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Varrek Ashmantle - AI-generated fantasy Character

Varrek Ashmantle

Tiefling · Warlock (The Fiend) · Level 1 · Soldier

Varrek Ashmantle

Calm under pressure, intensely observant, and protective of anyone he considers part of his unit.
AC13
HP9/9
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 13 · HP 9 · 30 ft.
AlignmentNeutral GoodGenderMaleAge29 years old
STR
DEX
CON
INT
WIS
CHA

Saving throws

STRDEXCONINTWISCHA

Skills

  • AcrobaticsDEX
  • Animal HandlingSTR
  • ArcanaINT
  • AthleticsSTR
  • DeceptionCHA
  • HistoryINT
  • InsightWIS
  • IntimidationCHA
  • InvestigationINT
  • MedicineWIS
  • NatureINT
  • PerceptionWIS
  • PerformanceCHA
  • PersuasionCHA
  • ReligionINT
  • Sleight of HandDEX
  • StealthDEX
  • SurvivalWIS

Armor

Light armor

Weapons

Simple weapons,
Light crossbows

Tools

One gaming set, bone dice,
Vehicles, land

Languages

Common,
Infernal,
Draconic

Features

12 features

Bonus action

  • Hex

    When Bonus action, target within 90 feet

    As a bonus action, curse one creature you can see within 90 feet for 1 minute. Until the spell ends, you deal an extra 1d6 necrotic damage whenever you hit the target, score a critical hit against it on a roll of 19 or 20, and gain advantage on ability checks made to find it. The spell ends early if you lose concentration.

Always on

  • Armor of Agathys

    When Action, self

    A freezing ward surrounds you. If a creature within 5 feet hits you with a melee attack while the spell lasts, it takes 5 cold damage.

  • Eldritch Blast

    When Action, target within 120 feet

    A beam of crackling eldritch energy streaks toward a creature within 120 feet. Make a ranged spell attack, dealing 1d10 force damage on a hit.

  • Mage Hand

    When Action, point within 30 feet

    A spectral hand appears at a point within 30 feet and can manipulate objects, open doors, retrieve items, or perform similar simple tasks.

  • Pact MagicLevel 1

    You possess a spellbook-like connection to an otherworldly source of magic. You know two cantrips and two 1st-level warlock spells. You have one 1st-level spell slot, which is regained after a short or long rest. Charisma is your spellcasting ability.

  • Otherworldly PatronLevel 1

    You have struck a bargain with an otherworldly patron, the Fiend, gaining access to its magic and influence.

  • Dark One's BlessingLevel 1

    When you reduce a hostile creature to 0 hit points, you gain temporary hit points equal to your Charisma modifier plus your warlock level. At 1st level, this grants 4 temporary hit points.

  • DarkvisionTieflingYou can see in dim light within 60 feet as if it were bright light, and in darkness as if it were dim light. You cannot discern color in darkness, only shades of gray.
  • Hellish ResistanceTieflingYou have resistance to fire damage.
  • Infernal LegacyTieflingYou know the Thaumaturgy cantrip. At 3rd level, you can cast Hellish Rebuke once per long rest, and at 5th level, you can cast Darkness once per long rest.
  • LanguagesTieflingYou can speak, read, and write Common and Infernal.
  • Military RankSoldier

    You retain your military rank, insignia, and the respect of soldiers who recognize your former service. You can usually gain access to friendly military encampments and obtain basic support from soldiers who served with you or recognize your allegiance.

Spells

5 spells

Spellcasting. Varrek Ashmantle casts with Charisma (spell save DC 13, to hit with spell attacks).

Cantrips (at will): , ,

1st level (1 slot): ,

Gear

10 items

Weapons

  • Scimitar
    A simple one-handed blade suitable for close combat.
  • Light Crossbow
    A light crossbow with a case of 20 bolts, selected as the warlock's starting weapon option.

Armor

  • Leather Armor
    Worn but serviceable protection made from hardened leather.

Gear

  • 20×
    Crossbow Bolts
    Ammunition for the light crossbow.
  • Dungeoneer's Pack
    A compact collection of gear for exploring underground ruins and surviving in the wilderness.
  • Insignia of Rank
    A copper insignia bearing the mark of Varrek's former regiment.
  • Trophy Taken from a Fallen Enemy
    A broken enemy standard taken from the battlefield where Varrek's unit nearly died.
  • Bone Dice
    A set of bone dice used to pass the time between marches.
  • Common Clothes
    A plain set of travel clothes bearing subtle remnants of military tailoring.

Purse

  • 10×
    Gold Pieces
    Coin saved from military pay and early mercenary work.

Appearance

A tall, broad-shouldered tiefling with deep crimson skin, swept-back black horns, amber eyes, and a long tail marked by old pale scars. He keeps his dark hair cropped short in a soldier's style and wears a weathered leather coat over a faded military uniform. A black iron insignia hangs at his throat, and faint ember-like motes sometimes drift from his fingertips when he speaks with conviction.

Mannerisms

Varrek stands at ease even in conversation, keeps his back to walls, and unconsciously counts exits whenever he enters a room. He addresses strangers as if briefing soldiers, with short sentences and precise observations. When his patron's influence stirs, his voice drops to a quiet rasp and the tip of his tail curls tightly around his ankle.

Personality

Calm under pressure, intensely observant, and protective of anyone he considers part of his unit. Varrek is slow to trust but quick to defend others. He has a dry sense of humor and treats mundane chores with military seriousness.

Ideals

Duty. Power is only honorable when it is used to protect those who cannot protect themselves.

Bonds

I will protect the surviving members of my old unit, no matter what debt or danger stands between us.

Flaws

I cannot abandon a desperate person, even when helping them is obviously a trap. I also fear that my patron understands me better than I understand myself.

Quirks

Polishes his horns before important negotiations.
Keeps a written tally of every favor owed to him and every favor he owes.
Whispers the names of fallen comrades before casting a spell.
Refuses to sleep without placing his boots within arm's reach.

Background

Varrek Ashmantle was born beneath a bad omen, or so the villagers claimed. His horns and crimson skin made him an object of suspicion long before he understood why, so he learned early to answer fear with discipline. He joined the city militia as soon as he was old enough, discovering that a uniform gave people a reason to judge him by his actions rather than his blood. Varrek became a reliable scout and shield-bearer, the soldier who stayed behind when others withdrew and who carried wounded comrades through fire-scorched streets. During a disastrous campaign against raiders from the Ashen Marches, Varrek's unit was trapped in a ruined fortress. With their commander dead and their supplies gone, he answered a voice that spoke from the fortress well. The presence offered power enough to break the siege, demanding only that Varrek never refuse a desperate soul who called his name. Varrek accepted, and hellfire answered. He saved his surviving comrades, but the voice has continued to whisper from dark corners, claiming that their agreement is more intimate than a simple bargain. Now Varrek travels as a mercenary and adventurer, seeking a way to use his patron's power without becoming the weapon it believes it purchased.

“His horns and crimson skin made him an object of suspicion long before he understood why, so he learned early to answer fear with discipline.”
From their backstory
Background
Soldier

Connections

Species

Tiefling

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