Zephyr Veyr
Zephyr Veyr
Sheet
AC 15 · HP 86 · 40 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingWIS
- AthleticsSTR
- DeceptionCHA
- HistoryINT
- InsightWIS
- IntimidationCHA
- InvestigationINT
- MedicineWIS
- NatureINT
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- ReligionINT
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
33 featuresBonus action
- Cunning ActionLevel 2
When Bonus action
Use a bonus action to Dash, Disengage, or Hide.
- Skirmisher
When Enemy ends its turn nearby
Use a bonus action to move up to half speed when an enemy ends its turn within 5 feet of her without provoking opportunity attacks.
- Second WindLevel 1
When Bonus action, once per short or long rest
Use a bonus action to regain 1d10 + 3 hit points.
- Weapon BondLevel 3
When Bonus action
Summon a bonded weapon to her hand as a bonus action.
Always on
- Dread Ambusher
When First turn of combat
Make one additional weapon attack as part of the Attack action on the first turn of combat, adding 1d8 damage on a hit.
- Action SurgeLevel 2
When Once per short or long rest
Take one additional action on her turn.
- Multiclass ProficiencyLevel 14
Zephyr is a 14th-level multiclass character with Ranger 8, Scout Rogue 3, and Eldritch Knight Fighter 3. Her proficiency bonus is +5.
- Favored EnemyLevel 1
Zephyr gains a favored enemy category and can recall information about creatures of that type. Her favored enemies are aberrations and humanoids, especially criminals, cultists, and agents of hostile organizations.
- Natural ExplorerLevel 1
Zephyr is especially capable at tracking and navigating urban and underground environments. She gains proficiency in navigator's tools and can move through difficult terrain without being slowed by nonmagical plants or urban obstacles when relevant.
- Fighting Style, ArcheryLevel 2
Zephyr gains a Fighting Style. She uses Archery, gaining a +2 bonus to attack rolls with ranged weapons.
- Ranger SpellcastingLevel 2
Zephyr can cast ranger spells using Wisdom as her ranger spellcasting ability. Her ranger spell save DC is 16 and her ranger spell attack bonus is +8.
- Extra AttackLevel 5
Zephyr gains one additional attack whenever she takes the Attack action on her turn.
- Land's StrideLevel 8
Zephyr can move through nonmagical difficult terrain without extra movement and can pass through nonmagical plants without being slowed or damaged by them. She has advantage on saving throws against magically created or manipulated plants.
- Rogue ExpertiseLevel 1
Zephyr gains proficiency with thieves' tools and expertise in Nature and Survival. Her proficiency bonus is doubled for those two skills.
- Sneak AttackLevel 1
Zephyr gains Sneak Attack, dealing an extra 2d6 damage once per turn when she hits with a qualifying finesse or ranged weapon attack while having advantage or when an eligible ally is engaging the target.
- Scout, Skirmisher and SurvivalistLevel 3
Zephyr gains proficiency in Nature and Survival if she did not already have them, and her walking speed increases by 10 feet when she is not wearing heavy armor.
- Fighter ProficienciesLevel 1
Zephyr gains proficiency with all armor, shields, simple weapons, and martial weapons. She also gains a Fighting Style, represented by Archery from her ranger training.
- Eldritch Knight SpellcastingLevel 3
Zephyr gains the Eldritch Knight spellcasting feature. She uses Intelligence for her fighter spells, with a separate spell save DC of 15 and spell attack bonus of +7.
- DarkvisionLevel 1
Zephyr gains darkvision out to 60 feet, allowing her to see in darkness as though it were dim light and in dim light as though it were bright light.
- Hellish ResistanceLevel 1
Zephyr has resistance to fire damage.
- Infernal LegacyLevel 1
Zephyr knows the thaumaturgy cantrip.
- Infernal Legacy SpellsLevel 1
Zephyr can cast disguise self once per long rest without a spell slot. At 3rd level she gained access to hellish rebuke, and at 5th level she gained access to darkness, each once per long rest without a spell slot. Charisma is her spellcasting ability for these racial spells.
- Gloom Stalker, Dread AmbusherLevel 3
Zephyr gains proficiency in Wisdom saving throws against being frightened and can use Dread Ambusher. At the start of her first turn in combat, her speed increases by 10 feet, she can make one additional weapon attack as part of the Attack action, and that attack deals an extra 1d8 damage on a hit.
- Gloom Stalker, Umbral SightLevel 3
Zephyr gains proficiency in disguise kits and can make herself invisible to creatures relying on darkvision while in darkness.
- Gloom Stalker MagicLevel 7
Zephyr gains an additional attack whenever she takes the Attack action on her first turn in combat, and that attack can deal an additional 1d8 damage on a hit. Her Gloom Stalker magic includes disguise self, rope trick, fear, greater invisibility, and seeming as subclass spells when available.
- Iron MindLevel 7
Zephyr can use Iron Mind to gain proficiency in Wisdom saving throws. If she already has it, she gains proficiency in Intelligence or Charisma saving throws instead.
- TraitTieflingDarkvision 60 ft.
- TraitTieflingFire resistance
- TraitTieflingInfernal Legacy
- TraitTieflingThaumaturgy cantrip
- TraitTieflingHellish rebuke once per long rest
- TraitTieflingDarkness once per long rest
- City SecretsUrchin
Zephyr knows the hidden routes, shortcuts, rooftops, service corridors, and forgotten access points of Atrix Isle. In urban environments she can move quickly through the city, locate food and shelter for herself and companions, and identify people or places familiar from her life in the slums.
Spells
11 spellsSpellcasting. Zephyr Veyr casts with Wisdom (spell save DC 16, to hit with spell attacks).
1st level (4 slots): , , , , ,
2nd level (3 slots): , ,
3rd level (2 slots):
4th level:
Gear
11 itemsWeapons
- Suppressed SMGA modern suppressed submachine gun, mechanically represented as a hand crossbow or other approved ranged weapon. It is used for stealth operations and close-quarters suppression.
- Compact PistolA compact modern pistol, mechanically represented as a hand crossbow, light crossbow, or other approved ranged weapon.
- Combat KnifeA serrated combat knife, mechanically represented as a dagger.
- Collapsible BatonA collapsible baton, mechanically represented as a club.
Armor
- Tactical Leather ArmorLight armor represented as a matte black tactical bodysuit reinforced with flexible plating. Mechanically, this functions as leather armor.
Tools
- Thieves' ToolsA set of thieves' tools used for disarming traps and opening locks.
- Disguise KitA disguise kit used to alter facial appearance and conceal her tiefling features when necessary.
Gear
- Modular Tactical VestA modular charcoal tactical vest and field rig, primarily cosmetic and used to carry ammunition, tools, and medical supplies.
- 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.
- Worn Leather JacketA worn leather jacket containing a garrote wire woven into its lining, a compact medical kit, lockpicks, spare ammunition, and a multi-tool.
Purse
- Coin PouchA pouch containing 10 gp, representing saved earnings and emergency funds from years of street work.
Appearance
Zephyr is a striking tiefling woman with a lean, athletic build shaped by hard labor, climbing, running, and years of close-quarters combat. Her skin is deep crimson, like dried blood or polished garnet. Thick spiraling horns curve back from her temples, framing a closely cropped head of silver hair. Her deep crimson eyes carry a perpetual glint of amusement, and her full lips often curl into a knowing smirk. In casual settings she wears a fitted black tank top, durable dark cargo pants, steel-toed combat boots, a worn leather jacket, and simple silver jewelry. In the field she wears a matte black tactical bodysuit, charcoal modular vest, fingerless reinforced gloves, silent-soled boots, and a hooded balaclava that leaves only her burning red eyes visible. Her modern weapons include a suppressed submachine gun, compact pistol, combat knife, and collapsible baton, represented mechanically by appropriate martial and simple weapons.
Mannerisms
Zephyr rarely stands with her back to an open room. She rolls her thumb ring when thinking, tilts her head toward faint sounds, and smiles just before saying something cutting. Before a mission she checks every weapon twice, then silently maps all exits and elevated positions.
Personality
Sharp, sardonic, and fiercely loyal, Zephyr remains calm under pressure and treats dry humor as another weapon in her kit. She respects competence, despises cruelty performed for entertainment, and has little patience for people who confuse authority with worth. Her loyalty is earned through action rather than words, but once given it is nearly impossible to break. She moves with a predator's grace and speaks with a voice like velvet dragged over steel.
Ideals
Survival is not selfish when it creates the strength to protect someone else. Power belongs in the hands of those willing to use it against cruelty.
Bonds
Vikasha's organization gave me a second life, and I will defend its people even when its leaders make choices I hate. I also protect abandoned children from Atrix Isle, because no one should have to earn the right to survive alone.
Flaws
I assume every offer has a hidden price, and I sometimes reject genuine kindness before it has the chance to hurt me. When someone threatens a helpless person, my restraint disappears, and I may turn a clean operation into a personal war.
Quirks
Background
Zephyr grew up beneath the bright towers of Atrix Isle, in the undercity districts where children learned to climb before they learned to read. She survived by carrying messages, slipping through locked doors, scavenging abandoned maintenance tunnels, and occasionally taking jobs that required a knife and a willingness to run. Her infernal appearance made her an easy target for both criminals and respectable citizens who wanted someone to blame, so she learned to answer suspicion with competence and cruelty with speed. By adulthood, she had become an expert at reading a room, finding the safest exit, and striking only when the outcome was already decided. A botched extraction left Zephyr bleeding in an alley after a psychic encounter with the Shadowstalker. The attack scarred her senses, sharpening her hearing and instincts while leaving her with a persistent hunger for danger and discovery. Vikasha's organization found her before the city did and offered her more than medical treatment. It offered purpose, training, and a chance to use her talents for something beyond survival. Zephyr joined as a scout and infiltrator, eventually mastering the patient ambushes of a Gloom Stalker, the precision of a Scout, and the disciplined combat techniques of an Eldritch Knight. She remains fiercely independent, but once someone proves they will stand beside her, her loyalty becomes absolute.
“By adulthood, she had become an expert at reading a room, finding the safest exit, and striking only when the outcome was already decided.”
- Background
- Urchin
Connections
Species
Tiefling
Media
0 imagesNo images yet.
Turn Zephyr Veyr into a sheet
A high-res, share-ready sheet you can post or print.