Varaolu Aderemi
Varaolu Aderemi
Sheet
AC 13 · HP 9 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingWIS
- ArcanaINT
- AthleticsSTR
- DeceptionSTR
- HistoryINT
- InsightWIS
- IntimidationCHA
- InvestigationINT
- MedicineWIS
- NatureINT
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- ReligionINT
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
10 featuresAlways on
- Awakened MindLevel 1
When When communicating with a creature within 30 feet
You extend your awareness into the mind of a creature you can see within 30 feet. The creature must understand at least one language to comprehend you, though you do not need to share a language.
- Otherworldly Patron, The Great Old OneLevel 1
You have entered into a pact with an otherworldly being. Your patron is an unfathomable intelligence dwelling in a lightless oceanic abyss. At 1st level, you gain the Awakened Mind feature.
- Pact MagicLevel 1
Your arcane research and the magic bestowed on you by your patron give you facility with spells. You know two cantrips and two 1st-level warlock spells. You regain your expended spell slot when you finish a short or long rest.
- TraitHigh ElfDarkvision, you can see in dim light within 60 feet as if it were bright light, and in darkness as if it were dim light.
- TraitHigh ElfFey Ancestry, you have advantage on saving throws against being charmed, and magic cannot put you to sleep.
- TraitHigh ElfTrance, you do not need to sleep and can finish a long rest in four hours by meditating.
- TraitHigh ElfKeen Senses, proficiency in Perception.
- TraitHigh ElfElf Weapon Training, proficiency with the longsword, shortsword, shortbow, and longbow.
- TraitHigh ElfCantrip, you know one cantrip of your choice from the wizard spell list. Intelligence is your spellcasting ability for it.
- Ship's PassageSailor
You can secure free passage on sailing vessels for yourself and your adventuring companions, provided you are willing to work aboard during the journey. You are familiar with ships and the sea, and can usually find someone willing to provide passage or information in a port.
Spells
5 spellsSpellcasting. Varaolu Aderemi casts with Charisma (spell save DC 12, to hit with spell attacks).
Cantrips (at will): , ,
1st level (1 slot): ,
Gear
8 itemsWeapons
- DaggerA plain but well-balanced blade used for cutting rope and defending the ship.
- Belaying pinA sailor's belaying pin, treated mechanically as a club.
Gear
- Component pouchA leather pouch containing a set of small components used for spellcasting.
- Scholar's packA sturdy pack containing a bedroll, mess kit, tinderbox, ten torches, ten days of rations, and a waterskin.
- Silk ropeA durable coil of silk rope, useful aboard ship and ashore.
- Lucky charmA small brass compass that always points toward the nearest open water.
- Common clothesSimple, salt-stained clothing suitable for shipboard work.
Purse
- 10×Gold piecesCoin saved from several voyages.
Appearance
A slender high elf woman with sea-glass eyes, copper-brown skin, and long black hair braided with tiny shells and silver fish charms. Fine constellation-like freckles arc across her cheeks and collarbones. She dresses in a salt-stained blue coat over practical sailor's clothing, with a pale scarf that moves as though underwater even in still air. Her shadow sometimes seems to divide into two drifting silhouettes.
Mannerisms
Varaolu speaks in measured phrases with long pauses, as if listening to a distant reply. When thinking, she knots and unknots an invisible length of rope with her fingers. She often turns her head toward empty corners before answering someone.
Personality
Curious, observant, and quietly intense. Varaolu treats every conversation as a tide pool, searching for the hidden creatures beneath ordinary words. She is compassionate toward outsiders and strangely comfortable with uncertainty, but she becomes restless when forced to make a single, final choice.
Ideals
Connection. Every person contains contradictions, and every contradiction deserves a bridge rather than a judgment.
Bonds
The lighthouse where she was raised is dark, and Varaolu intends to relight it before the sea claims the island completely.
Flaws
She cannot resist answering questions asked by the sea, even when doing so endangers her companions. She also hides important information whenever she fears that the truth might force someone to choose between the two halves of their nature.
Quirks
Background
Varaolu Aderemi was born beneath a rare conjunction of the twin moons, during a storm that left the harbor drowned in silver foam. Her elven family maintained a small lighthouse on a remote island, where she learned to read currents, stars, and the moods of sailors who had spent too long away from land. Varaolu was always drawn to paired things, two moons, two tides, two fish swimming in opposite directions. As a child, she began hearing a second voice beneath the sea, answering questions she had not yet spoken aloud. At nineteen, she vanished overboard during a night crossing and returned three days later without having aged a day. She claimed that she had met an impossible intelligence in a trench beneath the world, an ancient consciousness that knew every fear she had ever hidden and every future she might choose. The entity offered her power in exchange for a promise, that Varaolu would carry messages between divided souls and never allow a needless separation to become permanent. Now she travels from port to port as a sailor, occult intermediary, and reluctant interpreter of dreams. She seeks the truth of her patron's intentions while trying to determine whether the two voices in her mind are truly separate at all.
“Varaolu was always drawn to paired things, two moons, two tides, two fish swimming in opposite directions.”
- Background
- Sailor
Connections
Species
High Elf
Media
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