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Sera Vey - AI-generated fantasy Character

Sera Vey

Human · Rogue (Thief) · Level 3 · Criminal

Sera Vey

Sera is practical, observant, and intensely self-reliant.
AC10
HP15/15
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 10 · HP 15 · 30 ft.
AlignmentChaotic NeutralGenderFemaleAgeLate twenties
STR
DEX
CON
INT
WIS
CHA

Saving throws

STRDEXCONINTWISCHA

Skills

  • AcrobaticsDEX
  • AthleticsSTR
  • DeceptionCHA
  • InsightWIS
  • IntimidationCHA
  • InvestigationINT
  • PerceptionWIS
  • PersuasionCHA
  • Sleight of HandDEX
  • StealthDEX

Armor

Light armor

Weapons

Simple weapons,
Martial weapons with the Finesse or Light property

Tools

Thieves' Tools

Languages

Common,
Thieves' Cant,
Spanish

Features

14 features

Bonus action

  • Cunning ActionLevel 2

    When On her turn

    As a Bonus Action, Sera can Dash, Disengage, or Hide.

  • Fast HandsLevel 3

    When On her turn

    As a Bonus Action, Sera can make a Sleight of Hand check to pick a lock, disarm a trap with Thieves' Tools, pick a pocket, Utilize an object, or use a magic item.

  • Steady AimLevel 3

    When On her turn before making an attack

    If Sera has not moved during her turn, she can gain Advantage on her next attack roll that turn. Her Speed becomes 0 for the turn.

Always on

  • ExpertiseLevel 1

    You gain Expertise in two proficiencies. Sera has Expertise in Sleight of Hand and Stealth, doubling her Proficiency Bonus for checks using them.

  • Sneak AttackLevel 1

    Once per turn, when you hit a creature with an attack roll using a Finesse or Ranged weapon and have Advantage, or when an ally is within 5 feet of the target and you do not have Disadvantage, you can deal an extra 2d6 damage. Sera avoids weapons, so this feature is currently unused unless she acquires one.

  • Thieves' CantLevel 1

    You know Thieves' Cant, a secret mixture of coded phrases, signs, and symbols used by criminal networks. You also know Common and one additional language.

  • Weapon MasteryLevel 1

    You gain Weapon Mastery with two weapons of your choice with which you are proficient. Sera has not selected weapons as part of her current modern, unarmed concept.

  • Rogue SubclassLevel 3

    You gain the Thief subclass.

  • Second-Story WorkLevel 3

    You gain a Climb Speed equal to your Speed, and you can determine your jump distance using Dexterity rather than Strength.

  • ResourcefulHumanWhen you finish a Long Rest, you gain Heroic Inspiration.
  • SkillfulHumanYou gain proficiency in one skill of your choice. Sera chose Insight.
  • VersatileHumanYou gain an Origin feat of your choice. Sera chose Skilled.
  • SkilledHumanYou gain proficiency in any combination of three skills or tools. Sera chose Deception, Intimidation, and Investigation.
  • AlertCriminal

    When you roll Initiative, you can add your Proficiency Bonus to the roll. Immediately after rolling Initiative, you can swap your Initiative with that of a willing ally in the same combat, unless you or the ally is Incapacitated.

Gear

2 items

Purse

  • 100×
    Starting currency
    Currency selected instead of the class equipment package, preserving the requested no-weapons concept.
  • 50×
    Starting currency
    Currency selected instead of the criminal background equipment package, preserving the requested no-weapons concept.

Appearance

Sera is a lean, athletic human woman in her late twenties, standing about five feet eight inches tall. Her wiry strength comes from 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, nearly black, and constantly alert. Her black hair is cut in a practical pixie style, tousled and slightly damp from a recent shower. She wears fitted dark gray shirts, worn black cargo pants, heavy lace-up boots, and a weathered leather jacket with useful items hidden in its pockets.

Mannerisms

Sera habitually maps exits with a quick glance whenever she enters a room. She taps two fingers against her thigh while thinking, checks the fit of her jacket pockets before leaving, and speaks in short, exact sentences during a crisis.

Personality

Sera is practical, observant, and intensely self-reliant. She respects competence more than rank and has little patience for wasted motion, sanctimonious leaders, or pointless cruelty. In a crisis, she becomes terse, direct, and brutally effective. In quieter moments, she shows unexpected gentleness toward strays, exhausted workers, and anyone trying to escape a bad situation.

Ideals

Competence. The world is dangerous enough without adding pointless cruelty or wasted motion. Do the job cleanly, protect the vulnerable when you can, and never confuse authority with worth.

Bonds

She still protects the younger runners and street kids from the district where she grew up. One of them possesses the only surviving evidence that could expose the crew leader who betrayed her.

Flaws

Sera assumes every kindness has a hidden price. She is quick to leave allies behind when a situation becomes dangerous, then spends the night blaming herself for doing exactly what she thought was necessary.

Quirks

She counts doors, windows, and visible cameras without seeming to look at them.
She keeps small screws, bottle caps, and bits of wire in her jacket pockets for improvised repairs.
She dislikes sitting with her back to a room.
She gives people nicknames based on their shoes.
She showers immediately after dangerous work, even when exhausted.

Background

Sera grew up beneath the city, where the streets were narrow, the pipes were warm, and every locked door represented either danger or opportunity. Her mother worked nights maintaining service tunnels, and Sera learned early that the quickest route was usually above, below, or through. By adolescence, she was running messages across rooftops and slipping through maintenance corridors for a neighborhood crew that specialized in quiet burglaries. She learned to read cameras, patrol routes, body language, and the subtle hesitation that comes before someone reaches for a weapon. The crew eventually turned on one of its own. When their leader sold out a younger member to protect a profitable operation, Sera sabotaged the job and disappeared with the evidence. She spent years moving between districts under borrowed names, surviving as a burglar, courier, and occasional information broker. Now she works independently, taking jobs that reward precision and punishing anyone who mistakes her silence for weakness. She has no interest in becoming respectable, but she has developed a private code. Competence earns respect, cruelty earns retaliation, and anyone who preys on people unable to fight back becomes a problem Sera intends to solve.

“Her mother worked nights maintaining service tunnels, and Sera learned early that the quickest route was usually above, below, or through.”
From their backstory
Background
Criminal

Connections

Species

Human

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