Nerzhak Vardesh
Nerzhak Vardesh
Sheet
AC 16 · HP 8 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingSTR
- ArcanaINT
- AthleticsSTR
- DeceptionCHA
- HistoryINT
- InsightWIS
- InvestigationINT
- MedicineWIS
- NatureINT
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- ReligionINT
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
9 featuresAlways on
- Thaumaturgy
When When Nerzhak invokes the Storm in prayer
A flash of divine weather crackles around a creature or object, producing a harmless but unmistakable sign of the Storm's attention.
- SpellcastingLevel 1
You can cast cleric spells using Wisdom as your spellcasting ability. You can use a holy symbol as a spellcasting focus. You have three cleric cantrips prepared and one 1st-level spell prepared from the cleric spell list.
- Divine Order, ThaumaturgeLevel 1
You have chosen Thaumaturge. You know one additional cleric cantrip, and you can add your Wisdom modifier to the result of any Intelligence (Arcana or Religion) check you make as part of recalling lore about a deity, religious rite, or holy symbol.
- TraitOtherHumanoid
- TraitOtherMedium size
- TraitOtherSpeed 30 feet
- Storm-WakenedOtherNerzhak knows the Primordial language and can identify natural signs of an approaching storm with unusual reliability.
- Ancient MemoryOtherNerzhak has advantage on checks made to recognize military customs, obsolete heraldry, or battlefield architecture from the era in which he lived.
- Keeper of the Returning RecordOther
You served as a ritual keeper and battlefield archivist before the Storm returned you to the living. You can usually secure modest lodging, basic food, and a respectful hearing from communities that value old records, funerary rites, or religious observance. You also retain access to your personal archive of copied omens and military prayers, though its interpretations are often unsettling.
Spells
6 spellsSpellcasting. Nerzhak Vardesh casts with Wisdom (spell save DC 10, to hit with spell attacks).
Cantrips (at will): , ,
1st level (2 slots): , ,
Gear
8 itemsWeapons
- MaceA one-handed iron mace with a square striking head.
Armor
- Chain ShirtProtective medium armor of overlapping metal links.
- ShieldA round wooden shield faced with dull bronze.
Tools
- Calligrapher's SuppliesInk, parchment, and a set of fine reed pens used to copy omens and preserve old prayers.
Gear
- Holy SymbolA bronze disk engraved with a spiral lightning sigil, used as a divine focus.
- Priest's PackA pack containing a bedroll, mess kit, tinderbox, ten torches, ten days of rations, and a waterskin.
- Ritual RobesGray robes stitched with fragments of obsolete military insignia.
Purse
- 15×Gold PiecesCoins saved from Nerzhak's first months among the living.
Appearance
Nerzhak is a lean, weather-darkened human with close-cropped black hair threaded with iron gray. His skin carries the pale, salt-dried cast of someone long exposed to wind and sea. He stands unnervingly still when listening, then moves with a sudden, economical lurch, as though his body remembers marching orders his mind has forgotten. His voice is normally low and breathy, but when agitated each sentence begins with a sharp inhalation and ends in a rasping whisper. He wears a battered chain shirt beneath layered gray-blue robes, and a bronze disk marked with a spiral lightning sigil hangs at his throat.
Mannerisms
Nerzhak pauses before answering ordinary questions, tilting his head as if listening for thunder beneath the ground. When frightened, he draws a quick breath through his teeth and speaks in clipped battlefield commands. He touches his bronze holy symbol whenever someone says the word war.
Personality
Nerzhak is solemn, observant, and disconcertingly sincere. He speaks to rain, waits for wind to finish before beginning prayers, and records the names of strangers as though preparing a memorial. Beneath his austere manner is a patient curiosity about ordinary modern life. He is fascinated by common objects whose makers are forgotten, especially spoons, bells, and door hinges, because they prove that the world continued without him.
Ideals
Reckoning. No power, whether mortal, divine, or elemental, should escape judgment for the suffering it causes.
Bonds
The Storm returned me for a purpose, and I will uncover the purpose before anyone turns its power against the world again.
Flaws
I treat coincidence as commandment. A distant rumble, a failed campfire, or a sudden change in wind can make me abandon a sensible plan because I believe the Storm has issued a warning.
Quirks
Background
Nerzhak was once a junior standard-bearer in the Ashen Meridian War, an ancient conflict so thoroughly erased that even its battlefields have become nameless hills. He defected after discovering that both sides had been feeding prisoners to a buried weather engine, hoping to turn the sky itself into a weapon. Nerzhak stole the engine's final map and fled into a mountain pass, where the army caught him beneath a blackening sky. He remembers kneeling in the snow, hearing thunder speak in a language older than any kingdom, and then nothing. Centuries later, a storm tore open the hillside and returned him to the world, preserved in a sheath of blue glass and rainwater. He interprets his resurrection as a command rather than a miracle. To Nerzhak, the Storm is a vast, patient intelligence that ended the war by destroying its servants and now expects worship, obedience, and perhaps restitution. His training as a cleric began with copied battlefield prayers, improvised rites, and a stubborn conviction that every flash of lightning contains a verdict. He travels to find surviving traces of the old war, convinced that its forgotten weapons are awakening along with him.
“He defected after discovering that both sides had been feeding prisoners to a buried weather engine, hoping to turn the sky itself into a weapon.”
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