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Veyr Ashmark - AI-generated fantasy Character

Veyr Ashmark

Tiefling · Warlock (Fiend Patron) · Level 3 · Criminal

Veyr Ashmark

Veyr is quick-witted, irreverent, and theatrically confident.
AC13
HP24/24
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 13 · HP 24 · 30 ft.
AlignmentChaotic NeutralGenderMaleAge28 years old
STR
DEX
CON
INT
WIS
CHA

Saving throws

STRDEXCONINTWISCHA

Skills

  • AcrobaticsDEX
  • Animal HandlingWIS
  • ArcanaINT
  • AthleticsSTR
  • DeceptionSTR
  • HistoryINT
  • InsightWIS
  • IntimidationCHA
  • InvestigationINT
  • MedicineWIS
  • NatureINT
  • PerceptionWIS
  • PerformanceCHA
  • PersuasionCHA
  • ReligionINT
  • Sleight of HandDEX
  • StealthDEX
  • SurvivalWIS

Armor

Light armor

Weapons

Simple weapons

Tools

Thieves' tools,
Gaming set

Languages

Common,
Infernal

Features

10 features

Always on

  • Pact MagicLevel 1

    You can cast Warlock spells using Charisma as your spellcasting ability. You know two Warlock cantrips and prepare four level 1 or higher Warlock spells. You have two Pact Magic spell slots, both of which are level 2 and return after a Short or Long Rest.

  • Eldritch InvocationsLevel 1

    You gain three Eldritch Invocations. Veyr knows Agonizing Blast, Devil's Sight, and Mask of Many Faces. Agonizing Blast adds his Charisma modifier to the damage of Eldritch Blast. Devil's Sight lets him see normally in magical and nonmagical darkness within 120 feet. Mask of Many Faces lets him cast Disguise Self without expending a spell slot.

  • Magical CunningLevel 2

    After a one-minute esoteric rite, you can regain expended Pact Magic spell slots equal to half your maximum, rounded up. Once used, this feature refreshes after a Long Rest.

  • Fiend PatronLevel 3

    You gain the Fiend Patron subclass. Your patron is Malphas Vark, a calculating pit fiend who treats every bargain as an investment.

  • Dark One's BlessingLevel 3

    When you reduce a hostile creature to 0 Hit Points or score a critical hit against one, you gain temporary Hit Points equal to your Charisma modifier plus your Warlock level. Veyr gains 5 temporary Hit Points from this feature.

  • Pact of the TomeLevel 3

    Through Pact of the Blade, Pact of the Chain, or Pact of the Tome, a Warlock can gain a specialized eldritch boon. Veyr has chosen Pact of the Tome, creating a charred ledger that grants three additional cantrips and two level 1 ritual spells. The ledger's cantrips are Guidance, Mage Hand, and Vicious Mockery. Its ritual spells are Detect Magic and Find Familiar.

  • TraitTieflingDarkvision, you can see in dim light within 60 feet as if it were bright light, and in darkness as if it were dim light, though darkness appears as shades of gray.
  • TraitTieflingFiendish Legacy, Veyr has chosen the Infernal legacy. He knows Thaumaturgy, can cast Hellish Rebuke once per Long Rest starting at level 3, and has resistance to Fire damage.
  • TraitTieflingOtherworldly Presence, your fiendish appearance and supernatural nature are evident, though they do not determine your morality or alignment.
  • Criminal ContactCriminal

    You have a reliable and discreet contact in criminal circles. This contact can pass messages to you, arrange introductions, provide rumors, or help you locate people and places connected to illicit activity, though they will not risk their life for you.

Spells

13 spells

Spellcasting. Veyr Ashmark casts with Charisma (spell save DC 12, to hit with spell attacks).

Cantrips (at will): , , , , ,

1st level: , , , ,

2nd level (2 slots): ,

Gear

9 items

Weapons

  • 2×
    Dagger
    A plain iron knife balanced for throwing or close work.

Armor

  • Leather armor
    Light armor made from dark, supple leather, reinforced at the shoulders and ribs.

Tools

  • Crowbar
    A heavy iron bar useful for forcing doors and crates.
  • Thieves' tools
    A set of metal picks, tension wrenches, and probes for manipulating locks and traps.

Gear

  • Arcane focus
    A glass orb filled with black ash, used as an arcane focus.
  • Scholar's pack
    A pack containing bedroll, tinderbox, mess kit, waterskin, rope, and other travel supplies.
  • Gaming set
    A marked deck of cards used for gambling and coded messages.
  • 2×
    Fine or dark common clothes
    Two sets of plain dark clothing suitable for blending into alleys and crowds.

Purse

  • 31×
    Gold pieces
    Loose coin gathered from old jobs and recent favors.

Appearance

A lean, sharp-featured male tiefling with deep crimson skin, swept-back black horns, amber eyes with slit pupils, and a long tail tipped with a tuft of smoke-black hair. He wears scuffed leather armor beneath a charcoal traveling coat, with brass tokens, lockpicks, and stolen keys sewn into hidden pockets. Infernal script is tattooed across his left forearm, glowing faintly whenever he invokes his patron.

Mannerisms

Veyr flips a black playing card across his knuckles when thinking. He rarely sits with his back to a door, pauses before saying any person's true name, and taps twice on wooden surfaces before making a promise.

Personality

Veyr is quick-witted, irreverent, and theatrically confident. He treats danger like a puzzle and conversation like a card game, always looking for the hidden rule that lets him win. Beneath the swagger, he is fiercely observant and surprisingly protective of people who have been exploited by those with greater power.

Ideals

Freedom. No god, devil, king, or criminal boss owns another person's choices. If someone tries to put a chain around my will, I will learn who forged it and use it on them.

Bonds

He owes his former criminal crew a debt that cannot be repaid with coin. He will risk himself to protect any member of the Nightglass crew, especially the young pickpocket who took his place after his disappearance.

Flaws

He assumes every act of kindness hides a trap, and he would rather lie beautifully than admit he is frightened. Veyr cannot resist stealing something small from anyone who boasts about their wealth or security. He also believes he can eventually outsmart his patron, despite mounting evidence to the contrary.

Quirks

Names every lockpick and speaks to them as if they were tiny colleagues.
Keeps a black playing card from every major theft.
Collects keys even when he has no idea what they open.
Whistles softly whenever he is lying.
Refuses to sleep in a room without checking every window twice.

Background

Veyr Ashmark grew up in the back rooms of gambling dens and beneath the floorboards of respectable shops. His mother taught him which locks were honest, which guards were corrupt, and which wealthy patrons deserved to lose a little gold. By seventeen, Veyr was the most talented burglar in the Nightglass crew, known for leaving a single black playing card at every successful job. The card was meant as a joke, until he stole an iron-bound reliquary from a noble collector and found a living ember sealed inside it. The ember belonged to a pit fiend called Malphas Vark, who offered Veyr power in exchange for opening a door that had never been meant for mortal hands. Veyr accepted, believing he could outwit a devil through clever wording. He was wrong about the danger, but right about one thing. The pact did not make him obedient, it made him valuable. Now his eldritch magic burns through his blood, and Malphas occasionally whispers instructions from the Lower Planes. Veyr continues to work as a thief, con artist, and reluctant adventurer, searching for a way to break the pact without surrendering the power that keeps his enemies afraid.

“His mother taught him which locks were honest, which guards were corrupt, and which wealthy patrons deserved to lose a little gold.”
From their backstory
Background
Criminal

Connections

Species

Tiefling

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