Nymira Ashveil
Nymira Ashveil
Sheet
AC 12 · HP 44 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingWIS
- ArcanaINT
- AthleticsSTR
- AthleticsSTR
- DeceptionCHA
- HistoryINT
- InsightWIS
- IntimidationCHA
- InvestigationINT
- MedicineWIS
- NatureINT
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- ReligionINT
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
21 featuresAlways on
- Eldritch Blast
When You take the Magic action and choose a creature within 120 feet
You fire a beam of crackling force at a creature within range. On a hit, it takes 1d10 plus 2 force damage, and Repelling Blast can push it up to 10 feet away.
- Dagger
When You take the Attack action
You make a melee or ranged spell attack against a creature. On a hit, the target takes 1d6 plus 2 piercing damage.
- Light Crossbow
When You take the Attack action
You make a ranged attack against a creature within 80 feet, with disadvantage against a target within 20 feet. On a hit, the target takes 1d8 piercing damage.
- Pact MagicLevel 1
You can cast Warlock spells using Charisma as your spellcasting ability. You regain all expended Pact Magic spell slots after a short or long rest.
- Magical CunningLevel 2
You can perform a 1-minute rite to regain expended Pact Magic spell slots, up to half your maximum number, rounded up. Once you use this feature, you cannot use it again until you finish a long rest.
- Eldritch InvocationsLevel 1
You gain three Eldritch Invocations. Nymira has Agonizing Blast, Pact of the Tome, and Repelling Blast.
- Otherworldly Patron: The FiendLevel 3
You choose the Fiend as your Otherworldly Patron. Your patron grants additional spells and subclass features.
- Ability Score ImprovementLevel 4
You gain an Ability Score Improvement. Nymira uses this feature to increase her Constitution from 14 to 15, reflected in the final ability scores.
- 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, for a total of 8 temporary hit points at this level.
- Dark One's Own LuckLevel 6
When you make an ability check or saving throw, you can add 1d10 to the roll after seeing the roll but before knowing whether it succeeds. You can use this feature once per short or long rest.
- Agonizing BlastLevel 1
Add your Charisma modifier to the damage of one damage roll of any Warlock cantrip you cast. Nymira applies this to Eldritch Blast.
- Repelling BlastLevel 1
When you hit a creature with Eldritch Blast, you can push it up to 10 feet directly away from you.
- Pact of the TomeLevel 1
You gain a Book of Shadows containing three additional cantrips from any class spell list and ritual spells. Nymira's book contains Guidance, Spare the Dying, and Thorn Whip, plus Find Familiar and Detect Magic as rituals.
- Creature typeTieflingHumanoid
- SizeTieflingMedium
- SpeedTiefling30 feet
- DarkvisionTieflingYou can see in dim light within 60 feet as if it were bright light, and in darkness as if it were dim light, though darkness appears as shades of gray.
- Otherworldly PresenceTieflingYou know the Thaumaturgy cantrip.
- Fiendish Legacy, InfernalTieflingYou have resistance to fire damage. You also know the Friends 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.
- LanguagesTieflingCommon and Infernal.
- Criminal ContactCriminal
You have a reliable contact in criminal circles. This contact can pass messages, arrange introductions, provide local rumors, or help you locate discreet services, though they will not take suicidal risks for you.
Spells
17 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
12 itemsWeapons
- Light crossbowA compact ranged weapon suitable for silent ambushes and rooftop escapes.
- DaggerA plain iron-bladed weapon concealed in her boot.
- DaggerA second balanced dagger hidden inside her coat.
Armor
- Leather armorLight armor made from blackened leather and reinforced with narrow brass plates.
Tools
- CrowbarA sturdy iron bar used for forcing doors and prying open containers.
- Thieves' toolsA set of precision picks, probes, files, and tension tools.
Gear
- 20×BoltsAmmunition for the light crossbow.
- Component pouchA container for material spell components.
- Dungeoneer's packA pack containing basic adventuring supplies, including bedroll, mess kit, tinderbox, torches, rations, and rope.
- Gaming setA weighted set of carved bone dice.
- Dark common clothesA set of dark, nondescript clothing designed for blending into alleys and servant passages.
Purse
- 15×Gold piecesMoney saved from discreet work and placed in her background equipment allotment.
Appearance
Nymira is a lean, copper-skinned tiefling with swept-back black hair, small swept horns, ember-orange eyes, and a narrow tail that curls around her ankle when she is thinking. Her hands are her most distinctive feature. Years of lock work, card tricks, and ritual inscription have left her fingertips permanently darkened with ink and metal dust, while the nails are kept short and meticulously clean. She stands with her weight on the balls of her feet, as though every room might become an escape route. She favors a fitted charcoal coat over leather armor, brass lock picks arranged inside her sleeves, and a red silk cord tied around one horn.
Mannerisms
Nymira tests the weight of objects in her hands, especially keys and coins. When listening, she angles one horn toward the speaker and goes completely still. She rarely sits with her back to a door, and she smiles only after deciding what the other person wants.
Personality
Nymira is observant, dryly humorous, and unfailingly polite when she is most suspicious. She prefers precise bargains to heartfelt promises and has a talent for making people feel that they independently reached the conclusion she suggested. Beneath her guarded manner is a fierce respect for competent outsiders, especially those who refuse to be defined by bloodline or reputation.
Ideals
Freedom. No patron, government, gang, or god should own another person's choices. If power must be borrowed, it should be borrowed carefully and repaid with interest.
Bonds
She carries a brass key taken from the vault where her old criminal crew was betrayed. It opens no lock she has found, but she believes it belongs to the hidden archive of the fiend who now whispers through her magic.
Flaws
She assumes every kindness has a hidden price and will often sabotage a safe arrangement by searching for the trap. When cornered, she becomes calculating instead of compassionate, even when a genuine emotional response would serve her better.
Quirks
Background
Nymira Ashveil grew up in the service alleys behind counting houses, theaters, and noble estates, where a tiefling child was often noticed only when something went missing. She learned early that locks were honest, people were not, and both could be understood with patience. Her first mentor was a retired burglar who taught her to listen to tumblers through a door and to read the difference between a frightened liar and a practiced one. Nymira became a skilled infiltrator, specializing in documents, sealed rooms, and valuables whose owners were too proud to admit they had been stolen.
“She learned early that locks were honest, people were not, and both could be understood with patience.”
- Background
- Criminal
Connections
Species
Tiefling
Media
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