Kezra Vardos
Kezra Vardos
Sheet
AC 12 · HP 12 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingSTR
- ArcanaINT
- AthleticsSTR
- DeceptionCHA
- HistoryINT
- InsightWIS
- IntimidationCHA
- InvestigationINT
- MedicineWIS
- NatureWIS
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- ReligionINT
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
11 featuresAction
- TraitAasimarHealing Hands, as an action, restore hit points equal to level once per long rest
Always on
- Eldritch Blast
When An enemy is within 120 feet and a ranged magical attack is useful.
Kezra sends a lance of crackling eldritch energy toward a creature within range. Make a ranged spell attack. On a hit, the target takes 1d10 force damage.
- Healing Hands
When A creature within 5 feet has been injured and Kezra can spare an action.
Kezra reaches toward a creature within touch range and briefly steals its vitality, dealing 1d6 necrotic damage. Kezra regains hit points equal to the damage dealt.
- Otherworldly Patron, The Great Old OneLevel 1
Kezra has formed a pact with an entity of incomprehensible knowledge and distant consciousness. The nature of this Great Old One is unclear, even to Kezra.
- Awakened MindLevel 1
Kezra can communicate telepathically with any creature they can see within 30 feet. The creature does not need to share a language, but must be able to understand at least one language.
- Pact MagicLevel 1
Kezra knows two warlock cantrips and has two 1st-level warlock spell slots. Their spell slots return after a short or long rest.
- TraitAasimarDarkvision, 60 feet
- TraitAasimarCelestial Resistance, resistance to necrotic damage and radiant damage
- TraitAasimarLight Bearer, knows the Light cantrip; Charisma is the spellcasting ability
- TraitAasimarCelestial and Common languages
- WandererOutlander
Kezra has an excellent memory for maps, terrain, and natural landmarks. They can find food and fresh water for themselves and up to five other people each day, provided the land offers such resources.
Spells
5 spellsSpellcasting. Kezra Vardos casts with Charisma (spell save DC 14, to hit with spell attacks).
Cantrips (at will): ,
1st level (1 slot): , ,
Gear
10 itemsWeapons
- Light crossbowA simple ranged weapon with a wooden stock and iron fittings
Tools
- Hunting trapA metal trap designed to catch small or medium beasts
- FluteA small wooden flute with a cracked mouthpiece, carried as both instrument and focus for nervous hands
Gear
- 20×Crossbow boltsAmmunition for the light crossbow
- Component pouchA small leather case containing arcane materials and odd fragments gathered on the road
- Dungeoneer's packA pack containing blankets, cookware, tinder, rope, and other travel necessities
- StaffA sturdy walking staff used for travel and defense
- Trophy from a slain animalA preserved, polished jawbone from a mountain predator
- Traveler's clothesPlain but durable clothing suited to long journeys
Purse
- 10×Gold piecesLoose coins saved from guiding work and caravan trade
Appearance
Kezra Vardos is a lean, long-limbed aasimar with warm brown skin, dark auburn hair worn in a carefully maintained braid, and pale gold eyes that seem brighter in dim light. Two small silver-white feathers are braided into the hair above the left ear, remnants of a childhood vision that Kezra refuses to explain. Their traveling coat is well cared for except at the right cuff, which is permanently darkened and frayed from repeated contact with candle soot and spellwork. A polished bone whistle hangs at the throat on a faded blue cord, visibly worn smooth where Kezra grips it while thinking.
Mannerisms
Kezra tilts their head slightly when listening to someone, as though hearing a second conversation beneath the first. They tap the worn cuff of their coat before casting a spell and habitually name landmarks under their breath when entering unfamiliar territory.
Personality
Kezra is observant, dryly playful, and difficult to intimidate. They collect small facts about everyone they meet, not always out of suspicion, but because information feels like a form of shelter. They are generous with food, directions, and practical help, yet become evasive when anyone asks what they truly want.
Ideals
Freedom. No power, divine or otherwise, has the right to decide what a person must become. Every road should have at least one turn no authority can predict.
Bonds
Kezra will always return for the caravan that raised them, even when doing so is dangerous or foolish. They also keep a water-stained scrap of the impossible map from the canyon, convinced it contains a route to the source of their patron.
Flaws
Kezra cannot resist opening doors, reading inscriptions, or answering voices that clearly want them to stay away. They mistake secrecy for wisdom and often withhold important information simply to see how events unfold without it.
Quirks
Background
Kezra Vardos was raised among a loose caravan of herders, relic hunters, and seasonal guides who crossed high valleys where the roads vanished under snow. Their aasimar heritage was treated less as a blessing than as an inconvenient weather pattern. When celestial light gathered beneath their skin, the caravan elders made Kezra carry the cooking pots and walk at the rear, worried that distant spirits might mistake the child for an invitation. Kezra learned early to read tracks, clouds, and silences, and became the person everyone trusted to bring a scattered group home. The pact began in a place where no map should have shown a river. After following a flock of white ravens into a canyon, Kezra found a black pool reflecting a sky full of unfamiliar stars. Something beneath the water spoke without words, offering answers to questions Kezra had not yet learned how to ask. The bargain was simple, or seemed simple. Kezra would carry a fragment of that impossible awareness into the waking world, and in return the presence would show them the hidden paths between places. Now Kezra travels as a guide, scavenger, and occasional occultist, chasing rumors of vanished roads while trying to decide whether the voice in their thoughts is a patron, a parasite, or merely the first honest thing that ever answered back.
“Their aasimar heritage was treated less as a blessing than as an inconvenient weather pattern.”
- Background
- Outlander
Connections
Species
Aasimar
Media
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