Veyra Emberlace
Veyra Emberlace
Sheet
AC 12 · HP 23 · 30 ft.Saving throws
Skills
- ArcanaINT
- DeceptionCHA
- Sleight of HandDEX
- StealthDEX
Weapons
Tools
Languages
Features
15 featuresBonus action
- Innate SorceryLevel 1
As a bonus action, you can unleash simmering magic for 1 minute. While active, your sorcerer spell save DC increases by 1, and you have advantage on attack rolls of sorcerer spells you cast. You can use this feature twice per long rest.
Always on
- SpellcastingLevel 1
You can cast sorcerer spells using Charisma. You know four sorcerer cantrips, and at level 3 you have six prepared sorcerer spells of 1st or 2nd level. You can use an arcane focus as your spellcasting focus.
- Font of MagicLevel 2
You have 3 Sorcery Points. You can convert spell slots to Sorcery Points, or spend Sorcery Points to create spell slots up to 2nd level at Sorcerer level 3. You regain all Sorcery Points on a long rest.
- MetamagicLevel 2
You gain two Metamagic options of your choice. Chosen here are Careful Spell and Twinned Spell. You can use only one Metamagic option on a spell when you cast it unless a feature says otherwise.
- Sorcerer SubclassLevel 3
You gain the Wild Magic Sorcery subclass. Your magic is volatile, unpredictable, and keen to turn near misses into spectacular disasters.
- Wild Magic SurgeLevel 3
Once per turn, immediately after you cast a sorcerer spell with a spell slot, you can roll 1d20. On a 20, you roll on the Wild Magic Surge table to create a chaotic magical effect.
- Tides of ChaosLevel 3
You can give yourself advantage on one d20 test before you roll. Once you do so, you must cast a sorcerer spell with a spell slot or finish a long rest before you can use this feature again.
- TraitTieflingDarkvision 60 feet.
- TraitTieflingFire Resistance from Infernal legacy.
- TraitTieflingFiendish Legacy, Infernal, you know the Fire Bolt cantrip and always have Hellish Rebuke prepared. You can cast Hellish Rebuke once without a spell slot per long rest, or use a spell slot to cast it again.
- TraitTieflingOtherworldly Presence, you know the Thaumaturgy cantrip and use the same spellcasting ability as your Fiendish Legacy for it.
- TraitTieflingInfernal heritage that has no effect on moral outlook.
- TraitTieflingSize is Medium or Small, chosen during species selection.
- TraitTieflingSpeed 30 feet.
- NoneCriminal
This background grants no additional 2024 rules feature beyond its listed feat, proficiencies, and equipment.
Spells
12 spellsSpellcasting. Veyra Emberlace casts with Charisma (spell save DC 14, to hit with spell attacks).
Cantrips (at will): , , ,
1st level (4 slots): , , , , ,
2nd level (2 slots): ,
Gear
10 itemsWeapons
- SpearA weapon suited to a wandering spellcaster, taken as part of sorcerer starting gear.
- 2×DaggerTwo simple blades carried as backup and for street work.
- 2×DaggerCriminal background gear, useful for breaking in, breaking out, or both.
Tools
- Thieves' ToolsThe tool of her trade from a life of theft and lockwork.
Gear
- Crystal Arcane FocusAn arcane focus shaped like a clear crystal.
- Dungeoneer's PackA sturdy travel kit for delving, long roads, and improvised hideouts.
- 2×PouchUsed for discreet communication and carrying stolen notes.
- CrowbarA heavy pry bar for when subtler methods fail.
- Traveler's ClothesWell-worn travel clothing with hidden inner pockets.
Purse
- 44×Gold PiecesCoin carried after selecting starting packages.
Appearance
A slim infernal tiefling with soot-dark crimson skin, swept-back obsidian horns, and a long black tail that flicks whenever her temper rises. Her eyes gleam gold in low light, her hair is cropped short on one side and braided with tiny copper charms on the other, and her clothes are practical streetwear under a travel-worn robe that is always faintly singed at the cuffs. Her hands are ink-stained from calligraphy practice and pickpocketing experiments alike, and when her magic surges, sparks skate across her fingertips like nervous fireflies.
Mannerisms
She hums off-key when concentrating, taps her brass die against her teeth before making a decision, and talks to stray sparks as if they are honest witnesses. When nervous, she smiles too broadly and folds her hands behind her back to keep them from twitching spells into existence.
Personality
Bright, sly, and unshakably curious, Veyra treats every problem like a puzzle box that might explode if opened in the wrong order. She is quick to laugh, quicker to improvise, and genuinely kinder than her first impression suggests. She likes clever people, hates bullies, and has a strange habit of apologizing to objects she accidentally burns.
Ideals
Freedom. No one should be trapped by birth, debt, or prophecy. If the universe insists on chaos, then she will use that chaos to pry open cages, expose frauds, and give ordinary people one more impossible chance.
Bonds
She keeps a single brass die on a cord around her wrist, taken from the gambling hall where her magic first manifested. She swore to find the missing ledger that proved her old crew was being framed for a crime they did not commit, even if she has to burn through every false prophet and crooked magistrate in the realm to do it.
Flaws
She cannot resist testing dangerous magic when someone tells her not to. If a plan is too orderly, she gets bored and starts improvising, which often means a minor inconvenience becomes a memorable catastrophe. She also mistrusts sincere praise, assuming every compliment hides a transaction.
Quirks
Background
Veyra learned early that luck is just another word for invisible hands pushing a life off course. She grew up in the back rooms of riverfront gambling dens, where she was hired first to carry messages, then to swap marked cards, and finally to vanish whenever the city watch came knocking. The first time her sorcery erupted, the candles in the room bloomed into blue stars, the dice in the pit rolled every number at once, and three hardened cheats swore they had seen a devil smile through her skin. By morning, Veyra had a reputation, a debt, and a problem no gang boss could quite explain. Instead of running from the chaos, she learned to court it. She studied old ledgers, tavern rumors, and cheap stage magic, trying to map the shape of her own impossible power. That search led her to arcane circles, broken experiments, and one doomed ritual that left half a warehouse glittering with harmless moths of green flame. Now she travels as a self-appointed auditor of fate, slipping between scams, cults, and magical accidents. She says she wants to understand the source of her power. The truth is simpler, she likes how the world behaves when she smiles and lies at the same time.
“By morning, Veyra had a reputation, a debt, and a problem no gang boss could quite explain.”
- Background
- Criminal
Connections
Species
Tiefling
Media
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