Veyr Sable
Veyr Sable
Sheet
AC 12 · HP 26 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingWIS
- ArcanaINT
- AthleticsSTR
- DeceptionSTR
- HistoryINT
- InsightWIS
- IntimidationCHA
- InvestigationINT
- MedicineWIS
- NatureINT
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- ReligionINT
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Weapons
Tools
Languages
Features
12 featuresAlways on
- Pact MagicLevel 1
You can cast Warlock spells using Charisma as your spellcasting ability. You regain both expended spell slots after a Short or Long Rest, and all your Warlock spell slots are cast at the same level.
- Warlock SpellcastingLevel 1
You learn Eldritch Blast and Mage Hand. Your pact magic gives you access to a small number of prepared Warlock spells, and your spellcasting ability is Charisma.
- Eldritch InvocationsLevel 1
You gain three Eldritch Invocations: Agonizing Blast, Devil's Sight, and Pact of the Tome. Invocations grant magical abilities and can include prerequisites or pact options.
- Magical CunningLevel 2
You can perform a ten-minute rite to regain expended Pact Magic spell slots. Once you use this feature, you cannot use it again until you finish a Long Rest.
- Otherworldly Patron: The FiendLevel 3
You form a pact with a powerful supernatural patron. Your patron is the Fiend, granting access to fiendish magic and the Dark One's Blessing feature.
- Dark One's BlessingLevel 3
When you reduce a hostile creature to 0 Hit Points, you gain temporary Hit Points equal to your Charisma modifier plus your Warlock level.
- Pact of the TomeLevel 1
Your Pact of the Tome invocation creates a Book of Shadows containing additional cantrips and ritual magic. You gain Guidance and Prestidigitation, and the book contains Find Familiar and Speak with Animals as ritual spells.
- DarkvisionTieflingYou 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, InfernalTieflingYou know the Thaumaturgy cantrip. At 3rd level, you can cast Hellish Rebuke once per Long Rest without a spell slot. At 5th level, you can cast Darkness once per Long Rest without a spell slot. Charisma is your spellcasting ability for these spells.
- Otherworldly PresenceTieflingYou know the Thaumaturgy cantrip, which lets you produce minor supernatural effects such as harmless flames, ominous sounds, or changes to your voice.
- Fiendish ResistanceTieflingYou have resistance to fire damage.
- AlertCriminal
You have the Alert origin feat. You add your Proficiency Bonus to Initiative rolls, and you can swap your Initiative with a willing conscious companion at the start of combat.
Spells
10 spellsSpellcasting. Veyr Sable casts with Charisma (spell save DC 12, to hit with spell attacks).
Cantrips (at will): , , ,
1st level: , , , ,
2nd level (2 slots):
Gear
10 itemsWeapons
- 2×DaggerA light weapon suitable for emergencies and concealed carry.
- Light CrossbowA simple ranged weapon with ammunition for twelve shots.
Tools
- Thieves' ToolsA set of thieves' tools.
- Gaming SetA set of weighted cards used for gambling and deception.
Gear
- 12×Crossbow BoltsA quiver containing twelve crossbow bolts.
- Arcane Focus Component PouchA component pouch for spellcasting.
- Scholar's PackA scholar's pack containing practical adventuring supplies.
- Burglar's PackA burglar's pack containing tools for breaking, entering, and escaping.
- Book of ShadowsA black iron grimoire that serves as his pact book and arcane focus.
Purse
- 15×Gold PiecesA small pouch containing the remaining proceeds from his last successful burglary.
Appearance
A lean male tiefling with dusky crimson skin, swept-back black horns, amber eyes with slit pupils, and a long, thin tail tipped with a spade-shaped point. His dark hair is cut unevenly around his face, and a silver tooth glints whenever he smiles. He dresses in a weathered charcoal coat over concealed leather armor, with lockpicks at his belt and a grimoire chained beneath his shirt. Faint ember-like markings appear along his hands whenever he invokes his patron.
Mannerisms
Veyr taps his thumb against his fingers as though counting invisible coins. He tilts his head toward locked doors, listens to keys from across a room, and smiles wider when a situation becomes more dangerous.
Personality
Veyr is quick-witted, irreverent, and impossible to intimidate for long. He treats every conversation like a negotiation and every threat like an invitation to find a loophole. Beneath his swagger, he is observant and surprisingly protective of anyone who reminds him of the desperate child he used to be.
Ideals
Freedom. No king, church, patron, or devil has the right to own another person's choices. Every chain has a weakness, and I intend to find it.
Bonds
He carries the stolen confession ledger that ruined a corrupt magistrate. He will risk almost anything to protect the street children and former accomplices who once sheltered him.
Flaws
He cannot resist opening a locked container, especially when warned not to. Veyr lies reflexively, even when the truth would be safer, and he sometimes accepts dangerous bargains simply to prove that nobody can control him.
Quirks
Background
Veyr Sable grew up in the alleys beneath a prosperous city where tiefling children were taught early that respectability was a locked door and survival was knowing where the spare key had been hidden. He became a burglar, confidence trickster, and occasional safecracker, specializing in jobs that embarrassed wealthy clients rather than merely emptying their vaults. His favorite theft was a magistrate's confession ledger, which he copied and returned before dawn, leaving behind a single black playing card. His luck changed during a robbery beneath an abandoned chapel. Behind a false wall, Veyr found a scorched grimoire bound in iron and heard a voice promising that every locked door had a secret weakness. He accepted the bargain without asking the price. The infernal presence now lends him fire, shadow, and forbidden knowledge, while quietly collecting favors through dreams. Veyr claims he chose freedom, but he knows that every spell is another signature on a contract he has not yet finished reading. He adventures because the open road offers both profitable opportunities and a chance to discover how to break his pact before the final clause comes due.
“His favorite theft was a magistrate's confession ledger, which he copied and returned before dawn, leaving behind a single black playing card.”
- Background
- Criminal
Connections
Species
Tiefling
Media
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