Vakaria Veyne
Vakaria Veyne
Sheet
AC 15 · HP 88 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingWIS
- ArcanaINT
- AthleticsSTR
- DeceptionCHA
- HistoryINT
- InsightWIS
- IntimidationCHA
- InvestigationINT
- MedicineWIS
- NatureINT
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- ReligionINT
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
23 featuresBonus action
- Cunning ActionLevel 2
When On Vakaria’s turn.
Dash, Disengage, or Hide as a bonus action.
- Fast Hands
When On Vakaria’s turn.
Use thieves’ tools, use an object, or make a Sleight of Hand check as a bonus action.
- Thief, Fast HandsLevel 3
Vakaria gains proficiency with the disguise kit and poisoner’s kit. She can use Fast Hands to make a Dexterity check with thieves’ tools, use an object, or use a bonus action to make a Sleight of Hand check.
Reaction
- Uncanny DodgeLevel 5
When When an attacker Vakaria can see hits her.
Halve the damage from a visible attacker’s successful attack against her.
Always on
- Sneak AttackLevel 1
When Once per turn when Vakaria hits with a finesse or ranged weapon under the required conditions.
Make a weapon attack with advantage when appropriate, dealing an additional 6d6 damage once per turn against a valid target.
- EvasionLevel 7
When When subjected to an effect allowing a Dexterity saving throw for half damage.
Take no damage on a successful Dexterity save against many area effects, or half damage on a failure.
- Thieves’ CantLevel 1
Vakaria has mastered the language of criminal networks and thieves. She can use thieves’ cant and understands its hidden signs and meanings.
- ExpertiseLevel 1
Vakaria chooses four proficient skills, Acrobatics, Investigation, Perception, and Stealth. She has expertise in Stealth and thieves’ tools, doubling her proficiency bonus for those checks.
- Thief, Second-Story WorkLevel 3
Vakaria can climb faster than normal, and climbing no longer costs her extra movement. She can make running jumps after moving only 5 feet on foot.
- Ability Score ImprovementLevel 4
Vakaria increases her Dexterity by 2, raising it to 20.
- Ability Score ImprovementLevel 8
Vakaria increases her Intelligence by 2, raising it to 20.
- Thief, Supreme SneakLevel 9
Vakaria can move stealthily at a normal pace and has advantage on Dexterity (Stealth) checks when moving no more than half her speed on the same turn.
- Ability Score ImprovementLevel 10
Vakaria increases her Constitution by 2, raising it to 18.
- Slippery MindLevel 7
Vakaria has advantage on saving throws against being charmed, and magic cannot put her to sleep.
- Ability Score ImprovementLevel 12
Vakaria increases her Charisma by 2, raising it to 16.
- Reliable TalentLevel 11
Whenever Vakaria makes an ability check that lets her add her proficiency bonus, a roll of 9 or lower on the d20 counts as a 10.
- Thief, Use Magic DeviceLevel 13
Vakaria can use magic items regardless of class, race, or level requirements. She can also ignore requirements for using and attuning to magic items.
- Ability Score IncreaseHuman+1 to all six ability scores.
- SizeHumanMedium.
- SpeedHuman30 feet.
- LanguagesHumanCommon and one additional language, Draconic.
- Human VersatilityHumanThe standard 2014 human gains broad ability score improvements rather than a feat or extra skill.
- Position of PrivilegeNoble
Vakaria can secure an audience with local nobles, retainers, and members of her former social sphere. Commoners may also treat her as a person of wealth and influence, though her reputation is complicated by her years as a street survivor.
Gear
14 itemsWeapons
- RapierA narrow blade balanced for close combat and throwing.
- ShortswordA second light blade used as a backup weapon.
- 2×DaggersSmall blades suitable for throwing or close-quarters work.
- Light crossbowA compact ranged weapon with a case of bolts.
Armor
- Leather armorA light protective leather cuirass worn beneath or over her dark clothing.
Tools
- Thieves’ toolsA thieves’ kit containing picks, tension tools, small files, and other delicate instruments.
- Disguise kitA concealed disguise kit used to alter her appearance when necessary.
- Poisoner’s kitA compact kit of venoms, antitoxins, applicators, and protective materials.
Gear
- Dark common clothesA finely made but discreet suit of dark clothing suitable for travel and covert social appearances.
- Signet ringA leather coat of arms and signet associated with Vakaria’s former noble house.
- PurseA purse containing the customary starting wealth of a noble.
- 20×Crossbow boltsA case containing ammunition for the crossbow.
- Burglar’s packA diplomatic travel kit containing a chest, fine clothes, ink, pens, a lamp, oil, paper, perfume, sealing wax, and soap.
- Dragonchess setA gaming set associated with noble houses and courtly wagers.
Appearance
Vakaria is a lean, sharp-featured human woman with pale, porcelain skin and a few faint scars, including one along her jaw and another across her knuckles. Her most striking feature is her silver undercut, with the sides and back shaved close and the longer top swept sleekly past her jaw. Her eyes are tarnished steel gray, cool and intensely observant. She has an athletic build, defined arms and shoulders, and an alert posture that makes her seem taller. She favors dark clothing, fitted black shirts, gray cargo trousers, and well-maintained black boots. In the field, she wears a charcoal bodysuit, matte black tactical vest, reinforced gloves, silent boots, and a belt carrying tools, daggers, and wire.
Mannerisms
Vakaria pauses before answering difficult questions, as if arranging every possible response in her mind. She maintains steady eye contact, rarely raises her voice, and instinctively notes exits, windows, and the location of every weapon in a room. When irritated, she rubs the steel ring on her right middle finger with her thumb.
Personality
Vakaria is quiet, precise, and intensely analytical. She respects competence above status and has little patience for bluster, waste, or avoidable mistakes. She is fiercely independent, but understands that survival often depends on disciplined cooperation. Her dry wit appears only under extreme stress or around people who have earned her trust. Beneath her controlled exterior lies a deep hunger for purpose and power, along with the fear that emotional attachment will become a weakness someone else can exploit.
Ideals
Competence. Power should belong to those capable of using it responsibly, not to those who inherited a title. Freedom. No bloodline, institution, or master will ever own her again.
Bonds
She carries a plain steel ring once belonging to the only family member who defended her after her house fell. She intends to uncover who engineered her family’s ruin and decide whether justice requires restoration, exposure, or blood.
Flaws
Vakaria assumes every kindness has a price and often rejects help even when accepting it would be wiser. She can become ruthlessly controlling when plans begin to fail, and she has a dangerous hunger for power that she disguises as pragmatism.
Quirks
Background
Vakaria was born into a minor human noble house whose influence rested on old contracts, discreet alliances, and the careful control of information. As a child, she was trained in etiquette, history, negotiation, and the silent observation expected of someone who might one day manage the family’s interests. She was never comfortable with ornamental privilege. She studied people instead of parties, exits instead of ballrooms, and the hidden motives behind every polite smile. When a political betrayal destroyed her family’s position, Vakaria was cast out and left to survive in the city’s alleys, where her noble education became an unexpected weapon.
“She was never comfortable with ornamental privilege.”
- Background
- Noble
Connections
Species
Human
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