Veyra Solvane
Veyra Solvane
Sheet
AC 14 · HP 9 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingWIS
- ArcanaINT
- AthleticsSTR
- DeceptionCHA
- HistoryINT
- InsightWIS
- InvestigationINT
- MedicineWIS
- NatureINT
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- ReligionINT
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
9 featuresAlways on
- Sneak AttackLevel 1
When Hit with a finesse or ranged weapon while having advantage, or while an enemy of the target is within 5 feet and no disadvantage applies.
Deal an extra 1d6 damage once per turn when the attack qualifies for Sneak Attack.
- ExpertiseLevel 1
Choose two of the character's skill proficiencies or one skill proficiency and thieves' tools proficiency. The proficiency bonus is doubled for any ability check using the chosen proficiencies. Veyra has expertise in Stealth and thieves' tools.
- Thieves' CantLevel 1
Veyra knows the secret mix of dialect, jargon, and coded signals used by rogues. They can recognize and communicate hidden messages in ordinary conversation.
- DarkvisionElfVeyra can see in dim light within 60 feet as if it were bright light, and in darkness as if it were dim light. They cannot discern color in darkness, only shades of gray.
- Keen SensesElfVeyra is proficient in the Perception skill.
- Fey AncestryElfVeyra has advantage on saving throws against being charmed, and magic cannot put them to sleep.
- TranceElfVeyra does not need to sleep and can finish a long rest in 4 hours by meditating deeply.
- Elf Ability Score IncreaseElfDexterity increases by 2.
- DiscoveryHermit
The character's long isolation gave them a unique and powerful discovery. They possess evidence of a truth that could reshape their understanding of the world, though its meaning is not yet fully clear.
Gear
11 itemsWeapons
- ShortswordA finesse melee weapon with a 1d6 piercing damage die.
- ShortbowA ranged weapon with a 1d6 piercing damage die and a normal range of 80 feet.
- 2×DaggerA light finesse melee weapon with a 1d4 piercing damage die.
Armor
- Leather ArmorLight armor providing base AC 11.
Tools
- Herbalism KitA kit containing supplies for identifying and preparing medicinal herbs.
Gear
- 20×ArrowsA quiver containing 20 arrows for the shortbow.
- Burglar's PackA pack containing a bedroll, mess kit, tinderbox, 10 torches, 10 days of rations, and a waterskin. The pack also has 50 feet of hempen rope strapped to its side.
- Scroll CaseA small case containing notes, charcoal rubbings, and fragments connected to Veyra's discovery.
- Winter BlanketA thick blanket suitable for cold nights outdoors.
- Common ClothesPlain common clothing suitable for travel and solitude.
Purse
- 5×Gold PiecesLoose starting currency.
Appearance
Tall and lean, with ash-blond hair worn in a single loose braid, pale olive skin, and narrow gray-green eyes that rarely blink. Their pointed ears are marked with small silver rings, and their hands are callused from years of climbing, trapping, and careful knife work. They dress in subdued traveling clothes beneath a well-maintained leather coat, favoring practical layers in moss green, brown, and charcoal.
Mannerisms
Veyra pauses before answering any question, as if weighing the legal consequences of each possible response. They align objects on tables without noticing, clean their blade whenever they are thinking, and address people by full names whenever they intend to intimidate them.
Personality
Quiet, exacting, and unnervingly patient, Veyra treats every conversation as an investigation. They speak with deliberate courtesy, remember small inconsistencies, and prefer leverage over open confrontation. They are fascinated by systems of law and power, not because they believe all laws are just, but because they believe every system reveals who truly controls it.
Ideals
Order. A stable law, even a harsh one, is better than the chaos created by unchecked freedom. Those who cannot govern themselves must be governed by someone capable.
Bonds
The sealed chamber beneath the ruined shrine still contains the truth Veyra needs, and they will protect its location until they understand who would benefit from revealing it.
Flaws
Veyra cannot resist proving that their judgment is superior, especially when doing so will make someone else uncomfortable. They are willing to manipulate, threaten, or ruin innocent people if they believe the result will preserve a larger order.
Quirks
Background
Veyra Solvane was raised in a secluded elven woodland enclave where law was treated as sacred and compassion as a luxury. From an early age, they were trained to observe disputes, identify hidden motives, and preserve the community's order. Their talent for moving unseen made them useful to the enclave's wardens, who sent them into the forest to track thieves, smugglers, and deserters. Veyra learned that people rarely broke laws because they misunderstood them. They broke them because they believed themselves entitled to do so. After discovering a sealed stone chamber beneath an abandoned shrine, Veyra withdrew from society for several years. Inside, they found records suggesting that the enclave's founders had deliberately rewritten portions of their history to conceal an ancient betrayal. The discovery shattered Veyra's faith in inherited authority, but not in authority itself. They now travel beyond the forest, gathering evidence, testing institutions, and quietly deciding which laws deserve to survive. Those who mistake their calm for mercy usually realize their error only after the first precise strike.
“From an early age, they were trained to observe disputes, identify hidden motives, and preserve the community's order.”
- Background
- Hermit
Connections
Species
Elf
Media
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