Vera
Vera
Sheet
AC 16 · HP 28 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingSTR
- ArcanaINT
- AthleticsSTR
- DeceptionCHA
- HistoryINT
- InsightWIS
- IntimidationCHA
- InvestigationINT
- MedicineWIS
- NatureINT
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- ReligionINT
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
10 featuresBonus action
- Second WindLevel 1
When Bonus action on her turn
Vera regains 1d10 + 3 hit points as a bonus action. She must finish a short or long rest before using this move again.
Always on
- Action SurgeLevel 2
When On her turn
Vera takes one additional action on her turn. She must finish a short or long rest before using this move again.
- Defense Fighting Style
When Constant while armored
While wearing armor, Vera gains a +1 bonus to AC.
- Fighting Style: DefenseLevel 1
Vera chooses the Defense fighting style. While wearing armor, she gains a +1 bonus to AC.
- Martial Archetype: ChampionLevel 3
Vera scores a critical hit on a weapon attack roll of 19 or 20.
- Military RankLevel 3
As a soldier, Vera has military rank and can use that rank to influence other soldiers and recognize the chain of command.
- DarkvisionTieflingVera can see in dim light within 60 feet as if it were bright light, and in darkness as if it were dim light, though she cannot discern color in darkness.
- Hellish ResistanceTieflingVera has resistance to fire damage.
- Infernal LegacyTieflingVera knows the thaumaturgy cantrip. At 3rd level, she can cast hellish rebuke once per long rest as a 2nd-level spell. At 5th level, she can cast darkness once per long rest. Charisma is her spellcasting ability for these spells.
- Military RankSoldier
Vera can find the hidden support of a military organization, including former comrades, sympathetic officers, supply routes, safe houses, and other useful contacts. These contacts are not automatically reliable or friendly, but they recognize her service and may provide assistance when circumstances permit.
Spells
2 spellsSpellcasting. Vera casts with Charisma (spell save DC 12, to hit with spell attacks).
Cantrips (at will):
2nd level:
Gear
11 itemsWeapons
- LongswordA martial one-handed weapon selected as Vera's primary battlefield weapon.
- Light crossbowA light ranged weapon with a serviceable wooden stock.
Armor
- Chain mailA well-maintained suit of interlocking metal armor, marked with blue thread at the repaired seams.
- ShieldA sturdy steel shield bearing a simple sunburst scratched over an older military emblem.
Gear
- 20×Crossbow boltsAmmunition for the light crossbow.
- Dungeoneer's packA pack containing a backpack, bedroll, mess kit, tinderbox, torches, rations, and waterskin.
- Insignia of rankA small military emblem from her former unit.
- Trophy from a fallen enemyA token taken from a defeated enemy officer, kept as a reminder that victory is never permanent.
- Bone diceA set of bone dice used to settle disputes among soldiers.
- Common clothesPlain travel clothing altered for her horns and tail.
Purse
- 10×Gold piecesMoney carried over from her military service.
Appearance
Vera is a red-skinned tiefling woman with swept-back black hair, small swept horns polished smooth at the tips, and bright amber eyes. She stands with her weight balanced on the balls of her feet, as if every conversation might become a drill or a duel. Her chain mail is carefully maintained but visibly altered for a slightly too-long torso, with blue thread marking each repair. She wears her old military cloak pinned with an over-polished brass insignia, and her long tail is habitually looped once around her belt when she is standing still.
Mannerisms
When waiting, Vera rocks subtly from heel to toe and keeps one hand near her shield strap. She counts exits without seeming to look, straightens crooked buckles on other people's gear, and taps twice on her shield before entering an unfamiliar room.
Personality
Vera is direct, energetic, and warm-hearted beneath a deliberately intimidating military manner. She treats strangers like potential comrades until they prove otherwise, remembers people's preferred food and fighting style after one meeting, and has little patience for cruelty disguised as discipline. She loves orderly plans, but enjoys improvising when a plan fails.
Ideals
Freedom. No banner, bloodline, prophecy, or commander gives anyone the right to decide that another person's life is expendable.
Bonds
She will return to the frontier village she saved and rebuild its defenses if she ever earns enough money and influence. She also keeps the names of every soldier who died under her command, written inside her shield.
Flaws
Vera cannot leave an insult to authority unanswered, even when silence would be safer. She is quick to assume that officers, nobles, and officials are preparing to betray someone, and she sometimes mistakes caution for cowardice.
Quirks
Background
Vera was born in a frontier garrison where soldiers knew her family first by their horns and reputation, and only later by their names. Her mother served as a quartermaster, while her infernal heritage made Vera a convenient target for frightened recruits and a useful symbol for commanders who wanted to claim they feared nothing. Vera answered suspicion by becoming impossible to dismiss. She learned formations, logistics, spear work, and the practical arts of keeping frightened people alive. Her loud laugh and reckless mercy earned her both loyal friends and several reprimands. During a border campaign, Vera disobeyed an order to abandon a village whose militia had already broken. She organized a retreat through the granaries, held a chokepoint with a shield and a handful of exhausted soldiers, and brought most of the villagers out alive. The officer who ordered the abandonment survived, and so did the paperwork. Vera did not remain in the army after that. She left with her rank, her battered cloak, and a conviction that laws are tools for protecting people, not excuses for sacrificing them. Now she sells her sword where it can do the most good, seeking comrades who understand that courage is measured by who gets carried home.
“Vera answered suspicion by becoming impossible to dismiss.”
- Background
- Soldier
Connections
Species
Tiefling
Media
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