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Vera Cade - AI-generated fantasy Character

Vera Cade

Human · Fighter (Psi Warrior) · Level 20 · Criminal

Vera Cade

Vera is calm, cutting, and impossible to impress.
AC10
HP85/85
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 10 · HP 85 · 30 ft.
AlignmentNeutral GoodGenderFemaleAge34
STR
DEX
CON
INT
WIS
CHA

Saving throws

STRCONDEXINTWISCHA

Skills

  • AcrobaticsDEX
  • AthleticsSTR
  • InsightWIS
  • IntimidationCHA
  • InvestigationINT
  • PerceptionWIS
  • Sleight of HandDEX
  • StealthDEX

Armor

Light armor,
Medium armor,
Heavy armor,
Shields

Weapons

Simple Weapons,
Martial Weapons

Tools

Thieves' Tools,
Forgery Kit

Languages

Common

Features

40 features

Action

  • Extra AttackLevel 5

    You can attack twice whenever you take the Attack action.

  • Two Extra AttacksLevel 11

    You can attack three times whenever you take the Attack action.

  • Three Extra AttacksLevel 20

    You can attack four times whenever you take the Attack action.

Bonus action

  • Second WindLevel 1

    As a Bonus Action, regain 1d10 plus fighter level hit points. Uses: 4 per long rest.

  • Tactical ShiftLevel 5

    Whenever you activate Second Wind with a Bonus Action, you can move up to half your Speed without provoking opportunity attacks.

Always on

  • Psionic Strike

    When When you hit with a weapon attack

    You can add your psionic force to a weapon attack or unarmed strike, increasing reach, damage, or battlefield control depending on the exact psionic technique chosen.

  • Telekinetic Movement

    When As part of psionic force use

    You can move a creature or object with your mind, yanking prisoners, allies, or loose gear into better positions.

  • Bulwark of Force

    When When activated as a protective reaction or bonus action, depending on the psionic option used

    You can bolster yourself or nearby allies with a protective psionic barrier that soaks damage.

  • Giant Will

    When When forced to resist hostile magic or forced movement

    You can resist being pushed, frightened, or controlled, turning your mental discipline into a shield.

  • Core Fighter TraitsLevel 1

    You gain proficiency in Strength and Constitution saving throws.

  • Skill ProficienciesLevel 1

    You gain proficiency in two skills from the Fighter list. Chosen skills: Athletics, Intimidation.

  • Weapon ProficienciesLevel 1

    You gain proficiency with all simple and martial weapons.

  • Armor TrainingLevel 1

    You gain training with light, medium, and heavy armor, and shields.

  • Fighting StyleLevel 1

    Choose a Fighting Style feat. Defense is assumed for this build, representing relentless defensive discipline.

  • Weapon MasteryLevel 1

    You can use the mastery properties of six simple or martial weapons of your choice. Chosen masteries: unarmed strike, dagger, longsword, shortsword, greatsword, and handaxe.

  • Action SurgeLevel 2

    On your turn, you can take one additional action, except the Magic action. Uses: 2 per short or long rest.

  • Tactical MindLevel 2

    When you fail an ability check, you can expend a use of Second Wind to add 1d10 to the check, potentially turning failure into success.

  • Fighter Subclass: Psi WarriorLevel 3

    You gain the Psi Warrior subclass, a combatant who channels psionic force into forceful defense, movement, and control.

  • Ability Score ImprovementLevel 4

    You gain the Ability Score Improvement feat or another feat of your choice. This character uses the 2024 fighter progression and takes no score changes because the provided scores are final.

  • Ability Score ImprovementLevel 6

    You gain the Ability Score Improvement feat or another feat of your choice.

  • Psi Warrior FeatureLevel 7

    You gain a Psi Warrior subclass feature at this level.

  • Ability Score ImprovementLevel 8

    You gain the Ability Score Improvement feat or another feat of your choice.

  • IndomitableLevel 9

    If you fail a saving throw, you can reroll it and add your fighter level to the new roll. Uses: 3 per long rest at this level and beyond level 17.

  • 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.

  • Psi Warrior FeatureLevel 10

    You gain a Psi Warrior subclass feature at this level.

  • Ability Score ImprovementLevel 12

    You gain the Ability Score Improvement feat or another feat of your choice.

  • IndomitableLevel 13

    You gain a second use of Indomitable each long rest.

  • Ability Score ImprovementLevel 14

    You gain the Ability Score Improvement feat or another feat of your choice.

  • Psi Warrior FeatureLevel 15

    You gain a Psi Warrior subclass feature at this level.

  • Ability Score ImprovementLevel 16

    You gain the Ability Score Improvement feat or another feat of your choice.

  • Action SurgeLevel 17

    You can use Action Surge twice between rests, and you gain a third use of Indomitable each long rest.

  • Psi Warrior FeatureLevel 18

    You gain a Psi Warrior subclass feature at this level.

  • Epic BoonLevel 19

    You gain an Epic Boon feat or another feat of your choice. This build takes Boon of Combat Prowess.

  • Creature TypeHumanHumanoid
  • SizeHumanMedium or Small, chosen when you select this species. This build assumes Medium.
  • 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. This build takes Skilled.
  • Underworld ConnectionsCriminal

    You know criminals, fences, smugglers, and other underworld contacts who can get you information, illicit goods, or introductions, though they usually expect favors, coin, or leverage in return.

Spells

Spellcasting. Vera Cade casts with None (spell save DC 13, to hit with spell attacks).

Gear

6 items

Weapons

  • 2×
    Dagger
    Two small daggers, hidden in sleeves or boot tops when possible.

Tools

  • Thieves' Tools
    A set of specialized lockpicks and burglary tools.
  • Crowbar
    A heavy iron bar useful for prying doors, grates, and bad decisions.

Gear

  • Traveler's Clothes
    Plain prison-issued modern clothes, worn under or instead of adventuring gear when allowed.
  • 2×
    Pouch
    Small coin purses, one for money and one for contraband.

Purse

  • 155×
    Gold Pieces
    Unspent starting gold from the fighter class, kept as hidden leverage and future escape money.

Appearance

A pale, hard-eyed human woman with a shaved head and a prison-issued glare that never quite leaves her face. Her body is covered from throat to ankles in dense, intricate tattoos, some decorative, some coded, some clearly marked over old scars. She wears practical modern clothes when allowed, usually a plain dark tee, loose utility pants, and scuffed sneakers, all chosen for ease of movement rather than style. Even in confinement, she carries herself like someone who expects a fight and has already planned three exits.

Mannerisms

She speaks softly and rarely wastes words. When thinking, she taps two fingers against the side of her temple as if checking the pressure of an invisible door. She stands with her shoulders loose and her weight always slightly forward, like a runner waiting for a signal. In conversation, she watches hands more than faces.

Personality

Vera is calm, cutting, and impossible to impress. She has the patience of someone who spent years waiting for doors to open and learned how to open them herself. She protects the vulnerable without admitting she is doing it, and she prefers direct action to speeches. Beneath the hard edges, she is deeply observant, quietly protective, and almost superstitiously careful with promises.

Ideals

Freedom. No one should be owned, caged, or reduced to a number on a ledger. She also believes in debt, not as punishment, but as responsibility. If someone saves your life, you owe them something real, and if you can pay a debt by breaking a chain, you should.

Bonds

She still owes her survival to a cellmate who took the blame for a riot she started, and she will not abandon anyone who truly shields the weak. She keeps a hidden list of names, guards, and gang bosses who ruined lives, and she intends to settle every line on it. She believes her younger sister, now estranged, is the only person who ever saw the good in her before prison taught her to hide it.

Flaws

She trusts competence more than kindness, and that has gotten people hurt. When cornered, she defaults to control, secrecy, and preemptive strikes, even when honesty would work better. Prison taught her to treat mercy as a luxury, so she sometimes fails to recognize when someone is offering her genuine help instead of a setup.

Quirks

She memorizes room layouts automatically and maps exits without thinking.
She counts prison bars, doors, and footsteps when nervous.
She never sits with her back to an open room if she can avoid it.
She absentmindedly traces the edges of her tattoos when concentrating.

Background

Vera Cade learned early that the city had two systems, the one written on paper, and the one written in bruises, favors, and backroom deals. She survived the second system first. By the time she was old enough to vote, she had already run messages for thieves, cracked safes for crews that never paid fairly, and learned how to read a room faster than most people could read a sign. The tattoos that now cover her body began as gang marks, prison art, and coded maps of debts, routes, and names she refused to forget. Every line on her skin tells a story, and not all of them are hers to tell. Her mind changed the day she heard a voice that was not a voice, a pressure behind thought like a hand on the back of her neck. Violence had always been part of her life, but now she could feel intention in the air, shove fear aside with sheer will, and turn a body into a weapon without touching it. That gift made her useful to the wrong people and dangerous to the right ones. Eventually, after one job too many and one betrayal too close, the knives turned inward. Now she sits in prison, shaved head, modern street clothes when permitted, her psionic discipline honed behind bars into a cold, surgical thing. She is waiting for release, revenge, or both, and has decided that if the world insists on chains, she will learn to make them into armor.

“The tattoos that now cover her body began as gang marks, prison art, and coded maps of debts, routes, and names she refused to forget.”
From their backstory
Background
Criminal

Connections

Species

Human

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