Sera Veyne
Sera Veyne
Sheet
AC 15 · HP 27 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- AthleticsSTR
- DeceptionCHA
- InsightWIS
- IntimidationCHA
- InvestigationINT
- PerceptionWIS
- PersuasionCHA
- Sleight of HandDEX
- StealthDEX
Armor
Weapons
Tools
Languages
Features
14 featuresBonus action
- Cunning ActionLevel 2
Sera can take the Dash, Disengage, or Hide action as a Bonus Action.
- Steady AimLevel 3
As a Bonus Action, Sera can give herself Advantage on her next attack roll during the current turn, provided she has not moved during that turn. The attack must use a Finesse or ranged weapon, and the Advantage ends if she does not attack before the turn ends.
- Fast HandsLevel 3
Sera can take the Utilize action as a Bonus Action, allowing her to use objects, tools, locks, traps, and other devices with exceptional speed. She can also make a Dexterity check to pick a lock or disarm a trap as a Bonus Action when appropriate.
Always on
- Weapon and Armor ProficiencyLevel 1
Sera gains proficiency with light armor, simple weapons, and martial weapons that have the Finesse or Light property. She also gains proficiency with thieves’ tools.
- Sneak AttackLevel 1
Sera deals an extra 2d6 damage once per turn when she hits with an attack that uses Dexterity and qualifies for Sneak Attack, such as having Advantage or attacking a target adjacent to one of her allies. The attack must use a Finesse or ranged weapon.
- Thieves’ CantLevel 1
Sera gains proficiency in Thieves’ Cant, a secret mixture of coded language, symbols, and subtle signals used by criminals and rogues.
- ExpertiseLevel 1
Sera gains Expertise in two proficient skills or tools. Her expertise applies to Stealth and thieves’ tools, doubling her Proficiency Bonus for those checks.
- Second-Story WorkLevel 3
Climbing no longer costs Sera extra movement, and she can make a running jump using only 5 feet of movement. She is exceptionally adept at moving through vertical urban terrain.
- ResourcefulHumanSera gains Heroic Inspiration whenever she finishes a Long Rest.
- SkillfulHumanSera gains proficiency in one additional skill, represented here by Insight.
- VersatileHumanSera gains an Origin feat, represented here by Alert.
- MediumHumanSera is a Medium Humanoid.
- SpeedHumanSera has a walking speed of 30 feet.
- Criminal ContactCriminal
Sera has a reliable and discreet contact within the city’s criminal network. The contact can provide information, pass messages, arrange introductions, or help conceal her activities, though the contact cannot guarantee safety or act recklessly on her behalf.
Gear
7 itemsArmor
- Reinforced leather jacketA reinforced leather jacket and concealed protective layers, treated as light armor for game purposes.
Tools
- Thieves’ toolsA compact set of picks, tension tools, probes, and bypass instruments used for locks and traps.
- Gaming setA set of marked cards used for gambling, coded messages, and maintaining criminal contacts.
Gear
- CrowbarA heavy-duty pry bar useful for forcing doors, lifting grates, and making improvised repairs.
- Dark practical clothesDurable black clothing suitable for blending into crowds and moving across rooftops.
- 2×PouchesSmall concealed containers for tools, documents, coins, and stolen objects.
Purse
- 16×Gold piecesUnspent starting funds converted to modern city currency.
Appearance
Sera is a lean, athletic human woman standing about five feet eight inches tall. Her wiry, strong build was shaped by years of running, climbing, and surviving in the undercity. She has warm olive skin marked by a thin scar across her collarbone and a small puckered mark on her left forearm. Her angular face has high cheekbones, a sharp jaw, and a straight nose that appears to have been broken and reset. Her wide-set eyes are deep brown, almost black, and constantly watchful. Her black hair is cut in a practical, tousled pixie style. She wears a fitted dark gray shirt, black cargo pants, heavy lace-up boots, and a worn leather jacket with numerous concealed pockets. The jacket is reinforced enough to serve as light armor without looking out of place in a modern city.
Mannerisms
Sera automatically notes doors, windows, stairwells, cameras, magical sensors, and other possible exits whenever she enters a room. She speaks in short, precise sentences and becomes almost unnervingly calm during danger.
Personality
Sera is practical, observant, and intensely self-reliant. She respects competence more than rank and has little patience for wasted motion, pointless cruelty, or sanctimonious leaders who have never bled for anyone. In a crisis she becomes terse, direct, and brutally effective. Although she presents herself as detached, she has a protective instinct for overlooked people, especially children, street workers, and anyone being exploited by institutions too powerful to challenge openly.
Ideals
Competence. People who know what they are doing deserve respect, regardless of their title, wealth, or bloodline.
Bonds
The undercity raised me, and I will not let powerful people erase the communities that live beneath their streets.
Flaws
I assume every offer has a hidden price, and I would rather disappear than admit that I need help.
Quirks
Background
Sera grew up in the service tunnels beneath a sprawling high-fantasy metropolis, where arcane transit lines, sewer channels, and forgotten foundations formed a second city below the streets. Her mother repaired enchanted utility systems, while her older brother ran messages for a smuggling ring. When the ring’s leaders sacrificed him to protect their own interests, Sera learned two lessons that never left her: trust must be earned, and every room has an exit. She survived by carrying packages, climbing maintenance shafts, and learning which guards could be bribed, distracted, or simply avoided. By her early twenties, Sera had become one of the most capable thieves in the lower wards. She specialized in infiltration rather than violence, slipping through secured buildings, bypassing magical locks, and stealing documents from people who believed their status made them untouchable. A job against a powerful civic official went wrong when Sera discovered evidence of a planned purge in the undercity. Instead of selling the information, she exposed the official’s scheme and vanished before the authorities could identify her. Now she works as a discreet burglar, courier, and occasional saboteur, targeting corrupt institutions and helping people who cannot afford official protection. She carries no obvious weapons, relying on speed, preparation, improvised tools, and the certainty that a well-planned escape is better than a fair fight.
“Her mother repaired enchanted utility systems, while her older brother ran messages for a smuggling ring.”
- Background
- Criminal
Connections
Species
Human
Media
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