Vakaria Veyr
Vakaria Veyr
Sheet
AC 14 · HP 97 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingWIS
- ArcanaINT
- AthleticsSTR
- DeceptionCHA
- HistoryINT
- InsightWIS
- IntimidationCHA
- InvestigationINT
- MedicineWIS
- NatureINT
- PerceptionWIS
- PersuasionCHA
- ReligionWIS
- Sleight of HandDEX
- StealthDEX
Armor
Weapons
Tools
Languages
Features
25 featuresBonus action
- Cunning ActionLevel 2
When On Vakaria's turn
Vakaria uses a bonus action to Dash, Disengage, or Hide.
- Rogue's Evasion and Mental ResilienceLevel 7
Vakaria gains proficiency in Wisdom saving throws and has advantage on saving throws against being frightened. She can also use a bonus action to end an effect on herself causing her to be charmed or frightened.
- Psychic BladesLevel 3
Vakaria gains proficiency with her psionic blades, which are simple melee weapons with the finesse and thrown properties, a range of 60 feet, and psychic damage instead of piercing damage. When she takes the Attack action and attacks with a psychic blade, she can make one additional psychic blade attack as a bonus action. The bonus attack deals 1d4 psychic damage plus her ability modifier instead of 1d6.
- Fighting StyleLevel 1
Vakaria gains a Fighting Style. She chooses Two-Weapon Fighting, allowing her to add her ability modifier to the damage of a second weapon attack made with her bonus action while fighting with two weapons.
- Second WindLevel 1
Vakaria can use a bonus action to regain hit points equal to 1d10 + 3. Once used, this feature requires a short or long rest before it can be used again.
- Telekinetic AdeptLevel 3
Vakaria can use a bonus action to telekinetically shove one creature she can see within 30 feet. The target must succeed on a Strength saving throw against DC 15 or be moved up to 5 feet toward or away from her.
- Psi-Powered LeapLevel 3
Vakaria can use a bonus action to move up to 30 feet to an unoccupied space she can see, or can force a creature within 5 feet of her to make a Strength saving throw against DC 15 or be moved up to 5 feet. She can use this feature a number of times equal to her proficiency bonus per long rest.
Reaction
- Protective Field
When When Vakaria or an ally within 30 feet takes damage
Vakaria reduces damage dealt to herself or a creature within 30 feet by 1d6 + 3 as a reaction, expending one Psionic Energy die.
- Psionic PowerLevel 3
Vakaria gains a Psionic Energy die, a d6, which she can expend to fuel psionic abilities. She regains all expended dice after a long rest. As a Psi Warrior, she can use Protective Field to reduce damage to herself or a creature within 30 feet by 1d6 + 3 as a reaction, Psionic Strike to deal an extra 1d6 psychic damage after hitting with a weapon attack, or Telekinetic Movement to move a Large or smaller object or willing creature up to 30 feet as an action. She gains one additional Psionic Energy die at fighter level 3, for a total of two dice.
Always on
- Psychic Teleport Strike
When After making a psychic blade attack
Vakaria makes a weapon attack with advantage against a creature she can see within 30 feet, teleporting to an unoccupied space she can see within 60 feet of the target after the attack. The teleportation expends one Psionic Energy die.
- Psionic Strike
When After hitting with a weapon attack
After hitting with a weapon attack, Vakaria deals an additional 1d6 psychic damage, expending one Psionic Energy die.
- Sneak Attack
When When Vakaria hits with an eligible finesse or ranged weapon attack
Vakaria deals an extra 5d6 damage once per turn when the Sneak Attack conditions are met.
- Rogue ProficienciesLevel 1
Vakaria gains proficiency with light armor, medium armor, shields, simple weapons, martial weapons, thieves tools, and one musical instrument from her initial rogue training. As a multiclass fighter, she gains proficiency with medium armor, shields, simple weapons, and martial weapons.
- ExpertiseLevel 1
Vakaria can add her proficiency bonus twice to checks made with her thieves tools and with Investigation, Perception, and Stealth, reflecting her chosen expertise. She gains Expertise in two additional proficient skills at rogue level 6, represented by her expertise in Perception and Stealth.
- Sneak Attack, 5d6Level 1
Once per turn, Vakaria deals an extra 5d6 damage when she hits with a finesse or ranged weapon attack while she has advantage, or when an eligible enemy is adjacent to one of the target's enemies, provided she does not have disadvantage.
- EvasionLevel 7
When Vakaria makes a Dexterity saving throw against an effect that allows half damage on a success, she takes no damage on a success and half damage on a failure.
- Soul BladesLevel 3
Vakaria can telepathically communicate with a creature she can see within 120 feet. She can establish a connection for a number of hours equal to her proficiency bonus, and the creature can respond while within range.
- Psychic Veil and Soul Blades ImprovementLevel 9
When Vakaria fails an ability check using a proficient skill or tool, she can roll one Psionic Energy die and add it to the check, potentially turning failure into success. She can also teleport by throwing a psychic blade to an unoccupied space she can see, appearing there and making the blade attack with advantage. The teleportation costs a Psionic Energy die. Her Psionic Energy dice are d8s, and she has four dice, regaining all expended dice after a long rest.
- Extra AttackLevel 5
Vakaria can attack twice, instead of once, whenever she takes the Attack action on her turn.
- Ability Score IncreaseHuman+1 to all six ability scores
- SizeHumanMedium
- SpeedHuman30 feet
- TraitHumanOne additional language of Vakaria's choice, Draconic
- Human VersatilityHumanHuman characters gain broad adaptability and no special movement or sensory restrictions
- Position of PrivilegeNoble
Vakaria can secure an audience with nobles, claim hospitality from members of the aristocracy, and call upon the support of servants, retainers, and other people loyal to her former station. Such support is not guaranteed if her identity or reputation would endanger them.
Gear
11 itemsWeapons
- RapierA narrow blade balanced for close combat and throwing
- ShortswordA compact secondary blade used for off-hand attacks and thrown strikes
- 2×DaggersA matched set of balanced throwing knives
- Longbow and quiverA finely crafted longbow with a quiver containing 20 arrows
Armor
- Leather armorFlexible dark leather armor reinforced for mobility
Tools
- Thieves toolsThieves tools including picks, tension bars, files, and small mirrors
Gear
- Fine clothesA set of finely made but unobtrusive clothing suitable for discreet appearances among the upper class
- Signet ringA signet ring bearing the crest of Vakaria's fallen house
- Burglar's packA burglar's pack containing a backpack, 1,000 ball bearings, 10 feet of string, a bell, five candles, a crowbar, a hammer, 10 pitons, a hooded lantern, two flasks of oil, five days of rations, tinderbox, and a waterskin
- Fighter's insigniaA simple military insignia from her fighter training
Purse
- PurseA purse containing 25 gp from her noble background
Appearance
Vakaria is a lean, sharp-featured human woman with pale porcelain skin, tarnished-steel gray eyes, and an athletic build shaped by years of rigorous training. Her most striking feature is her silver undercut, with the sides and back shaved close and the longer top swept sleekly past her jawline. Faint scars mark her jaw and knuckles. She carries herself with rigid alertness, making her seem taller than she is. In casual settings, she wears a fitted black tank top, dark gray cargo pants, scuffed black leather boots, and a plain steel ring on her right middle finger. In the field, she favors a charcoal bodysuit, matte black tactical vest, reinforced fingerless gloves, padded boots, two daggers, and compact thieves tools concealed among her gear.
Mannerisms
Vakaria pauses for several seconds before answering difficult questions, as if arranging every word in her mind. She maintains steady eye contact, rarely gestures, and instinctively positions herself with a clear view of doors and windows. When irritated, she taps her steel ring once against her middle finger. When concentrating, she silently counts backward from ten.
Personality
Vakaria is quiet, analytical, and intensely self-controlled. She speaks rarely, but her words are deliberate and difficult to dismiss. She respects competence above rank, has little patience for bluster, and treats survival as a discipline rather than a moral failing. Beneath her cool exterior is a deep hunger for purpose and power. She is capable of ruthless violence when necessary, but never kills for amusement or cruelty. Her dry wit appears only under extreme stress or around people who have earned her trust.
Ideals
Competence is a form of respect. Power should belong to those disciplined enough to use it precisely, and loyalty should be earned through action rather than inherited through blood.
Bonds
She carries the plain steel ring that once belonged to the last surviving member of her family. She intends to uncover the conspiracy that ruined her house, not to restore its title, but to decide for herself what justice should look like. She is also fiercely loyal to the few people in her organization who treated her as a capable ally rather than a discarded noble.
Flaws
Vakaria assumes every kindness has a price and often rejects help even when accepting it would be wiser. She is ruthlessly intolerant of incompetence, including her own, and can become cold or vindictive when someone reminds her of the people who destroyed her family. Her hunger for purpose and power makes her vulnerable to organizations that offer structure, recognition, and a worthy target.
Quirks
Background
Vakaria was born into a minor human noble house whose influence rested less on wealth than on secrets. Her family maintained ledgers, favors, and quiet agreements between powerful patrons, and from childhood she was taught to read a room before speaking and to recognize the value of information. A political betrayal destroyed the house when Vakaria was young. Her relatives were killed, imprisoned, or scattered, while she escaped into the city with little more than a signet ring and a talent for remaining unnoticed. The streets stripped away her assumptions about rank. She learned to climb, steal, fight, and disappear, eventually becoming a discreet operative for those who could afford someone who never panicked and never asked unnecessary questions.
“A political betrayal destroyed the house when Vakaria was young.”
- Background
- Noble
Connections
Species
Human
Media
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