Vezhka Soryn
Vezhka Soryn
Sheet
AC 18 · HP 22 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingSTR
- ArcanaINT
- AthleticsSTR
- DeceptionCHA
- HistoryINT
- InsightWIS
- IntimidationCHA
- MedicineWIS
- NatureWIS
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- ReligionINT
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
19 featuresAction
- Divine SenseLevel 1
When As an action
As an action, detect strong good or evil, celestials, fiends, undead, and consecrated or desecrated places within 60 feet until the end of your next turn.
- Lay on HandsLevel 1
When As an action
As an action, restore up to 15 total hit points through touch, with the pool replenishing after a long rest. You may spend 5 points to cure one disease or neutralize one poison.
- Channel DivinityLevel 3
You can use Channel Divinity once between rests. You regain its use after a short or long rest. Sacred Weapon: As an action, imbue one weapon you are holding with positive energy for 1 minute. You add your Charisma modifier to attack rolls with it, it emits bright light in a 20-foot radius and dim light for another 20 feet, and it counts as magical. Turn the Unholy: As an action, present your holy symbol and speak a prayer. Each fiend or undead within 30 feet that can see or hear you must make a Wisdom saving throw. On a failed save, it is turned for 1 minute or until it takes damage.
Bonus action
- Divine SmiteLevel 2
When When you hit with a melee weapon attack
As a bonus action after hitting with a melee weapon attack, expend a spell slot to deal 2d8 radiant damage, plus 1d8 per slot level above first. Add 1d8 against undead or fiends.
Always on
- Sacred Weapon
When As an action while holding a weapon
For 1 minute, your chosen weapon becomes magical, sheds bright light for 20 feet and dim light for 20 more feet, and gains your Charisma modifier to attack rolls.
- Turn the Unholy
When As an action while presenting your holy symbol
Fiends and undead within 30 feet that can see or hear you must make a Wisdom saving throw or be turned for 1 minute, ending early if they take damage.
- Levitate
When As an action
Manipulate the air to rise or descend at will, as the levitate spell, for up to 10 minutes without concentration. Once used, you cannot use it again until you finish a long rest.
- Fighting Style: DefenseLevel 2
You adopt the Defense fighting style. While wearing armor, you gain a +1 bonus to AC.
- SpellcastingLevel 2
You can use a holy symbol as a spellcasting focus for paladin spells. You prepare paladin spells equal to your Charisma modifier plus half your paladin level rounded down, minimum one spell. You regain expended spell slots when you finish a long rest.
- Divine HealthLevel 3
You are immune to disease.
- Sacred Oath: Oath of DevotionLevel 3
You swear the Oath of Devotion, committing yourself to honesty, courage, compassion, and duty.
- Oath SpellsLevel 3
You gain the following oath spells, which are always prepared and do not count against the number of paladin spells you can prepare: Protection from Evil and Good, and Sanctuary.
- Tenets of DevotionLevel 3
The tenets of Devotion are honesty, courage, compassion, honor, and duty. Speak truth, act bravely, aid those in need, behave honorably, and accept responsibility for your actions.
- Ability Score IncreaseAir GenasiConstitution +2 and Dexterity +1
- DarkvisionAir GenasiYou 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.
- Unending BreathAir GenasiYou can hold your breath indefinitely while you are not incapacitated.
- Lightning ResistanceAir GenasiYou have resistance to lightning damage.
- LevitateAir GenasiYou can cast levitate on yourself once per long rest, without requiring material components or concentration. Constitution is your spellcasting ability for this spell.
- ResearcherSage
When you attempt to learn or recall lore, you often know where the information can be found, even if you do not remember it yourself. The location may be a library, archive, monastery, scholar, or other knowledgeable person or creature.
Spells
3 spellsSpellcasting. Vezhka Soryn casts with Charisma (spell save DC 10, to hit with spell attacks).
1st level (3 slots): , ,
Gear
14 itemsWeapons
- LongswordA versatile one-handed martial blade.
- 5×JavelinLight spears suitable for throwing.
- QuarterstaffA quarterstaff used during her years of travel and research.
Armor
- Chain mailA suit of interlocking metal rings worn over padded clothing. It imposes disadvantage on Stealth checks.
- ShieldA sturdy wooden shield bearing an open-book emblem.
Tools
- Small knifeA small knife for cutting parchment and preparing food.
Gear
- Priest's packIncludes a backpack, bedroll, mess kit, tinderbox, ten torches, ten days of rations, and a waterskin.
- Holy symbolA small emblem of a radiant open book, used as a holy symbol and spellcasting focus.
- Scholar's robesSimple scholar's clothing suitable for archive work and travel.
- InkA small bottle of black ink.
- QuillA sharpened writing instrument.
- Letter from a dead colleagueA dead colleague's unanswered letter that led to her investigation.
- Common clothesAn extra set of common clothes.
Purse
- 10×Gold piecesStarting currency from her sage background.
Appearance
A lean air genasi woman with pale blue-gray skin, sharp cheekbones, and dark silver hair that constantly lifts as though caught in an unseen breeze. Thin wisps of cloud-white vapor curl from her hair and shoulders when she is angry or excited. Her eyes are storm-gray with faint rings of blue light around the irises. She wears well-maintained chain mail beneath a weathered scholar's robe, carries a polished shield marked with a simple open book, and keeps her holy symbol tucked beside a librarian's ink-stained cord.
Mannerisms
She taps the edge of her shield three times before making an important decision, pauses to alphabetize objects when nervous, and speaks in a measured whisper that rises into a windlike hiss when she becomes passionate.
Personality
Vezhka is observant, patient, and quietly enthusiastic. She asks precise questions, remembers tiny details about strangers, and becomes animated whenever she encounters unfamiliar customs, architecture, or natural phenomena. Though socially inexperienced, she is sincerely considerate and quick to defend anyone being dismissed as ignorant.
Ideals
Knowledge must serve the living. A truth locked away for the comfort of the powerful is only another form of cruelty.
Bonds
The ancient library released her, but she believes its imprisoned elemental spirit still needs her help. She will risk herself to recover stolen books, damaged histories, and records that powerful people want destroyed.
Flaws
She treats uncertainty as a personal failure and may become defensive, evasive, or reckless when she does not know an answer. She is also too willing to trust old records, assuming that anything preserved must have earned preservation.
Quirks
Background
Vezhka Soryn was born in a wind-carved archive built into the cliffs above a vast salt basin. Her mother was a wandering air genasi cartographer, while her father served as a keeper of forbidden histories. Vezhka grew up among catalogues, cracked tablets, and shelves that whispered whenever the desert winds changed direction. She became a sage by instinct, learning to compare conflicting accounts, restore damaged manuscripts, and recognize the fingerprints of deliberate lies. For years, her duty was to remain within the ancient library and preserve its knowledge, no matter who sought to claim it. Her release came after she discovered that several sacred records had been quietly altered to justify the imprisonment of a living elemental spirit beneath the library. The institution's elders ordered her to forget what she had found. Instead, Vezhka swore herself to a new kind of guardianship, protecting people rather than shelves. She took up armor and a shield, choosing the Oath of Devotion because she believed truth was only useful when it was put into action. Newly free from her old post, she now travels with a few adventurers, eager to see the world beyond the stacks and discover whether her true calling is as a protector, a seeker of lost knowledge, or something stranger carried in the wind.
“Her mother was a wandering air genasi cartographer, while her father served as a keeper of forbidden histories.”
- Background
- Sage
Connections
Species
Air Genasi
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