Veyra Nocthollow
Veyra Nocthollow
Sheet
AC 16 · HP 25 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- InsightWIS
- InvestigationINT
- PerceptionWIS
- Sleight of HandDEX
- StealthDEX
Armor
Weapons
Tools
Languages
Features
17 featuresBonus action
- Cunning ActionLevel 2
When On your turn.
Use a bonus action to Dash, Disengage, or Hide, letting you reposition like a shadow slipping between alley lamplight.
- Steady AimLevel 3
When On your turn, if you haven't moved.
If you are not moving, take a bonus action to focus your aim and gain advantage on your next attack roll this turn.
- Psychic BladesLevel 3
You have manifested psionic talent in the form of psychic weaponry. You can create a shimmering psychic blade in an empty hand. It is a finesse and thrown simple melee weapon for you, and it vanishes after it hits or if it leaves your hand. When you take the Attack action and attack with a one-handed weapon, you can manifest a second blade as a Bonus Action. Your psychic blades deal psychic damage and are the visual centerpiece of her combat style.
Always on
- Psychic Blade
When On your turn, or when you make the Attack action with a one-handed weapon and need a second blade.
Create and hurl a psychic blade from an empty hand, striking from concealment or reach of mind rather than steel.
- Thieves' CantLevel 1
When While communicating with other criminals or rogues.
Slip coded meaning into otherwise ordinary speech so only allies understand your intent.
- ExpertiseLevel 1
You are trained to find weak points in both enemies and systems. You gain Expertise in two of your skill proficiencies. She has chosen Stealth and Sleight of Hand, doubling her proficiency bonus when making checks with them.
- Sneak AttackLevel 1
Once per turn, you deal extra damage to one creature you hit with an attack if you have Advantage on the attack roll, or if an enemy of the target is within 5 feet of it and you do not have Disadvantage. The extra damage is 1d6. You can use this even with finesse or ranged weapon attacks.
- Weapon MasteryLevel 1
You have practiced with two kinds of weapons, gaining their mastery properties. You can change your chosen weapons whenever you finish a Long Rest. She has chosen Dagger and Shortsword. Dagger grants Vex, Shortsword grants Nick.
- Psionic Energy DiceLevel 3
You have a pool of psionic power that fuels your subclass abilities, refreshing on a Long Rest. You can use it to strengthen your supernatural tricks.
- Psi-Bolstered KnackLevel 3
You can attempt to turn a failed skill or tool check into a success by spending psionic energy, representing a mind that refuses to admit defeat.
- Psychic WhispersLevel 3
You can speak telepathically with selected creatures over a short duration, a perfect talent for clandestine escapes, silent planning, and betrayal-proof coordination.
- TraitDrowDarkvision 120 ft.
- TraitDrowFey Ancestry, advantage on saving throws to avoid or end the Charmed condition.
- TraitDrowTrance, you do not need to sleep and can finish a Long Rest in 4 hours while remaining conscious.
- TraitDrowDrow cantrip, Dancing Lights.
- TraitDrowElven Lineage magic, the drow's magical heritage manifests in spellcraft tied to shadow and hidden movement.
- Wayfarer's RespiteWayfarer
You can usually find a safe place to rest, a sympathetic face, or someone willing to help a traveler in exchange for a favor, song, or story. You know how to move through the cracks of society and can often find the right alley, back door, or hidden passage when escape is the difference between life and death.
Gear
8 itemsWeapons
- ShortswordA short blade kept for close work and emergencies.
- 2×DaggerA second blade for ambushes, climbing, and desperate escapes.
- Psychic BladeA manifested blade of violet-blue psychic force, used as her signature attack form.
Armor
- Leather ArmorProtective dark leather armor, fitted for quiet movement and shadow work.
Tools
- Thieves' ToolsTools for opening locks, bypassing seals, and leaving no sign.
Gear
- Wayfarer's PackA travel-worn pack with the essentials for a life on the run.
- Half-CloakA fraying cloak that helps her disappear into dark streets and tunnels.
- Fingerless GlovesFingerless gloves suited to climbing, lock work, and sleight of hand.
Appearance
A female drow in her prime, captured at a three-quarter view, with deep charcoal-violet skin, cool-toned and smooth, long moon-white hair partially pulled back beneath a worn leather hood, and sharp angular features with high cheekbones and pointed ears. Her lavender eyes faintly glow with psionic intensity. She wears fitted dark leather armor with subtle buckled straps, a fraying half-cloak, and fingerless gloves in muted blacks and deep greys. In one hand she conjures a translucent violet-blue psychic blade that casts a cold glow across her guarded face.
Mannerisms
She keeps her shoulders angled toward exits and unconsciously scans reflections in glass, polished metal, or puddles. When thinking, her lavender eyes unfocus as if she is listening to a voice no one else can hear. She speaks softly and precisely, but when she is angry, she goes eerily quiet instead of raising her voice.
Personality
Guarded, dryly observant, and more compassionate than she admits, Veyra treats every room like a puzzle and every promise like a blade that could turn in the hand. She values competence over bravado, keeps her word once it is truly given, and masks tenderness with sarcasm.
Ideals
Freedom, no chain, lock, vow, or law has the right to claim a thinking soul. If the world insists on cruelty, then mercy must become a discipline, practiced in secret and defended with teeth.
Bonds
She keeps a broken signet ring taken from the one captive who helped her escape, and she will one day learn whether that person lived or died because of her flight. She refuses to abandon other runaways, debtors, and outcasts, because someone once pulled her from a cage and she means to pay that mercy forward.
Flaws
Veyra trusts very few people, and when she does, she becomes possessive of their safety in ways that can feel controlling. She is slow to forgive anyone who cages, bargains over, or exploits the powerless. In a tense silence, she will usually choose the sharpest possible exit, even when a gentler answer might have served better.
Quirks
Background
Veyra was born beneath the brutal shine of the Underdark, where every kindness was a debt and every weakness was a meal. She learned early that survival meant reading intent faster than words, feeling the shape of danger in a room before steel ever cleared its sheath. Her gift was stranger than stealth, a whisper of thought that could become a weapon in her hand. When an overseer tried to make an example of her, Veyra answered with a blade only she could see, and by dawn she was hunted, branded a thief, a psion, and a problem best buried.
“She learned early that survival meant reading intent faster than words, feeling the shape of danger in a room before steel ever cleared its sheath.”
- Background
- Wayfarer
Connections
Species
Drow
Media
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