Kaelor Varr
Kaelor Varr
Sheet
AC 19 · HP 47 · 30 ft.Saving throws
Skills
- AthleticsSTR
- HistoryINT
- InsightWIS
- IntimidationCHA
Armor
Weapons
Tools
Languages
Features
16 featuresAction
- Extra AttackLevel 5
When you take the Attack action on your turn, you can attack twice instead of once.
Bonus action
- Second WindLevel 1
As a Bonus Action, you can regain hit points equal to 1d10 plus your Fighter level. You can use this twice, regaining one use on a Short Rest and all uses on a Long Rest.
- Tactical ShiftLevel 5
Whenever you activate Second Wind with a Bonus Action, you can move up to half your Speed without provoking Opportunity Attacks.
Always on
- Fighting StyleLevel 1
You have honed your martial prowess and gain a Fighting Style feat of your choice. Defense suits your disciplined armor training and grants a +1 bonus to AC while you are wearing armor. You can replace this feat whenever you gain a Fighter level.
- Weapon MasteryLevel 1
You can use the mastery properties of three kinds of Simple or Martial weapons of your choice. You can change one chosen weapon whenever you finish a Long Rest.
- Action SurgeLevel 2
On your turn, you can take one additional action, except the Magic action. You can use this once and regain the use on a Short Rest or Long Rest.
- Tactical MindLevel 2
When you fail an ability check, you can expend one use of Second Wind to roll 1d10 and add it to the check instead of regaining hit points. If the check still fails, that use is not expended.
- Fighter Subclass, Eldritch KnightLevel 3
At 3rd level, you choose the Eldritch Knight subclass. You blend martial training with arcane discipline, channeling magic through steel and tactical rigor.
- Ability Score ImprovementLevel 4
You gain the Ability Score Improvement feat, or another feat you qualify for. This feature is gained again at Fighter levels 6, 8, 12, 14, and 16.
- Ability Score ImprovementLevel 6
You gain the Ability Score Improvement feat, or another feat you qualify for. This feature is gained again at Fighter levels 8, 12, 14, and 16.
- SpellcastingLevel 3
As an Eldritch Knight, you have learned a limited form of spellcasting rooted in wizardly study. Your magic is driven by Intelligence, and you favor protective, mobile, and battlefield-control spells that complement your martial role.
- TraitGenasiEarth Walk, you can move across difficult terrain made of earth or stone without expending extra movement.
- TraitGenasiMerge with Stone, you can cast pass without trace once with this trait, and you regain the ability to do so when you finish a Long Rest. Constitution is your spellcasting ability for this spell.
- TraitGenasiGenasi names usually follow the naming conventions of the people among whom they were raised, though many later adopt distinctive names tied to their elemental heritage.
- TraitGenasiEarth genasi are descendants of elemental earth and are often calm, deliberate, and difficult to unsettle.
- Military RankSoldier
Your military rank and service can earn you respect from other soldiers and those who value martial discipline. When dealing with military organizations, you can often secure an audience, learn the chain of command, or find those willing to honor your insignia and experience.
Spells
4 spellsSpellcasting. Kaelor Varr casts with Intelligence (spell save DC 12, to hit with spell attacks).
1st level (3 slots): , , ,
Gear
12 itemsWeapons
- LongswordPrimary melee weapon, often the one he keeps closest at hand for drills, duels, and battle.
- HandaxeA secondary melee weapon suited to utility and close combat.
- 5×JavelinThrown weapons carried for battlefield flexibility.
- Light CrossbowRanged weapon for skirmishing or hunting.
Armor
- Chain MailHeavy armor that provides strong protection. With Defense fighting style and shield, it is the basis of your AC 19.
- ShieldA shield emblazoned with an old military insignia, worn now as a reminder that rank can be bought, broken, or refused.
Tools
- Gaming SetA set of combat dice used as a Soldier background gaming set, often kept in a pouch with old habits and older superstitions.
Gear
- 20×Crossbow BoltsCrossbow ammunition.
- Healer's KitUseful battlefield recovery gear carried from his Soldier training.
- Traveler's ClothesSimple travel clothing suited to moving inconspicuously between hostile powers.
- Insignia of RankA small token of military service, kept more out of habit than pride.
Purse
- 14×Gold PiecesA pouch of coin for immediate expenses.
Appearance
Broad-shouldered and stone-skinned, with mottled granite tones along his forearms and cheekbones, as if the earth itself tried to remember his face. He keeps his dark hair cropped short for practicality, and his eyes have the quiet, watchful stillness of a man trained to never reveal what he is thinking. He wears disciplined soldier’s gear kept unusually clean, though the edges of his armor are scuffed by old campaigns and newer doubts.
Mannerisms
He stands at attention when thinking, even in conversation. When anxious, he rubs a thumb across the edge of a coin or the hilt of his sword, as though checking that something real is still within reach. He speaks precisely, rarely wasting words, but softens unconsciously when discussing strategy, maps, or the shape of magical theory.
Personality
Quietly intense, observant, and deeply controlled, he presents as dutiful and almost severe, but beneath that restraint is a man learning how to be human without permission. He respects competence, keeps his promises, and values clear structures, yet he is no longer willing to let structure excuse cruelty.
Ideals
Choice. A person is not the mission assigned to them, nor the weapon someone else sharpened. He believes discipline should serve conscience, not replace it.
Bonds
He owes his life, and the first true chance at redemption, to the dunamancer who taught him compassion without demanding confession. He will protect the Golden Vault and anyone sheltering under its shadow, because hidden networks and quiet loyalties are now the closest thing he has to family.
Flaws
He still reflexively obeys crisp orders before he has time to question them. When confronted with authority, he becomes rigid and guarded, as if discipline alone can keep guilt from showing through. He also struggles to trust kindness, because part of him still waits for every gift to reveal itself as a chain.
Quirks
Background
He was forged twice, once by the cold arithmetic of the Dwendalian Empire, and again by the patient mercy of the Kryn Dynasty. As a Volstrucker agent, he was sent beneath a false name and a harder heart, ordered to infiltrate the Dynasty and uncover the secrets of dunamancy. His earth genasi blood made the Kryn curious rather than cautious, a useful disguise wrapped in an unnerving kind of belonging, and that interest placed him where the Empire wanted him most, inside the machinery of a secret war. He entered the service of the Kryn as a blade with a borrowed smile, but his mentor, a dunamancer with a thief’s instincts and a scholar’s patience, saw through the performance almost at once. She did not expose him. Instead, she taught him. Under her guidance he learned to shape force and distance, to understand graviturgy as more than a weapon, and to hear in every pull of motion the possibility of choice. Her kindness broke the conditioning that had made obedience feel like identity. When the lies finally collapsed, all that remained was shame, and the certainty that the Empire had never seen him as a person, only as a tool. Knowing he would not remain safe for long, his mentor sent him toward the Golden Vault, the thieves’ guild she once served, as both shelter and test. He now walks the knife edge between duty and freedom, trying to become the kind of man who can do with purpose what he was once made to do without it.
“As a Volstrucker agent, he was sent beneath a false name and a harder heart, ordered to infiltrate the Dynasty and uncover the secrets of dunamancy.”
- Background
- Soldier
Connections
Species
Genasi
Media
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