Vera Kestrel
Vera Kestrel
Sheet
AC 16 · HP 185 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- ArcanaINT
- InsightWIS
- InvestigationINT
- PerceptionWIS
- Sleight of HandDEX
- StealthDEX
Armor
Weapons
Tools
Languages
Features
33 featuresAction
- Extra AttackLevel 11
You can attack twice instead of once whenever you take the Attack action on your turn.
Bonus action
- Second WindLevel 1
As a Bonus Action, regain Hit Points equal to 1d10 plus your Fighter level. Uses scale with level.
- Tactical ShiftLevel 5
When you activate Second Wind as a Bonus Action, you can move up to half your Speed without provoking Opportunity Attacks.
Reaction
- Protective Field
When When she or a creature within range takes damage
She throws up a crackling invisible barrier to shield herself or an ally from harm.
Always on
- Psionic Strike
When When she hits with a weapon attack
Her psionic strikes hit with surgical precision and a burst of force that feels like getting punched by a thought.
- Fighting StyleLevel 1
You gain a Fighting Style feat. Defense, Dueling, or Two-Weapon Fighting fit her style best, but her exact choice can be adjusted to match table preferences. This character is built as a dual-wielding duelist and melee skirmisher.
- Weapon MasteryLevel 1
You can use the mastery properties of three kinds of Simple or Martial weapons of your choice. After a Long Rest, you can change one chosen weapon.
- Action SurgeLevel 2
You can take one additional action on your turn, except the Magic action. At level 17, you can use this twice before a rest, but only once on a turn.
- Tactical MindLevel 2
When you fail an ability check, you can expend a use of Second Wind to add 1d10 to the check. If the check still fails, the use is not expended.
- Fighter SubclassLevel 3
You gain a Fighter subclass.
- Ability Score ImprovementLevel 4
Gain an Ability Score Improvement or feat. This character's final scores already reflect level-up allocation.
- Ability Score ImprovementLevel 6
Gain another Ability Score Improvement or feat. This character's final scores already reflect level-up allocation.
- Subclass FeatureLevel 7
Subclass feature granted by Psi Warrior.
- Ability Score ImprovementLevel 8
Gain another Ability Score Improvement or feat. This character's final scores already reflect level-up allocation.
- IndomitableLevel 9
When you use Indomitable, you can also add your proficiency bonus to the save, and you gain access to Tactical Master options for your weapon masteries.
- Subclass FeatureLevel 10
Subclass feature granted by Psi Warrior.
- Ability Score ImprovementLevel 12
Gain another Ability Score Improvement or feat. This character's final scores already reflect level-up allocation.
- IndomitableLevel 13
When you fail a saving throw, you can reroll it with a bonus equal to your Fighter level. You regain this use after a Long Rest.
- Studied AttacksLevel 13
Your martial analysis sharpens, improving your pressure on wounded or evasive enemies.
- Ability Score ImprovementLevel 14
Gain another Ability Score Improvement or feat. This character's final scores already reflect level-up allocation.
- Subclass FeatureLevel 15
Subclass feature granted by Psi Warrior.
- Ability Score ImprovementLevel 16
Gain another Ability Score Improvement or feat. This character's final scores already reflect level-up allocation.
- Action Surge (two uses)Level 17
You can use Action Surge twice between rests, and you can use Indomitable three times between Long Rests.
- Subclass FeatureLevel 18
Subclass feature granted by Psi Warrior.
- Epic BoonLevel 19
Choose an Epic Boon feat. This character's final scores already reflect level-up allocation and no additional score changes are applied here.
- Subclass FeatureLevel 20
Subclass feature granted by Psi Warrior.
- TraitHumanCreature Type Humanoid
- TraitHumanSize Medium
- TraitHumanSpeed 30 feet
- TraitHumanResourceful, gain Heroic Inspiration whenever you finish a Long Rest
- TraitHumanSkillful, gain proficiency in one skill of your choice
- TraitHumanVersatile, gain an Origin feat of your choice
- Criminal ContactCriminal
You have a network of underworld contacts, informal safehouses, and a practiced talent for moving information, contraband, and yourself through dangerous places. People in the criminal world recognize the signs of a professional and may offer help, cover, or warnings if they believe it is in their interest.
Gear
8 itemsWeapons
- Twin Mindblade, RightOne of her two identical magical daggers, used as a main-hand weapon in brutal close-quarters fights.
- Twin Mindblade, LeftOne of her two identical magical daggers, used as a off-hand weapon in brutal close-quarters fights.
- 2×Identical Magical DaggersA pair of matching magical daggers fitted with her own grip wraps and rune-etched edges.
Tools
- Thieves' ToolsThieves' tools carried for locks, sabotage, and prison escape work.
- CrowbarA compact crowbar, useful for prying doors, grates, and secrets open.
Gear
- 2×PouchesA pair of pouches for concealed contraband, coins, and stolen goods.
- Traveler's ClothesTraveler's clothes adapted into a rebellious prison outfit, worn with a cropped leather jacket and boots.
- Personal EffectsPersonal effects, piercings, tattoo inks, and a few hard-won keepsakes hidden in seams and cuffs.
Appearance
A lean, heavily muscled human woman with a shaved head, a six pack, and skin covered from throat to ankles in intricate tattoos. She is pierced all over, with rings, studs, and chains catching the light at her ears, brow, nose, lips, navel, and along both ears and hands. Her style is defiant and modern, a midriff tank top under a cropped leather jacket, tight leather pants, and worn boots, all tailored to prison life and trouble alike. She carries two identical magical daggers with the ease of someone who trusts blades more than people.
Mannerisms
She rarely sits still, even when chained, tapping a tattooed finger against her thigh as if listening to a rhythm no one else can hear. When she is amused, she tilts her shaved head and smiles with one side of her mouth, like she is already three moves ahead. She speaks briefly, but when she wants to intimidate someone, she lets long silences do the work.
Personality
Defiant, sharp-witted, and strangely disciplined, Vera acts like a caged predator that learned how to become its own key. She is sardonic in conversation, intensely observant in combat, and unexpectedly patient when someone is trying to solve a problem honestly. She respects competence, despises cruelty, and has no patience for wasted motion.
Ideals
Freedom, no lock, oath, or institution has the right to own a mind. Strength should protect the trapped, the hunted, and the forgotten, because power that only serves itself is just another kind of cage.
Bonds
She will never abandon the few prisoners, smugglers, and outcasts who treated her like a person instead of a weapon. Her twin daggers were gifts from the one cellmate who believed her mind was a gift, not a curse, and she would cross hell to get them back if they were taken.
Flaws
She trusts her own instincts too much and assumes she can break out of any trap if she has enough time. Prison taught her discipline, but not humility, and when someone tries to control her, she becomes reckless just to prove they cannot. She also has a secret soft spot for underdogs, which enemies can exploit.
Quirks
Background
She was born in a city where every locked door invited a challenge and every ledger hid a lie. Long before she ever learned to fight with blades, she learned how to read muscle tension, guard rotations, and the tiny flicker of thought before a guard made a mistake. Her first crew called her a burglar, then a cutpurse, then a prodigy when things started moving before anyone touched them. The truth was stranger. When fear, anger, and instinct surged through her, the world bent around her will. Spoons slid, keys leapt, and unseen pressure shattered locks. By the time the law finally caught up, she was already more dangerous than the gang that raised her.
“Her first crew called her a burglar, then a cutpurse, then a prodigy when things started moving before anyone touched them.”
- Background
- Criminal
Connections
Species
Human
Media
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