Nymira Ashveil
Nymira Ashveil
Sheet
AC 13 · HP 45 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingWIS
- ArcanaINT
- AthleticsSTR
- InsightWIS
- IntimidationSTR
- InvestigationINT
- MedicineWIS
- NatureINT
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- ReligionINT
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
18 featuresAlways on
- Eldritch Blast
When When a hostile creature is within 120 feet
Nymira fires a beam of crackling green-black force. On a hit, the beam deals 1d10 force damage plus 2 damage from Agonizing Blast, and Repelling Blast can push the target up to 10 feet away.
- Thaumaturgy
When As a Magic action
Nymira presents her infernal focus and causes a nearby flame to flare, dim, ignite, or snuff out, while producing one harmless sensory effect associated with fire or the Hells.
- Friends
When Before attempting a Charisma check against a creature
Nymira briefly cloaks herself in infernal radiance, gaining advantage on Charisma checks made to deceive or intimidate for the spell's duration.
- Hellish Rebuke
When When damaged by a creature within 60 feet
When a creature hits Nymira with a melee attack, she can answer with hellish flame, dealing 2d10 fire damage on a failed Dexterity saving throw, or half as much on a success.
- Fire Bolt
When When a creature or object is within 120 feet
Nymira gathers a mote of hellish flame in her hand and hurls it at a creature or object, dealing 1d10 fire damage on a hit.
- Pact MagicLevel 1
Nymira uses Charisma for her Warlock spells and can cast known Warlock spells using her pact magic. She can use an arcane focus for her spellcasting.
- Eldritch InvocationsLevel 1
Nymira has learned Agonizing Blast, Pact of the Tome, and Repelling Blast. Agonizing Blast lets her add her Charisma modifier to one damage roll of an Eldritch Blast beam. Pact of the Tome grants a Book of Shadows containing additional cantrips and ritual magic. Repelling Blast can push a creature hit by Eldritch Blast up to 10 feet away from her.
- Magical CunningLevel 2
As a Magic action, Nymira can regain expended Pact Magic spell slots. After using this feature, she must finish a Short or Long Rest before using it again.
- Fiend PatronLevel 3
Nymira's patron is an infernal power. She gains the Fiend patron features Dark One's Blessing and Dark One's Own Luck.
- Dark One's BlessingLevel 3
When Nymira reduces a hostile creature to 0 hit points, she gains temporary hit points equal to her Charisma modifier plus her Warlock level, for a total of 8 temporary hit points.
- Ability Score ImprovementLevel 4
Once per Short or Long Rest, Nymira can add 1d10 to one ability check or saving throw after seeing the roll but before knowing whether it succeeds.
- Additional InvocationLevel 5
Nymira gains one additional Eldritch Invocation and can replace one invocation whenever she gains a Warlock level.
- Dark One's Own LuckLevel 6
Nymira can call on her patron to twist fate, using Dark One's Own Luck as described above. Her pact magic spell slots are 3rd-level slots.
- TraitTieflingDarkvision, Nymira can see in dim light within 60 feet as if it were bright light and in darkness as if it were dim light.
- Fiendish Legacy, InfernalTieflingNymira has resistance to fire damage and knows the Thaumaturgy cantrip. At 3rd level, she can cast Hellish Rebuke once per Long Rest without a spell slot. At 5th level, she can cast Darkness once per Long Rest without a spell slot.
- Otherworldly PresenceTieflingNymira's fiendish appearance and supernatural nature are immediately apparent, though she can still pass as a humanoid in most settlements.
- TraitTieflingTiefling size is Medium and walking speed is 30 feet.
- Criminal ContactCriminal
Nymira has contacts among fences, burglars, informants, and other underworld figures. She can usually locate a criminal contact in a settlement, though that contact may require payment, a favor, or proof that she is not working for the authorities.
Spells
11 spellsSpellcasting. Nymira Ashveil casts with Charisma (spell save DC 13, to hit with spell attacks).
Cantrips (at will): , , ,
1st level: , ,
2nd level: , ,
3rd level (2 slots):
Gear
8 itemsWeapons
- 2×DaggerA balanced blade kept in a hidden sheath.
Armor
- Leather ArmorLight protective armor made from dark, supple leather.
Tools
- CrowbarA steel bar useful for prying doors, crates, and shutters.
- Thieves' ToolsA complete set of lockpicks and fine burglary instruments.
- Gaming SetA weighted set of gaming dice used to establish trust with criminals and gamblers.
Gear
- Arcane FocusA smoky crystal used as an arcane focus.
- Scholar's PackA pack containing ordinary adventuring supplies, including a bedroll, mess kit, tinderbox, torches, rations, and waterskin.
Purse
- 15×Gold PiecesCoin saved from successful thefts and paid work.
Appearance
Nymira is a lean, copper-skinned tiefling with swept-back black horns, long dark hair threaded with tarnished silver beads, and ember-orange eyes. Her lower canine teeth are slightly too long and show whenever she smiles or eats, giving her expressions an unsettling, wolfish edge. She dresses in fitted charcoal leather armor beneath a wine-red coat, with brass lockpicks arranged inside her cuffs and a smoky crystal serving as her arcane focus. Her tail is narrow and expressive, often curling around a chair leg when she is thinking.
Mannerisms
Within a minute of meeting someone, Nymira usually touches the silver bead at the base of her left horn and checks that it is still secure. When amused, she smiles without meaning to, exposing her long lower canines before quickly hiding them behind her knuckles.
Personality
Nymira is observant, dryly humorous, and unfailingly practical. She prefers to know what everyone wants before she decides whether to like them. Beneath her guarded manner is a sharp instinct for vulnerable people, especially those being exploited by institutions more powerful than themselves. She rarely offers comfort directly, but she will quietly arrange an escape route, leave money beneath a cup, or make a threatening problem disappear.
Ideals
Freedom. No patron, guild, government, or god should own another person's choices. If power must be stolen to preserve that freedom, so be it.
Bonds
The thieves' guild that raised Nymira still holds the life of her younger foster brother, and she will risk almost anything to keep him out of their reach.
Flaws
Nymira treats every kindness as a negotiation delayed, and she will often sabotage sincere relationships before someone else can use them against her. She also cannot resist examining a locked object, even when opening it is tactically foolish.
Quirks
Background
Nymira Ashveil grew up in the back rooms and counting houses of a river-port thieves' guild, where her tiefling heritage made her useful as both a distraction and a convenient scapegoat. She learned to open locks before she learned to read, and she became skilled at recognizing the sound of a frightened lie. Her career ended when she stole a sealed obsidian reliquary from a magistrate's private collection. The reliquary whispered her name for three nights before opening, revealing not treasure but a pact with an infernal power that promised her the means to escape the guild's retaliation. The pact saved her life, but it also made her the keeper of a debt she does not fully understand. Nymira now works as a discreet thief, infiltrator, and occasional occult problem-solver, stealing only what she believes powerful people can afford to lose. She does not consider herself heroic, and she has no interest in serving her patron's larger ambitions. Still, every use of her magic makes the pact feel more intimate, as though something on the other side is patiently learning the shape of her soul.
“She learned to open locks before she learned to read, and she became skilled at recognizing the sound of a frightened lie.”
- Background
- Criminal
Connections
Species
Tiefling
Media
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