Varkhuz Ogbemir
Varkhuz Ogbemir
Sheet
AC 16 · HP 192 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingWIS
- ArcanaINT
- AthleticsSTR
- DeceptionSTR
- HistoryINT
- InsightWIS
- IntimidationCHA
- InvestigationINT
- MedicineWIS
- NatureINT
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- ReligionINT
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
29 featuresAction
- Ability Score Improvement, SentinelLevel 12
Varkhuz can make opportunity attacks even when creatures take the Disengage action if they leave his reach. His opportunity attacks reduce the target's speed to 0 for the rest of the turn if they hit.
Bonus action
- Ability Score Improvement, DurableLevel 4
Varkhuz can use a bonus action to regain hit points equal to 1d10 + 15.
- Ability Score Improvement, Polearm MasterLevel 8
Varkhuz can make one additional weapon attack as a bonus action after scoring a critical hit or reducing a creature to 0 hit points. He also gains the ability to make an opportunity attack when a creature enters his reach.
- Indomitable, Three UsesLevel 9
Varkhuz can use a bonus action to reroll a failed saving throw, but must use the new result. He can use this feature three times per long rest.
Always on
- Pushing Attack
When After hitting with a weapon attack
When Varkhuz hits with a weapon attack, he can expend one superiority die to add it to the damage roll and force the target to make a Strength saving throw. On a failure, the target is pushed up to 15 feet away.
- Menacing Attack
When After hitting with a weapon attack
When Varkhuz hits with a weapon attack, he can expend one superiority die to add it to the damage roll and frighten the target until the end of his next turn on a failed Wisdom saving throw.
- Trip Attack
When After hitting with a weapon attack
When Varkhuz hits with a weapon attack, he can expend one superiority die to add it to the damage roll and knock the target prone on a failed Strength saving throw.
- Riposte
When A creature misses Varkhuz with a melee attack
When a creature misses Varkhuz with a melee attack, he can use his reaction and expend one superiority die to make a weapon attack against it, adding the die to the damage roll if he hits.
- Disarming Attack
When After hitting with a weapon attack
When Varkhuz hits a creature with a weapon attack, he can expend one superiority die to add it to the damage roll and disarm the target on a failed Strength saving throw.
- Distracting Strike
When After hitting with a weapon attack
When Varkhuz hits with a weapon attack, he can expend one superiority die to add it to the damage roll and force the target to drop concentration on a failed Constitution saving throw.
- Goading Attack
When After hitting with a weapon attack
When Varkhuz hits with a weapon attack, he can expend one superiority die to add it to the damage roll and reduce the target's speed by 15 feet until the end of his next turn.
- Maneuvering Attack
When After hitting with a weapon attack
When Varkhuz hits with a weapon attack, he can expend one superiority die to add it to the damage roll and force the target to make a Wisdom saving throw or be unable to make opportunity attacks until the end of Varkhuz's next turn.
- Commander's Strike
When After hitting with a weapon attack
When Varkhuz hits with a weapon attack, he can expend one superiority die to add it to the damage roll and force the target to make a Wisdom saving throw or be unable to attack anyone other than Varkhuz until the end of his next turn.
- Sweeping Attack
When After hitting with a weapon attack
When Varkhuz hits with a weapon attack, he can expend one superiority die to add it to the damage roll and force the target to make a Constitution saving throw or be unable to regain hit points until the end of his next turn.
- Fighting Style, Great Weapon FightingLevel 1
Varkhuz gains proficiency with all armor, shields, simple weapons, and martial weapons.
- Action SurgeLevel 2
Once per short or long rest, Varkhuz can take one additional action on his turn.
- Martial Archetype, Battle MasterLevel 3
Varkhuz chooses the Battle Master archetype. He gains superiority dice, combat maneuvers, and proficiency with smith's tools. His superiority dice are d10s, and he has five dice, regained after a short or long rest.
- Extra AttackLevel 5
When he uses the Attack action, Varkhuz can attack three times instead of once.
- Ability Score Improvement, Great Weapon MasterLevel 6
Varkhuz gains proficiency in Wisdom saving throws through the Resilient feat.
- Know Your EnemyLevel 7
Varkhuz adds one superiority die to any initiative roll. He also learns two additional Battle Master maneuvers.
- Improved Combat SuperiorityLevel 10
Varkhuz learns two additional Battle Master maneuvers, and his superiority dice improve to d10s if they were not already d10s.
- Ability Score Improvement, Resilient, WisdomLevel 14
Once per turn, when Varkhuz rolls a superiority die, he can roll an additional d10 and use either result.
- RelentlessLevel 15
Varkhuz learns two additional Battle Master maneuvers.
- TraitHalf-ElfDarkvision, Varkhuz can see in dim light within 60 feet as if it were bright light, and in darkness as if it were dim light.
- TraitHalf-ElfFey Ancestry, advantage on saving throws against being charmed, and magic cannot put Varkhuz to sleep.
- TraitHalf-ElfSkill Versatility, proficiency in Perception and Persuasion.
- TraitHalf-ElfExtra Language, Varkhuz learns two additional languages.
- TraitHalf-ElfAbility Score Increase, +2 Charisma, +1 Strength, and +1 Constitution.
- Shelter of the FaithfulAcolyte
Varkhuz can command the respect and assistance of temples, shrines, and religious communities devoted to his faith or compatible traditions. He can request modest aid, shelter, healing, or access to religious facilities, though openly hostile clergy may refuse.
Gear
12 itemsWeapons
- GlaiveA massive two-handed martial weapon, favored for formation fighting
- Light crossbowA light crossbow with 20 bolts
- 2×HandaxeA pair of handaxes
Armor
- Chain mailBlack steel chain mail bearing dark red cult markings
- ShieldHeavy iron shield painted with the jaw sigil
Tools
- Smith's toolsA set of smith's tools
Gear
- Dungeoneer's packA dungeoneer's pack containing a backpack, crowbar, hammer, pitons, torches, tinderbox, rations, waterskin, and rope
- Priest's packA priest's pack containing a backpack, blankets, candles, tinderbox, alms box, incense, censer, vestments, and rations
- Holy symbol of the JawA holy symbol carved as a stylized jawbone
- Prayer bookA prayer book containing the legalistic blood rites and military oaths of Locan Cha
- Clothing and vestmentsFive sets of commoner's clothing and one set of vestments
Purse
- Coin pouchA pouch containing 15 gp
Appearance
Varkhuz stands tall and heavily built, with pale blue skin, slick silver hair combed tightly away from his face, and cold gray-blue eyes that rarely settle on the person speaking. His black steel Norse armor is edged with dark red metal and marked with the severed-jaw sigil of the Blood Lord Locan Cha. His teeth are unusually narrow and crowded, giving his smile a predatory, almost ceremonial quality. When he eats, he cuts every portion into identical pieces. When he laughs, which is rare, he exposes his teeth without warmth. In any room, his gaze goes first to exits, then to weapons, then to whoever appears most afraid.
Mannerisms
He pauses before answering, as though arranging the words into ranks. He keeps one hand near his weapon whenever someone invokes a god. During negotiations, he quietly counts the visible teeth of everyone at the table.
Personality
Varkhuz is composed, articulate, and unfailingly courteous until violence becomes useful. He treats conversation as a battlefield, gives orders in a calm voice, and remembers every promise made in his presence. He is merciless toward deserters but genuinely protective of soldiers who obey and perform their duties. His loyalty is not tender. It is absolute, practical, and enforced.
Ideals
Order. The strong must impose structure upon the weak, or weakness will spread until every oath, border, and bloodline is meaningless.
Bonds
The surviving loyalists of the Jaw are his responsibility, and he will sacrifice anyone else before allowing their banner to disappear. He carries a broken ceremonial jawbone taken from Locan Cha's ruined throne room, waiting for the day it can be placed before a restored altar.
Flaws
He cannot tolerate disobedience that goes unpunished, even when mercy would be wiser. He assumes every kindness conceals a bargain, and he would rather destroy a useful alliance than admit that someone else has gained leverage over him.
Quirks
Background
Varkhuz was born among the twilight halls of a half-elven enclave that traded with both surface jarls and the dark cities below. His human blood gave him a place among warriors, while his elven heritage marked him as useful to priests who needed someone able to move between cultures. As a youth, he was brought into the hidden cult of the Jaw, a severe faith devoted to Blood Lord Locan Cha. The cult taught that order was not created by mercy, but by the disciplined removal of disobedience. Varkhuz accepted the lesson completely. He served first as a temple guard, then as a ritual executioner, and finally as a commander of the remaining loyalists after Locan Cha's empire collapsed. His black steel armor was forged from battlefield scraps and treated with blood-red enamel during a rite of succession. Now he travels as a patient recruiter, enforcer, and military priest without spells, gathering remnants of the old cult beneath a single command structure. He does not speak of restoring the past. He speaks of making the past inevitable, one conquered oath at a time.
“As a youth, he was brought into the hidden cult of the Jaw, a severe faith devoted to Blood Lord Locan Cha.”
- Background
- Acolyte
Connections
Species
Half-Elf
Media
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