Zephyr Veyra
Zephyr Veyra
Sheet
AC 15 · HP 99 · 40 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingWIS
- ArcanaINT
- AthleticsSTR
- DeceptionCHA
- HistoryINT
- InsightWIS
- IntimidationCHA
- InvestigationINT
- NatureWIS
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- ReligionINT
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
31 featuresAction
- Extra AttackLevel 5
You gain an additional attack whenever you take the Attack action on your turn.
Bonus action
- Cunning ActionLevel 2
When Your turn
Use a bonus action to Dash, Disengage, or Hide.
- Second WindLevel 1
When Your turn
Recover 1d10 + 3 hit points as a bonus action.
- Weapon Bond Recall
When Bonded weapon is on the same plane
Summon a bonded weapon to your hand as a bonus action.
- Favored EnemyLevel 1
You can use a bonus action to mark a creature as your favored enemy for 1 minute, gaining advantage on Wisdom (Perception) and Wisdom (Survival) checks to find it and tracking information about it. You can use this feature three times per long rest. In this modern campaign, the feature may represent a specialized target profile or surveillance dossier.
- Weapon BondLevel 3
You gain Weapon Bond with up to two weapons. You cannot be disarmed of a bonded weapon unless you are incapacitated, and you can summon a bonded weapon to your hand as a bonus action from the same plane of existence.
Reaction
- Skirmisher's Reposition
When Enemy ends its turn within 5 feet
When an enemy ends its turn within 5 feet, move up to half your speed without provoking opportunity attacks.
- ScoutLevel 3
You gain the Scout features Skirmisher and Survivalist. Skirmisher lets you use your reaction to move up to half your speed when an enemy ends its turn within 5 feet of you, without provoking opportunity attacks. Survivalist grants expertise in Nature and Survival.
Always on
- Dread Ambusher Opening Volley
When First turn of combat
Make one extra weapon attack during the first turn of combat. If it hits, deal an additional 1d8 weapon damage.
- Sneak AttackLevel 1
When Eligible finesse or ranged weapon hit
Deal an extra 2d6 damage once per turn with a finesse or ranged weapon attack when the Sneak Attack conditions are met.
- Favored Enemy LanguagesLevel 1
You gain proficiency in two languages of your choice. Zephyr speaks Infernal and Thieves' Cant in addition to Common.
- Natural ExplorerLevel 1
You are particularly familiar with one type of natural environment. You gain benefits when traveling and tracking there. Zephyr's favored terrain is Urban, using the campaign's modern-city interpretation of favored terrain.
- Urchin TrainingLevel 1
You gain proficiency with thieves' tools and a disguise kit from your background. You can also find food and shelter for yourself and your companions in an urban environment.
- Fighting Style: ArcheryLevel 2
You adopt a fighting style. Zephyr has chosen Archery, gaining a +2 bonus to attack rolls made with ranged weapons.
- Ranger SpellcastingLevel 2
You gain spellcasting ability. Ranger spells use Wisdom as the spellcasting ability. Zephyr knows six ranger spells and can prepare or use them according to the 2014 ranger rules.
- Ability Score ImprovementLevel 4
You gain an Ability Score Improvement. Zephyr increased Dexterity by 2, raising it from 16 to 18 after species adjustments.
- Ranger's additional proficienciesLevel 7
You gain proficiency in Wisdom saving throws. You also gain proficiency in an additional language. Zephyr speaks Undercommon.
- Dread AmbusherLevel 3
When you are in darkness, you are invisible to any creature that relies on darkvision to see you. You also gain a bonus to initiative equal to your Wisdom modifier, and on the first turn of each combat your walking speed increases by 10 feet and you can make one additional weapon attack as part of the Attack action. If that attack hits, it deals an extra 1d8 weapon damage.
- Umbral SightLevel 3
You gain proficiency in Wisdom (Perception) checks. If you already have proficiency, your proficiency bonus is doubled for checks using that skill. Zephyr has expertise in Perception through this feature.
- Rogue Multiclass ProficienciesLevel 1
You gain proficiency in Dexterity saving throws. You also gain proficiency with thieves' tools and expertise in two proficient skills or tools. Zephyr has expertise in Stealth and thieves' tools.
- Fighter Multiclass ProficienciesLevel 1
You gain proficiency with all armor, shields, simple weapons, and martial weapons from your fighter training. You gain proficiency in Strength and Constitution saving throws from beginning play as a fighter in the campaign build.
- Fighting Style: Two-Weapon FightingLevel 1
You adopt a second fighting style. Zephyr has chosen Two-Weapon Fighting, allowing her to add her ability modifier to the damage of a bonus-action attack made with a second one-handed weapon.
- Eldritch Knight SpellcastingLevel 3
You gain the ability to cast wizard spells. Eldritch Knight spells use Intelligence as the spellcasting ability. You know three wizard cantrips and three 1st-level wizard spells, with two of the spells restricted to abjuration or evocation.
- Ability Score ImprovementLevel 8
You gain an Ability Score Improvement. Zephyr increased Wisdom by 2, raising it from 14 to 16 before her tiefling bonus to Charisma.
- ExpertiseLevel 6
Your proficiency bonus is doubled for any ability check that uses one of your proficient skills or tools. Zephyr applies this to Perception, Stealth, Survival, Nature, and thieves' tools as specified by her class features.
- Defensive TrainingLevel 7
You gain proficiency in Dexterity saving throws from ranger level 7. Your total saving throw proficiencies are Strength, Dexterity, Constitution, and Wisdom.
- TraitTieflingDarkvision, allowing you to see in dim light within 60 feet as if it were bright light and in darkness as if it were dim light.
- TraitTieflingHellish Resistance, granting resistance to fire damage.
- TraitTieflingInfernal Legacy, granting the Thaumaturgy cantrip. At 3rd level, you can cast Hellish Rebuke once per long rest as a 2nd-level spell. At 5th level, you can cast Darkness once per long rest.
- TraitTieflingFiendish heritage, granting +2 Charisma under the classic 2014 tiefling rules.
- City SecretsUrchin
Zephyr knows the secret patterns of Atrix Isle and can find routes through crowded districts, alleys, rooftops, service tunnels, and other urban environments. She can locate enough food and shelter for herself and her companions in a city, provided the area offers people, refuse, or hidden spaces.
Spells
14 spellsSpellcasting. Zephyr Veyra casts with Wisdom (spell save DC 14, to hit with spell attacks).
Cantrips (at will): , ,
1st level (4 slots): , , , , , ,
2nd level (3 slots): , ,
3rd level (2 slots):
Gear
11 itemsWeapons
- Suppressed compact pistolA second matched weapon, represented in the modern setting by a suppressed compact pistol. The pistol uses the campaign's firearm rules and is otherwise treated as a martial ranged weapon.
- Suppressed SMGModern firearm reskin of a longbow, represented by a suppressed SMG for the campaign. Ammunition and damage follow the campaign firearm rules.
- 2×Combat knivesA serrated combat knife treated as a shortsword for 2014 rules, with a second backup blade.
Armor
- Tactical chain shirtMatte black reinforced chain shirt, reskinned as a modern tactical armored vest. It provides AC 13 plus up to 2 from Dexterity.
Tools
- Thieves' toolsA set of thieves' tools used for locks, security panels, and mechanical bypasses.
- Disguise kitA disguise kit containing cosmetics, hair pieces, false identification materials, and concealment supplies.
Gear
- Tactical vest and field kitA modular charcoal tactical vest containing ammunition, lockpicks, medical supplies, restraints, and field tools.
- Worn leather jacketA worn leather jacket with a garrote wire sewn into the lining.
- Explorer's packA compact medical kit, multitool, climbing clips, cord, and urban navigation equipment.
- Common clothes and hoodA set of common clothes suitable for blending into the undercity, plus a hooded cloak adapted as a tactical hood.
- Undercity keepsakeA small keepsake from Zephyr's childhood, wrapped in cloth and hidden beneath her vest.
Appearance
Zephyr is a striking tiefling woman with a lean, athletic build shaped by hard labor, climbing, running, and surviving fights in the undercity. Her skin is deep crimson, like dried blood or polished garnet. Thick spiraling horns curve back from her temples, framing a close-cropped head of silver hair. Her deep crimson eyes carry a perpetual glint of amusement, and her full lips often settle into a knowing smirk. In casual settings she wears a cropped black tank top, fitted dark cargo pants, heavy steel-toed boots, a worn leather jacket, and simple silver jewelry. In tactical operations she wears a matte black reinforced bodysuit, modular charcoal vest, fingerless gloves, silent-soled boots, and a hood or balaclava that leaves only her burning eyes visible. Her modern firearms and equipment are treated as campaign-specific martial weapon reskins.
Mannerisms
Zephyr tilts her head slightly when evaluating a threat, as if listening to a frequency no one else can hear. She rolls her thumb ring across her knuckle while thinking, checks every exit on entering a room, and smiles just before saying something unsettling. Under fire, her voice becomes quieter rather than louder.
Personality
Sharp, sardonic, and fiercely loyal, Zephyr is calm under pressure and uses dry humor as both shield and weapon. She respects competence, despises cruelty for sport, and treats promises as liabilities until they are proven through action. Once her loyalty is earned, it is absolute. She moves with a predator's grace and speaks in a smooth voice with a cutting edge beneath it.
Ideals
Freedom. No authority has the right to decide who gets to live safely and who must remain beneath its heel. Zephyr will break laws, contracts, and institutions before she lets them become cages for the vulnerable.
Bonds
Vikasha's organization gave Zephyr a second life, and she will defend its people even when she disagrees with its orders. She also protects a hidden network of undercity children who remind her of the girl she used to be.
Flaws
Zephyr assumes every kindness has a hidden price, and she is quick to test people who offer help. When frightened, she becomes controlling and may choose the most efficient solution before considering the human cost. The psychic hunger left by the Shadowstalker sometimes makes her fear that her instincts are no longer entirely her own.
Quirks
Background
Zephyr grew up beneath the neon towers of Atrix Isle, where the wealthy lived above the clouds and the poor learned to navigate by broken signs, drainage channels, and the sound of patrol drones. Her crimson skin and spiraling horns made her an easy target for suspicion, so she learned to move faster than accusations and climb higher than anyone pursuing her. She survived by stealing food, opening locked doors, carrying messages, and occasionally taking work that required someone small, quiet, and willing to run across rooftops under fire. The streets taught her that kindness was valuable, but competence was what kept people alive. She eventually became a courier, scout, and infiltrator for competing undercity crews. A botched extraction left her bleeding in an alley, where Vikasha's organization found her before the authorities did. Rather than treating her as disposable, Vikasha offered training, medical care, and a place where her talents could serve a purpose beyond survival. Zephyr became a Gloom Stalker Ranger, mastering darkness, surveillance, and sudden violence. Later, she learned the Scout's discipline of rapid movement and battlefield awareness, then trained as an Eldritch Knight, blending firearms, steel, and practical combat magic. An encounter with the Shadowstalker left psychic scars that heightened her senses and awakened a gnawing hunger, but Zephyr's will remained her own. She now operates as a precise, sardonic protector of those who cannot afford to be seen, and a nightmare for anyone who mistakes mercy for weakness.
“The streets taught her that kindness was valuable, but competence was what kept people alive.”
- Background
- Urchin
Connections
Species
Tiefling
Media
0 imagesNo images yet.
Turn Zephyr Veyra into a sheet
A high-res, share-ready sheet you can post or print.