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Veyra Cole - AI-generated fantasy Character

Veyra Cole

Human · Fighter (Psi Warrior) · Level 20 · Criminal

Veyra Cole

Controlled, sharp-tongued, and hard to surprise.
AC16
HP185/185
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 16 · HP 185 · 30 ft.
AlignmentChaotic NeutralGenderFemaleAge34
STR
DEX
CON
INT
WIS
CHA

Saving throws

STRDEXCONINTWISCHA

Skills

  • AcrobaticsDEX
  • HistoryINT
  • PerceptionWIS
  • Sleight of HandDEX
  • StealthDEX

Armor

Light Armor,
Medium Armor,
Heavy Armor,
Shields

Weapons

Simple Weapons,
Martial Weapons

Tools

Thieves' Tools,
Gaming Set

Languages

Common

Features

30 features

Action

  • Three Extra AttacksLevel 20

    You can attack four times when you take the Attack action.

Bonus action

  • Second WindLevel 1

    As a Bonus Action, you regain Hit Points equal to 1d10 + your Fighter level. You can use this feature six times per Long Rest at 20th level.

  • Tactical ShiftLevel 5

    When you use Second Wind as a Bonus Action, you can move up to half your Speed without provoking Opportunity Attacks.

Reaction

  • Protective Field

    When When you or a creature you can see within range takes damage

    Spend a focus point to create a burst of telekinetic force around you, protecting yourself or another creature with invisible pressure.

Always on

  • Psionic Strike

    When When you hit a creature with a weapon attack

    When you hit with a weapon attack, you can spend a focus point to deal extra force damage and push or move the target with psychic force.

  • Telekinetic Adept

    When Passive

    Your psionic power lets you move or manipulate objects and creatures with disciplined mental force, improving your telekinetic mobility and battlefield control.

  • Guarded Mind

    When Passive

    Your mind resists intrusion, granting strong protection against charm and fear effects and helping you steady your thoughts under pressure.

  • Bulwark of Force

    When Bonus Action or Reaction, depending on use

    You can shield allies with telekinetic barriers, spreading protective force to keep them standing in the thick of battle.

  • Telekinetic Master

    When Passive

    Your telekinesis becomes precision-grade, letting you reposition targets and dominate a battlefield with controlled psychic motion.

  • Fighting StyleLevel 1

    Choose a Fighting Style feat, such as Defense, Dueling, Great Weapon Fighting, Interception, Protection, or Two-Weapon Fighting. You can replace this choice whenever you gain a Fighter level.

  • Weapon MasteryLevel 1

    Choose three weapons with which you are proficient. You can use those weapons' Mastery properties, and you can change your choices after a Long Rest.

  • Action SurgeLevel 2

    You can take one additional action on your turn, usable once per Short or Long Rest at 2nd level, and twice per Short or Long Rest at 17th level.

  • Tactical MindLevel 2

    When you fail an ability check, you can expend one use of Second Wind to roll 1d10 and add it to the check. If the check still fails, the use is not expended.

  • Fighter SubclassLevel 3

    You gain the Psi Warrior subclass, manifesting telekinetic force through disciplined will and psychic combat training.

  • Extra AttackLevel 5

    Your attacks improve. You gain Extra Attack at 5th level, Two Extra Attacks at 11th level, and Three Extra Attacks at 20th level.

  • IndomitableLevel 9

    You can reroll a failed saving throw with a d20 roll, adding your Fighter level to the new roll. You have one use at 9th level, two at 13th, and three at 17th.

  • Tactical MasterLevel 9

    When you make an attack with a weapon you can use one of the Tactical Master options, replacing the weapon's normal mastery property with Push, Sap, or Slow for that attack.

  • Studied AttacksLevel 13

    When you miss a creature with an attack roll, you have Advantage on your next attack roll against that creature before the end of your next turn.

  • Epic BoonLevel 19

    At 19th level, you gain an Epic Boon feat or another feat of your choice for which you qualify.

  • Improved PhysicalityLevel 20

    At 20th level, your Strength and Constitution scores increase by 4 each, to a maximum of 25.

  • Core Fighter TraitsLevel 20

    You embody relentless martial mastery and psychological momentum, making you a terrifyingly efficient combatant.

  • High-Level Combat TrainingLevel 20

    You gain six uses of Second Wind per Long Rest and three uses of Indomitable per Long Rest.

  • Creature TypeHumanHumanoid
  • SizeHumanMedium or Small, chosen when the species is selected
  • SpeedHuman30 feet
  • ResourcefulHumanGain Heroic Inspiration whenever you finish a Long Rest.
  • SkillfulHumanGain proficiency in one skill of your choice.
  • VersatileHumanGain an Origin feat of your choice.
  • TraitHumanHuman adaptability and ambition, with broad potential for any path.
  • AlertCriminal

    Alert. You gain a +5 bonus to Initiative, and you can't be Surprised while you are conscious.

Gear

14 items

Weapons

  • Scimitar
    A quick, balanced blade useful in close-quarters prison and street fighting.
  • Shortsword
    A backup blade for dirty work and defensive fighting.
  • Longbow
    A ranged weapon for ambushes and rooftop escapes.
  • 2×
    Daggers
    The criminal background's favored pair of knife blades.

Armor

  • Studded Leather Armor
    Light armor worn for mobility and intimidation, matching her preference for minimal coverage.

Tools

  • Thieves' Tools
    Used to pick locks, slip restraints, and work prison rigging.
  • Crowbar
    A prying bar for forced entry and improvised leverage.

Gear

  • 20×
    Arrows
    Ammunition for the longbow.
  • Quiver
    Carries and protects the arrows.
  • Dungeoneer's Pack
    General adventuring supplies.
  • 2×
    Pouch
    Small hidden storage for contraband, tools, or stolen keys.
  • Traveler's Clothes
    Travel-ready clothes suitable for disguise and movement.

Purse

  • 16×
    Gold Pieces
    Starting wealth from the criminal background.
  • 11×
    Gold Pieces
    Starting wealth from the fighter equipment choice.

Appearance

A lean, heavily muscled human woman with a shaved head and a body covered in intricate prison-earned tattoos. She dresses in modern streetwear, usually a midriff-baring tank top under a cropped leather jacket, tight leather pants, and scuffed boots. Her physique is brutally defined, with visible abdominal muscles, sharp shoulders, and the poised stillness of someone who can turn motion into violence in a heartbeat.

Mannerisms

She rarely sits with her back to a door. When she thinks, she taps two fingers against her temple as if testing a locked gate. In conversation, she tilts her head and watches people like she is reading tiny fractures in glass.

Personality

Controlled, sharp-tongued, and hard to surprise. Veyra speaks sparingly, but every sentence is measured like a knife throw. Beneath the barbed exterior is a fiercely protective instinct toward the powerless, and an almost scholarly curiosity about how minds, systems, and cages fail.

Ideals

Freedom. No one should own another person's body, mind, or future. Power is only worth having if it can break chains, not forge them.

Bonds

She keeps a hidden list of everyone who lied to get her locked away, and everyone who helped her survive inside. She will burn down her own future before she lets the innocent take the blame for her crimes.

Flaws

She trusts her own plan too much and assumes betrayal is always just one room away. When cornered emotionally, she gets cold, precise, and unnecessarily cruel with her words. She also struggles to accept help, because every kindness feels like the prelude to a shackle.

Quirks

She counts exits automatically when entering any room.
She never removes a glove from her dominant hand in public unless she has to.
She speaks to invisible pressure in the air when concentrating.
She straightens her collar or jacket whenever she lies.

Background

Veyra Cole learned early that the world respects one thing more than innocence, and that thing is leverage. She grew up in the hard angles of a crowded city where every door had two locks, every smile hid a price, and every favor became a debt. By the time she was old enough to choose a life, she had already chosen crime, not from cruelty, but from necessity. Burglary, extortion, courier work, silent break-ins, and one disastrous betrayal later, she ended up in prison with her head shaved, her skin marked from collar to ankle with the story of every gang, sentence, and fight that tried to claim her. Inside those walls, she was supposed to break. Instead, she learned to listen with her mind as much as her ears. Her psionic talent emerged under the worst possible conditions, in the pressure-cooker of confinement and violence. At first it was a flicker, a shove that made a blade miss, a sudden certainty about which inmate would strike next, a brutal surge of invisible force when her back was to the wall. Then it became discipline. She taught herself to weaponize thought, to make fear tangible, to strike from inside an enemy's balance and to hold her own body together with sheer psychic defiance. Now she moves like a coiled rumor, half street fighter, half laboratory mistake, half escaped problem. The tattoos that cover her skin are not decoration alone, they are a private map of the people who owned her time, and the names she refuses to forget.

“She grew up in the hard angles of a crowded city where every door had two locks, every smile hid a price, and every favor became a debt.”
From their backstory
Background
Criminal

Connections

Species

Human

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