork, and impossible angles to make opponents feel as if they are losing to bad luck. They now travel the world hunting oathbreakers, grave-robbers, and slavers, not because they are noble, but because they understand the shape of cages.
“As a child, Veyrin learned to read the pauses between footsteps, the tension in a jaw, the way a hand drifts toward a weapon before a word is spoken.”
- Background
- Soldier
Connections
Species
Shadar-kai Elf
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