Veyra Thistleglass
Veyra Thistleglass
Sheet
AC 14 · HP 24 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- DeceptionCHA
- InsightWIS
- InvestigationINT
- PerceptionWIS
- StealthDEX
Armor
Weapons
Tools
Languages
Features
16 featuresAction
- Psychic BladesLevel 3
You can manifest a blade of psychic energy in your free hand. It deals 1d6 psychic damage on a hit, has the finesse and thrown properties, and can be dismissed after use. When you take the Attack action, you can create a second blade for the same attack, and it appears and vanishes as part of the attack.
Bonus action
- Cunning ActionLevel 2
When On your turn
Take the Dash, Disengage, or Hide action as a bonus action.
- Blessing of the Raven QueenShadar-kaiAs a bonus action, you can teleport up to 30 feet to an unoccupied space you can see. Once you use this trait, you cannot use it again until you finish a long rest, unless you expend one of your proficiency bonus uses.
Always on
- Psychic Blade Attack
When On your turn when you take the Attack action
Create a psychic blade and strike with it, or hurl it as a thrown weapon. The blade vanishes after the attack unless you immediately manifest another.
- Psi-Bolstered KnackLevel 3
When When making a proficient ability check
Use a psionic die to add to an ability check with a proficient skill or tool, preserving the die if the check still fails.
- Blessing of the Raven Queen
When Bonus action, proficiency bonus times per long rest
Teleport up to 30 feet to an unoccupied space you can see, and gain resistance to all damage until the start of your next turn.
- Sneak AttackLevel 1
You can use Dexterity for attack and damage rolls with ranged and finesse weapons, and you deal an extra 2d6 damage once per turn when you hit with an attack using a finesse or ranged weapon and have advantage, or when an ally of the target is adjacent to it and you do not have disadvantage.
- Thieves' CantLevel 1
You have learned thieves' cant, a secret mix of dialect, code, and jargon that lets you hide messages in plain sight.
- ExpertiseLevel 1
Choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies. She has expertise in Stealth and Investigation.
- Psionic PowerLevel 3
Your rogue archetype grants you psionic energy dice, which you can use to fuel psychic talents. You have a pool of 4d6 psionic energy dice, and you regain all expended dice when you finish a long rest.
- Psychic WhispersLevel 3
You can telepathically speak to a number of creatures equal to your proficiency bonus, provided they are within 1 mile of you and share a language you know. The connection lasts for 1 hour, requires no shared tongue for silent communication, and ends early if you choose.
- DarkvisionShadar-kaiAccustomed to life in darkness, you can see in dim light within 60 feet as if it were bright light, and in darkness as if it were dim light.
- Fey AncestryShadar-kaiYou have advantage on saving throws against being charmed, and magic cannot put you to sleep.
- TranceShadar-kaiYou do not need to sleep, and instead meditate semiconsciously for 4 hours a day to gain the benefit of a normal long rest.
- Shadow ResistanceShadar-kaiWhen you teleport using Blessing of the Raven Queen, you also gain resistance to all damage until the start of your next turn.
- Criminal ContactCriminal
You have a reliable and trustworthy contact who acts as your liaison to a network of other criminals. You know how to get messages to and from your contact, even over distances and through dangerous territory.
Gear
9 itemsWeapons
- RapierA favored blade for close work and precise strikes.
- 2×DaggerA balanced dagger kept hidden in a boot sheath.
- ShortbowA light missile weapon with a quiver of 20 arrows.
Armor
- Leather ArmorA studded black leather coat fitted for silent movement and rapid turns.
Tools
- CrowbarA simple crowbar useful for forcing doors, crates, and old secrets open.
- Thieves' ToolsA set of finely made picks and lockpicks.
Gear
- Burglar's PackA pack containing a backpack, a bag of 1,000 ball bearings, 10 feet of string, a bell, 5 candles, a crowbar, a hammer, 10 pitons, a hooded lantern, 2 flasks of oil, 5 days of rations, a tinderbox, and a waterskin.
- Dark Common ClothesA set of dark common clothes with a hood, suitable for moving through alleys unnoticed.
- Belt PouchA purse containing 15 gold pieces.
Appearance
Tall and willow-thin, with pale ash-gray skin, a white braid threaded with black glass beads, and eyes like dim moonlight reflecting off still water. She wears dark leather armor fitted for silent movement, a hood lined in muted silver, and keeps her hands wrapped in fingerless gloves to hide the faint psychic shimmer that sometimes crawls across her knuckles. A short blade hangs at her hip more as a habit than a reliance, while a faintly unreal shadow seems to lag half a heartbeat behind her movements.
Mannerisms
Speaks softly and never wastes a word. When thinking, she taps two fingers against her thumb as if counting invisible coins. She watches reflections in windows and polished metal more often than faces, and when startled she instinctively steps into shadow instead of away from danger.
Personality
Wry, self-possessed, and unsettlingly calm under pressure, Veyra treats danger like a familiar chore. She is courteous in a way that feels just a little too measured, as though every kindness has been evaluated for hidden edges.
Ideals
Freedom. No queen, master, cartel, or ancestor gets to own her future. Every chain can be cut, even if it leaves scars.
Bonds
She carries a black iron token from her first crossing into the mortal world, and she will risk almost anything to keep it from ending up in the hands of the wrong collector.
Flaws
She trusts secrets more readily than people, and she sometimes treats a living friend like a disposable source of leverage. When frightened, she becomes coldly practical and will abandon a winning plan if it requires admitting that she cares.
Quirks
Background
Veyra was born in the Shadowfell among the shadar-kai, where every favor is paid in memory, breath, or blood. As a child, she learned that the Raven Queen's servants admired discipline, but feared attachment, so she made a habit of seeming detached while quietly collecting names, routes, and secrets. When she first discovered that thoughts could become blades in her hands, she took it as a joke from the gods, a weapon made for someone too stubborn to die obediently. She never laughed about it twice. Her talent for slipping through unseen places eventually carried her beyond her enclave and into the back alleys of a bright mortal city, where she worked as a courier, fence, and occasional spy under the mask of a common thief. The city taught her that secrets are heavier than steel, and that people will surrender almost anything if they believe the hand taking it is empty. Now she sells information with one shadowed hand and steals into locked places with the other, always listening for the whisper of souls that might be bargaining for her future. Somewhere between the Shadowfell and the streetlamps, she decided she would rather choose her own debts than inherit anyone else's.
“The city taught her that secrets are heavier than steel, and that people will surrender almost anything if they believe the hand taking it is empty.”
- Background
- Criminal
Connections
Species
Shadar-kai
Media
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