Know Your Enemy
After observing a creature for 1 minute, Nera learns whether it is her equal, superior, or inferior in selected battle-relevant traits.
After observing a creature for 1 minute, Nera learns whether it is her equal, superior, or inferior in selected battle-relevant traits.
Nera has underworld contacts, knows how to move illicit goods, and is comfortable in the gray spaces between law and survival.
Nera adds her Proficiency Bonus to Initiative rolls and can swap Initiative with a willing ally immediately after rolling.
While wielding a melee weapon in one hand and no other weapon, Nera gains a +2 bonus to damage rolls with that weapon.
Nera is a human sailor adapted to the hard edges of port life, shipboard labor, and fast decisions under pressure.
Nera has superiority dice (d8) she can expend to fuel maneuvers that improve attacks or battlefield control.
Nera knows the following maneuvers: Disarming Attack, Precision Attack, Menacing Attack, and Trip Attack.
Nera favors battlefield control, feints, disarms, and precise punishment over reckless brawling.
As a Bonus Action, Nera can regain hit points equal to 1d10 + her Fighter level.
Nera is trained for front-line survival, weapon use, and tactical adaptability.
On her turn, Nera can take one additional action, except the Magic action.
When Nera takes the Attack action, she can attack twice instead of once.
Nera increased her Dexterity by 1 and her Charisma by 1.
Nera increased her Dexterity by 2.
Track the ledger through dockside rumors, bribe chains, and a reef-side hiding place where the paper was last seen.
Return the ledger to Nera untouched.
Hand the ledger to Harbor-Master Elian Voss.
Survey the hidden cove and identify who has already learned the sloop exists.
Reveal the sloop’s location to an ally faction for protection.
Keep the sloop secret and defend it alone.
Follow an old chart mark to the place where the betrayal happened and determine who benefited.
Pursue revenge against the traitor.
Use the truth as leverage instead of bloodshed.
Does Nera stay with the party and burn a profitable bridge, or does she sell the route and preserve her independence?
Does Nera expose the scheme publicly, use it for private blackmail, or quietly erase the evidence?
Does she spend her network to help the party, or keep it intact for her own survival after the campaign’s climax?
Loyalty to the party increases and she can become a recurring ally rather than a shifting contact.
She can offer her fast sloop for a reduced cost or as a favored resource.
Once per session, Nera can either grant advantage on a lie-detection or ambush-read check, or refuse to be manipulated in a parley scene.
One maneuver may be re-themed as a reaction born from her new perspective, such as using Menacing Attack as a warning rather than a threat.
Her future decisions lean less toward pure profit and more toward controlled pragmatism.
She may gain permanent standing with one maritime faction or lose access to another, depending on her choice.
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