Veyra Iron-Mask
Veyra Iron-Mask
Sheet
AC 16 · HP 222 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingWIS
- ArcanaINT
- AthleticsSTR
- DeceptionCHA
- HistoryINT
- InsightWIS
- IntimidationCHA
- InvestigationINT
- MedicineWIS
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
29 featuresAction
- Extra AttackLevel 5
You can take the Attack action on your turn and make two attacks instead of one whenever you take that action.
Bonus action
- Rapid Finish
When After making an Attack action attack with Advantage
Make one weapon attack as a Bonus Action after gaining Advantage on an attack during the Attack action.
- Second WindLevel 1
When Bonus Action
Regain 1d10 + 20 hit points as a Bonus Action.
- Heroic WarriorLevel 15
You can make one weapon attack as a Bonus Action if you have Advantage on an attack roll made as part of the Attack action on the same turn.
Always on
- Action SurgeLevel 2
When On your turn
Take one additional action on your turn, with the additional action not being the Magic action.
- Savage Attacker
When When you hit with a weapon attack
Once per turn, roll a weapon's damage dice twice and use either result when you hit with a weapon attack.
- Magical CunningLevel 2
When Ten-minute rite
Regain expended Pact Magic spell slots after a ten-minute rite, once per long rest.
- Fighting StyleLevel 1
You gain a Fighting Style feat. Chosen feats: Two-Weapon Fighting and Defense.
- Fighter ProficienciesLevel 1
You gain proficiency with all armor, shields, simple weapons, and martial weapons.
- Tactical MindLevel 2
You gain proficiency in one additional Fighter skill, chosen as Perception.
- Fighter SubclassLevel 3
You gain a Fighter subclass. Champion features are included below.
- Improved Second WindLevel 4
You gain an additional use of Second Wind and can use Second Wind to fuel certain tactical options.
- Tactical ShiftLevel 5
When you roll Initiative, you can use Second Wind if you have at least one use remaining.
- Ability Score ImprovementLevel 4
You gain an Ability Score Improvement or feat. Across Fighter levels, Veyra has selected Dual Wielder, Alert, Resilient (Constitution), and other improvements reflected in her final ability scores.
- Improved CriticalLevel 3
When you score a Critical Hit with a weapon attack, you can roll one additional weapon damage die and add it to the extra damage of the Critical Hit.
- Remarkable AthleteLevel 7
You gain proficiency in Acrobatics or Athletics. Veyra gains Acrobatics. You also gain Heroic Inspiration whenever you score a Critical Hit.
- Additional Fighting StyleLevel 10
When you use Second Wind, you can choose one creature within 60 feet of yourself that you can see. That creature can use its Reaction to make one weapon attack or to move up to half its Speed without provoking Opportunity Attacks.
- Additional Improved CriticalLevel 10
Your weapon attacks score a Critical Hit on a roll of 19 or 20 on the d20.
- Superior CriticalLevel 15
You gain Advantage on Initiative rolls. If you roll Initiative and have no uses of Second Wind remaining, you regain one use.
- Superior CriticalLevel 18
Your weapon attacks score a Critical Hit on a roll of 18, 19, or 20 on the d20.
- Epic BoonLevel 19
You gain one Epic Boon feat. Chosen feat: Boon of Irresistible Offense, allowing your attacks to overcome resistance and improve critical damage.
- Pact MagicLevel 1
You gain Pact Magic. You know two Warlock cantrips and have two level 1 Pact Magic spell slots, regained on a short or long rest. Charisma is your spellcasting ability.
- Eldritch InvocationsLevel 2
You learn two Eldritch Invocations. Chosen invocations: Armor of Shadows and Devil's Sight.
- TraitHobgoblinDarkvision, allowing sight in darkness within 60 feet as if it were dim light.
- TraitHobgoblinFey Ancestry, granting Advantage on saving throws to avoid or end the Charmed condition.
- TraitHobgoblinFey Gift, allowing tactical Help actions that can grant additional benefits such as temporary movement, temporary hit points, or imposing disadvantage on the next attack against the helped creature.
- TraitHobgoblinFortune from the Many, allowing Veyra to add a bonus to a failed attack roll, ability check, or saving throw based on nearby allies, once per long rest.
- TraitHobgoblinMedium size and a walking speed of 30 feet.
- Savage AttackerSoldier
Once per turn when you hit a target with a weapon attack, you can roll the weapon's damage dice twice and use either roll.
Spells
5 spellsSpellcasting. Veyra Iron-Mask casts with Charisma (spell save DC 17, to hit with spell attacks).
Cantrips (at will): ,
1st level (2 slots): , ,
Gear
11 itemsWeapons
- 2×Twin scimitarsA pair of matched light melee weapons used for two-weapon fighting.
- LongbowA longbow and a quiver containing arrows for ranged combat.
Armor
- Studded leather armorFitted black studded leather armor, maintained with military precision.
Tools
- Gaming setA military gaming set used to study opponents and pass long watches.
Gear
- 20×ArrowsArrows for the longbow.
- Healer's kitA compact kit for stabilizing wounded allies.
- QuiverA durable quiver for carrying arrows.
- Traveler's clothesPlain, durable clothing suitable for travel and military service.
- Legion insigniaA black iron token bearing the sigil of her former legion.
- 2×Pact-marked blade hiltsA pair of enchanted-looking blades used as pact focuses when she channels her warlock magic.
Purse
- 14×Gold piecesMoney retained from military service and contract work.
Appearance
A strikingly attractive female hobgoblin with rust-red skin, sharp angular features, pointed ears, amber eyes, and long black hair worn in a severe warrior's braid. She is impossibly muscular for her lean frame, with a sharply defined abdomen, powerful shoulders, and dense, functional muscle built through decades of military conditioning. She wears fitted black studded leather armor, reinforced bracers, dark gloves, and soft-soled boots. Two matched curved blades hang at her hips, and faint violet light sometimes glimmers across her knuckles when her pact magic stirs.
Mannerisms
She stands perfectly still when listening, never fidgeting or shifting her weight. Before combat, she rolls each shoulder once, checks both blades by touch, and quietly counts the enemy's visible exits.
Personality
Controlled, observant, and intensely self-possessed, Veyra speaks with the clipped precision of a battlefield officer. She is protective toward competent soldiers, unexpectedly gentle with children, and openly contemptuous of aristocrats who have never faced the consequences of their orders. Her confidence is magnetic rather than loud, and her beauty becomes more intimidating the longer she remains silent.
Ideals
Order. A disciplined force can protect the helpless, but an undisciplined command structure destroys everyone beneath it. Authority must be earned through competence and sacrifice.
Bonds
The surviving names of her fallen legion are tattooed across her ribs. She will risk everything to punish the commander who sacrificed her unit and to protect soldiers abandoned by their leaders.
Flaws
She cannot tolerate disobedience, improvisation by subordinates, or being seen as vulnerable. Veyra hides fear behind contempt and would rather accept an impossible order than admit she does not know what to do. She also suspects that her patron is slowly rewriting her instincts, a possibility she refuses to investigate too closely.
Quirks
Background
Everyone who meets Veyra Iron-Mask assumes she is an orc. She has learned not to correct them immediately. The mistake is useful. Orcish ancestry earns fear, while the truth earns suspicion. Veyra was born a hobgoblin in a frontier legion that valued obedience above bloodline, and she spent her childhood being told that discipline was the only shape a life could safely take. She became a soldier before adulthood, mastering paired blades, battlefield formations, and the brutal mathematics of fighting while surrounded. Her lean, sculpted physique is the result of relentless training rather than natural bulk, every muscle developed for speed, balance, and killing efficiency. At twenty-eight, Veyra's unit was betrayed during a retreat through a ruined fey crossing. She alone survived, but survival came at a price. A voice from the other side of the crossing offered her the power to protect herself from the impossible things hunting her. Veyra accepted, binding herself to an enigmatic fey patron whose gifts arrive as flashes of violet fire, whispered warnings, and impossible luck. She returned to civilization as a decorated veteran, hiding her true species beneath an orcish reputation and treating her pact as another weapon in her arsenal. Now she sells her blade to causes she considers worthy, seeking the commander who abandoned her unit and the truth behind the fey power that saved her.
“Orcish ancestry earns fear, while the truth earns suspicion.”
- Background
- Soldier
Connections
Species
Hobgoblin
Media
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