Zephyr Veyr
Zephyr Veyr
Sheet
AC 16 · HP 99 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingWIS
- ArcanaINT
- AthleticsSTR
- DeceptionSTR
- HistoryINT
- InsightWIS
- IntimidationCHA
- InvestigationINT
- MedicineWIS
- NatureINT
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- Sleight of HandINT
- StealthDEX
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
30 featuresBonus action
- Ghost Step
When After making a ranged attack or when an enemy closes within melee range.
Zephyr uses Cunning Action to Hide or Disengage as a bonus action, then relocates through cover and darkness.
- Emergency Recovery
When When reduced to roughly half her hit points or less.
Zephyr uses Second Wind to regain 1d10 + 3 hit points as a bonus action.
- Cunning ActionLevel 3
Zephyr can take the Hide or Disengage action as a bonus action.
- Second WindLevel 1
Zephyr gains Second Wind, allowing her to regain 1d10 + 3 hit points as a bonus action once per short or long rest.
- Weapon BondLevel 3
Zephyr gains Weapon Bond with her suppressed submachine gun and compact pistol. She cannot be disarmed of either bonded weapon unless incapacitated, and she can summon a bonded weapon to her hand as a bonus action.
Reaction
- Skirmisher's Retreat
When When an enemy reaches her position.
Zephyr moves up to half her speed as a reaction when an enemy ends its turn within 5 feet of her, avoiding opportunity attacks.
- Scout Training and SkirmisherLevel 3
Zephyr gains proficiency with thieves' tools and one additional rogue skill, Perception. Her Scout training also grants Skirmisher, allowing her to move up to half her speed as a reaction when an enemy ends its turn within 5 feet of her, without provoking opportunity attacks.
Always on
- Ambush Burst
When On the first turn of combat, especially when attacking from darkness or concealment.
Zephyr fires two attacks with her suppressed submachine gun, or uses Dread Ambusher on the first turn of combat to make three attacks instead of two. The extra attack deals an additional 1d8 damage on a hit.
- Blackout Assault
When When a priority target must be eliminated immediately.
Zephyr uses Action Surge to make another Attack action, combining it with Sharpshooter for devastating ranged damage.
- Ranger Proficiencies and SpellcastingLevel 1
Zephyr gains proficiency with light armor, medium armor, shields, simple weapons, and martial weapons. She gains proficiency in Strength and Dexterity saving throws, two ranger skills, and ranger spellcasting.
- Favored EnemyLevel 1
Zephyr chooses humanoids and aberrations as favored enemies. She has advantage on Wisdom Survival checks to track them and Intelligence checks to recall information about them. She also learns two languages of her choice, Undercommon and Infernal.
- Natural ExplorerLevel 1
Zephyr is an expert at navigating the wild and urban environments. She gains proficiency in one type of natural explorer terrain, urban environments, and gains the normal Natural Explorer benefits there, including improved travel, stealth, tracking, and foraging.
- Gloom Stalker Magic and Dread AmbusherLevel 3
As a Gloom Stalker, Zephyr gains darkvision out to 90 feet, is invisible to creatures relying on darkvision while in darkness, and gains Dread Ambusher. On the first turn of each combat, her speed increases by 10 feet, she can make one additional weapon attack as part of the Attack action, and that attack deals an extra 1d8 weapon damage if it hits.
- Rogue Multiclass Proficiencies and ExpertiseLevel 3
Zephyr gains proficiency with thieves' tools and one additional skill, Perception. She gains Expertise in Stealth and thieves' tools, doubling her proficiency bonus for those checks.
- Gloom Stalker SpellsLevel 3
Zephyr gains the Gloom Stalker spell Rope Trick and other subclass spells as appropriate. She also gains proficiency in Wisdom saving throws from her Gloom Stalker training against charm and fear effects while in darkness, as represented by her tactical conditioning and subclass benefits.
- Ability Score ImprovementLevel 4
Zephyr gains an Ability Score Improvement or feat. She increases Dexterity by 2, raising it to 18.
- Greater Favored Enemy and Natural Explorer ImprovementLevel 6
Zephyr gains an additional favored enemy type, aberrations, and learns one additional language, Abyssal. She also gains additional benefits from Natural Explorer in a second favored terrain, urban environments already being her primary terrain.
- Ability Score Improvement, SharpshooterLevel 8
Zephyr gains an Ability Score Improvement or feat. She takes the Sharpshooter feat, ignoring long-range disadvantage, ignoring most cover, and accepting a -5 attack penalty for +10 damage when appropriate.
- Fighter Multiclass TrainingLevel 1
Zephyr gains proficiency with thieves' tools, light armor, medium armor, shields, simple weapons, and martial weapons from her multiclass training, along with proficiency in Strength and Constitution saving throws if Fighter is treated as her second starting class. Her actual saving throw proficiencies remain Strength and Dexterity from Ranger start.
- Action SurgeLevel 2
Zephyr gains Action Surge, allowing one additional action on her turn once per short or long rest.
- Fighting Style, ArcheryLevel 2
Zephyr gains Fighting Style, choosing Archery. She gains a +2 bonus to attack rolls made with ranged weapons.
- Eldritch Knight SpellcastingLevel 3
Zephyr becomes an Eldritch Knight. She gains spellcasting using Intelligence and learns three wizard cantrips and three 1st-level wizard spells, with two of the spells required to be from the abjuration or evocation schools.
- SurvivalistLevel 9
Zephyr gains Survivalist, granting expertise in Nature and Survival if she is not already proficient. Her proficiency bonus is doubled for those checks.
- Ranger Spellcasting ImprovementLevel 8
Zephyr gains two additional 2nd-level ranger spells known through her Gloom Stalker progression and can use her ranger spellcasting while wearing armor because ranger spells do not require an arcane focus.
- TraitTieflingDarkvision out to 60 feet
- TraitTieflingHellish Resistance, resistance to fire damage
- TraitTieflingInfernal Legacy, Thaumaturgy cantrip, Hellish Rebuke at 3rd level once per long rest, Darkness at 5th level once per long rest
- TraitTieflingAbility Score Increase, +2 Charisma and +1 Intelligence
- TraitTieflingCreature type humanoid
- City SecretsUrchin
Zephyr knows the secret patterns, shortcuts, shelters, and hidden routes of Atrix Isle. She can find her way through urban environments at twice the normal pace and can locate enough food and a place to sleep for herself and companions in a city, provided the area has any resources to offer.
Spells
12 spellsSpellcasting. Zephyr Veyr casts with WIS for Ranger spells, INT for Eldritch Knight spells (spell save DC 16, to hit with spell attacks).
Cantrips (at will): , , , , ,
1st level (4 slots): , , , ,
2nd level (3 slots):
3rd level (2 slots): no spells
Gear
13 itemsWeapons
- Suppressed submachine gunReskinned hand crossbow using modern firearm aesthetics, fitted with a suppressor. It uses hand crossbow statistics unless the DM uses modern firearm rules.
- Compact pistolReskinned hand crossbow using modern firearm aesthetics.
- Combat knifeA serrated close-quarters blade treated as a dagger.
- Collapsible batonA collapsible baton treated as a club.
Armor
- Tactical studded leather armorMatte black reinforced tactical armor, mechanically treated as studded leather armor for 2014 5e statistics.
Tools
- Thieves' toolsThieves' tools, lockpicks, tension tools, bypass shims, and a compact multi-tool.
- Disguise kitA disguise kit containing cosmetics, prosthetic pieces, hair materials, and clothing accessories.
Gear
- 6×Ammunition magazinesAmmunition for modern firearm reskins, treated as bolts or bullets according to the DM's firearm rules.
- Worn leather jacketA dark leather jacket with a hidden garrote wire, spare magazine pockets, and an inner compartment.
- Hood and balaclavaA hooded matte black balaclava for concealment.
- Medical kitA compact medical kit containing bandages, antiseptic, clotting gauze, and painkillers.
- Undercity keepsakeA small keepsake from Atrix Isle's undercity, wrapped in oilcloth.
Purse
- 25×Gold piecesCoins saved from years of theft, courier work, and contract operations.
Appearance
Zephyr is a striking tiefling woman with deep crimson skin, thick spiraling horns that curve back from her temples, rich crimson eyes, full lips, and close-cropped silver hair. She has a lean, athletic build shaped by climbing, running, hard labor, and violence. In casual settings she wears a cropped black tank top, fitted dark cargo pants, steel-toed combat boots, a worn leather jacket, and simple silver jewelry. In the field she wears a matte black tactical bodysuit, reinforced modular vest, fingerless gloves, silent-soled boots, and a hood or balaclava for stealth. Her modern weapons include a suppressed submachine gun, a compact pistol, a serrated combat knife, and a collapsible baton.
Mannerisms
Zephyr tilts her head slightly when evaluating a threat, as though listening to a distant signal. She rolls her thumb ring across her knuckle while thinking, checks exits whenever she enters a room, and smiles most dangerously when someone underestimates her. Her voice is smooth, dry, and edged like a sharpened blade.
Personality
Sharp, sardonic, and fiercely loyal, Zephyr stays calm under pressure and uses dry humor as both armor and weapon. She respects competence, despises cruelty for sport, and trusts action more than promises. Her loyalty is absolute once earned, but earning it requires consistency, courage, and the willingness to stand beside her when the situation becomes ugly.
Ideals
Freedom is not given by institutions or inherited from bloodlines. It is seized, defended, and extended to those who have never been allowed to choose their own lives.
Bonds
Vikasha's organization gave Zephyr shelter when she had nowhere else to go. She will protect its people, especially abandoned children and recruits who remind her of herself, even when the order is dangerous.
Flaws
Zephyr assumes every kindness has a hidden price. She can become cold and controlling when frightened, and her hunger after the Shadowstalker's psychic attack sometimes pushes her toward reckless violence. She would rather disappear than admit she needs help.
Quirks
Background
Zephyr grew up beneath the neon towers of Atrix Isle, where the undercity slums were a maze of rusted service tunnels, abandoned stations, rooftop gardens, and locked doors. Her crimson skin and horns made her a convenient target for cruel people, but they also taught her early that fear could be turned into leverage. She survived by carrying messages, climbing maintenance shafts, picking pockets, and guiding fugitives through routes no patrol knew existed. Her first real weapon was a stolen pistol with a cracked grip. Her first real lesson was that surviving alone was possible, but never safe. She became a professional infiltrator after joining a crew that specialized in extraction jobs and corporate sabotage. Her gift for reading movement, darkness, and hostile intent eventually drew the attention of Vikasha's organization. A disastrous operation against the Shadowstalker left Zephyr bleeding in an alley and scarred by psychic intrusion. The encounter heightened her senses and left her with a persistent hunger that no ordinary meal quite satisfies. Rather than surrender to the thing that wounded her, Zephyr turned the scars into discipline. She became a Gloom Stalker Ranger, trained as a Scout, and learned the techniques of an Eldritch Knight, combining wilderness instincts, urban reconnaissance, firearms, and controlled arcane force. She now fights for the organization that gave her a second chance, though she trusts deeds far more than promises.
“Her crimson skin and horns made her a convenient target for cruel people, but they also taught her early that fear could be turned into leverage.”
- Background
- Urchin
Connections
Species
Tiefling
Media
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