Nova Veyr
Nova Veyr
Sheet
AC 18 · HP 144 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingWIS
- AthleticsSTR
- DeceptionCHA
- HistoryINT
- InsightWIS
- IntimidationCHA
- InvestigationINT
- NatureINT
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- ReligionINT
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
33 featuresAction
- Coordinated Strike
When When Nova takes the Attack action
Nova makes two weapon attacks, or three attacks on the first turn of combat if Dread Ambusher applies. One eligible hit can deal 4d6 Sneak Attack damage once per turn.
- Dread Ambusher
When The first turn of combat
Nova makes an additional attack on the first turn of combat, gains 10 feet of movement, and deals an extra 1d8 damage if the additional attack hits.
- Primeval AwarenessLevel 3
Nova can use an action and expend a spell slot to focus her awareness on the surrounding area, learning whether certain creature types are present within one mile, or six miles in favored terrain.
Bonus action
- Cunning ActionLevel 2
When On Nova's turn
Nova uses a bonus action to Dash, Disengage, or Hide.
- Shadow Infiltration
When When Nova has cover or concealment
Nova can attempt to hide while concealed by darkness, tactical cover, natural surroundings, or suitable urban concealment.
- Hide in Plain SightLevel 10
Nova can hide as a bonus action while in natural surroundings or suitable urban concealment, allowing her to disappear between moments of attention.
Reaction
- Skirmisher's Withdrawal
When When a hostile creature ends its turn within 5 feet of Nova
Nova moves up to half her speed without provoking opportunity attacks from a hostile creature that ended its turn within 5 feet of her.
- Uncanny DodgeLevel 5
When When an attacker Nova can see hits her
Nova halves the damage from an attack that hits her.
- Scout, SkirmisherLevel 3
When a hostile creature ends its turn within 5 feet of Nova, she can move up to half her speed as a reaction without provoking opportunity attacks.
- EvasionLevel 7
Nova can use a reaction to take no damage on a successful Dexterity saving throw against an effect that normally deals half damage on a success, and takes only half damage on a failed save.
Always on
- Favored EnemyLevel 1
Nova has chosen humanoids as a favored enemy, reflecting her experience tracking hostile agents, soldiers, and criminal organizations. She has advantage on Wisdom (Survival) checks to track them and Intelligence checks to recall information about them.
- Natural ExplorerLevel 1
Nova is particularly skilled at navigating urban and subterranean environments. When traveling for an hour or more, she gains the normal benefits of a favored terrain in areas she has designated as her operational territory, including improved navigation, tracking, and stealth while traveling alone.
- Fighting Style, ArcheryLevel 2
Nova has adopted the Archery fighting style, gaining a +2 bonus to attack rolls made with ranged weapons.
- SpellcastingLevel 2
Nova can cast ranger spells using Wisdom as her spellcasting ability. She knows five ranger spells and uses the multiclass spell slot progression shown in this character sheet.
- Extra AttackLevel 5
Nova gains an additional attack whenever she takes the Attack action on her turn.
- Land's StrideLevel 8
Nova can move through nonmagical difficult terrain without extra movement and pass through nonmagical plants without being slowed or damaged by them. She also has advantage on saving throws against magically created or manipulated plants.
- Ability Score ImprovementLevel 4
Nova has honed her body and mind through four Ability Score Improvement opportunities. These may be used to increase ability scores or select feats, subject to the campaign's choices.
- Ability Score ImprovementLevel 8
Nova has honed her body and mind through four Ability Score Improvement opportunities. These may be used to increase ability scores or select feats, subject to the campaign's choices.
- Ability Score ImprovementLevel 12
Nova has honed her body and mind through four Ability Score Improvement opportunities. These may be used to increase ability scores or select feats, subject to the campaign's choices.
- Ability Score ImprovementLevel 16
Nova has honed her body and mind through four Ability Score Improvement opportunities. These may be used to increase ability scores or select feats, subject to the campaign's choices.
- Gloom Stalker, Umbral SightLevel 3
Nova is adapted to darkness. She has darkvision out to 60 feet, and is effectively invisible to creatures relying on darkvision to see her in darkness.
- Gloom Stalker, Dread AmbusherLevel 3
On the first turn of each combat, Nova's walking speed increases by 10 feet, and if she takes the Attack action on that turn, she can make one additional weapon attack. If that attack hits, it deals an extra 1d8 weapon damage.
- Gloom Stalker, Iron MindLevel 7
Nova has proficiency in Wisdom saving throws. If she already had this proficiency, she could instead choose another saving throw proficiency.
- ExpertiseLevel 1
Nova has expertise in two proficient skills, doubling her proficiency bonus for those checks. She has applied expertise to Investigation and Stealth.
- Sneak Attack, 4d6Level 1
Nova deals an extra 4d6 damage once per turn when she hits with a finesse or ranged weapon attack while she has advantage, or when an eligible ally is engaging the target.
- Thieves' CantLevel 1
Nova knows Thieves' Cant, a secret language and coded system used by rogues and covert operatives.
- Scout, SurvivalistLevel 3
Nova gains proficiency in Nature and Survival, and her proficiency bonus is doubled for ability checks using those skills.
- TraitHumanAbility Score Increase, +1 to all ability scores
- TraitHumanSize, Medium
- TraitHumanSpeed, 30 feet
- TraitHumanOne additional language of choice, represented here by Thieves' Cant through Nova's rogue training rather than a racial language
- TraitHumanHuman adaptability and broad cultural familiarity
- Military RankSoldier
Nova can usually find military organizations, former comrades, mercenaries, and veterans who recognize her service and may provide shelter, information, or limited assistance. She understands military ranks, protocol, logistics, and field operations.
Spells
7 spellsSpellcasting. Nova Veyr casts with Wisdom (spell save DC 18, to hit with spell attacks).
1st level (4 slots): , ,
2nd level (2 slots): , , ,
Gear
14 itemsWeapons
- Suppressed submachine gunModern suppressed submachine gun used as Nova's primary ranged weapon. Treat as a martial ranged weapon or use the campaign's modern firearm rules.
- Suppressed compact pistolCompact suppressed pistol carried for precision shots and close-range defense. Treat as a martial ranged weapon or use the campaign's modern firearm rules.
- Backup pistolSmall backup pistol concealed at the ankle.
- 2×Throwing knivesBalanced close-combat blades used as throwing knives or melee weapons.
Armor
- Tactical armored vestModern equivalent of scale mail, providing medium armor protection and tactical coverage.
- Compact tactical shieldA compact ballistic shield, equivalent to a shield under standard rules.
Tools
- Monomolecular wire garroteA concealed garrote represented mechanically as an improvised weapon or specialized tool at the DM's discretion.
- Gaming setA gaming set used by soldiers during long deployments.
- Thieves' toolsLockpicks and delicate bypass tools used for infiltration and covert entry.
Gear
- Reconnaissance packA dungeoneer's pack adapted for urban reconnaissance, containing a backpack, crowbar, hammer, ten pitons, ten torches, tinderbox, ten days of rations, and a waterskin.
- Military insigniaA military insignia from Nova's former unit, used as proof of service and rank.
- Enemy trophyA trophy taken from a defeated enemy, kept as a reminder of unfinished work.
- Common clothesA set of common clothes suitable for blending into civilian environments.
- Tactical utility kitA small field medical kit, compact camera, surveillance devices, ammunition, spare magazines, and utility tools.
Appearance
Nova is a human woman in her late twenties with a lean, athletic build shaped by covert operations, military conditioning, and years of wilderness survival. Her fair skin bears a few faint scars, including one across her collarbone and another along her forearm. She has sharp features, high cheekbones, a straight nose, and pale blue eyes with a calm, analytical intensity. Her blonde hair is cut in a neat, chin-length asymmetrical bob. In casual settings she wears a fitted black tank top, dark gray cargo pants, and low-cut black leather boots. Her tactical gear consists of a matte black sound-dampening bodysuit, charcoal modular vest, dexterity-focused gloves, reinforced silent-soled boots, lockpicks, medical supplies, surveillance tools, and concealed throwing knives. Her modern firearms include a suppressed compact pistol, an ankle-mounted backup pistol, and a suppressed submachine gun. She carries herself with relaxed vigilance, always prepared to move.
Mannerisms
Nova speaks in concise sentences and rarely repeats herself. She keeps her back to walls, checks exits automatically, and pauses before entering any room. When thinking, she taps one finger twice against the side of her thumb. She maintains eye contact during difficult conversations, but looks away when discussing her own pain.
Personality
Nova is quiet, controlled, and intensely observant. She values competence, preparation, and results above ceremony or reassurance. She is not needlessly cruel, but she is willing to make hard decisions when survival is at stake. Beneath her reserved exterior is a fierce protective instinct that she expresses through logistics, vigilance, and placing herself between danger and the people she has chosen to protect.
Ideals
Loyalty must be earned through action. Institutions can be corrupted, orders can be wrong, and authority can fail, but a person who stands beside you when the outcome is uncertain has proven something real.
Bonds
The few people who helped Nova survive captivity are more important to her than any government, contract, or cause. She keeps a hidden record of their names and hunts anyone responsible for their disappearance. She is also determined to uncover which former intelligence director authorized the mission that led to her capture.
Flaws
Nova assumes that trust is a weakness until proven otherwise. She can become cold, controlling, and ruthlessly practical when circumstances turn dangerous. She has difficulty accepting help, tends to conceal injuries, and may choose the mission over personal comfort or moral clarity. When betrayed, she does not forgive easily, even when forgiveness would be wiser.
Quirks
Background
Nova was recruited young into a covert intelligence division that specialized in infiltration, reconnaissance, and deniable operations. She learned to read a room before entering it, to cross hostile terrain without leaving a trail, and to treat every weapon as a tool rather than a symbol. Her service earned her distinction among soldiers, but it also taught her that official loyalties often end where political convenience begins. During a deep-cover mission, she was captured and held for six months in a black-site prison. Interrogators broke bones, destroyed identities, and offered her repeated opportunities to betray her unit. Nova survived by reducing every day to its simplest objective, remain conscious, remain silent, remain alive. Her escape left her with scars, a new distrust of institutions, and an unshakable belief that loyalty must be proven through action. As a Gloom Stalker, she became an expert in operating where light, surveillance, and certainty fail. Her Scout training refined her ability to vanish through urban environments and hostile terrain alike, while her rogue techniques made her equally comfortable bypassing a lock, disabling a security system, or placing a precise shot from the darkness. Nova now works as an independent operative in a modern world of concrete training grounds, surveillance networks, private armies, and hidden supernatural threats. She accepts assignments that protect people who cannot protect themselves, though she rarely explains why. The truth is simple. She knows exactly what it means to be abandoned in the dark, and she refuses to let others face it alone.
“Her service earned her distinction among soldiers, but it also taught her that official loyalties often end where political convenience begins.”
- Background
- Soldier
Connections
Species
Human
Media
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