Sable Varr
Sable Varr
Sheet
AC 16 · HP 8 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- AthleticsSTR
- IntimidationCHA
- InvestigationINT
- PerceptionWIS
- StealthDEX
Armor
Weapons
Tools
Languages
Features
10 featuresAlways on
- Artificer ProficienciesLevel 1
You gain proficiency with light armor, medium armor, shields, simple weapons, thieves' tools, tinker’s tools, and one type of artisan’s tools of your choice. You use Intelligence for your artificer spellcasting.
- Magical TinkeringLevel 1
You can spend 1 minute to create a Tiny nonmagical object with a simple magical effect, such as a light source, a recorded smell or sound, a marked object, or a static visual effect. You can maintain up to three active effects, and each lasts until you dismiss it or create another one beyond your limit.
- SpellcastingLevel 1
You can cast artificer spells. You know two cantrips and prepare a number of 1st-level artificer spells equal to your Intelligence modifier plus half your artificer level, rounded down, with a minimum of one prepared spell. You use Intelligence for your spell save DC and spell attack bonus. You can use thieves' tools or artisan's tools as a spellcasting focus.
- TraitTabaxiDarkvision, 60 feet
- TraitTabaxiFeline Agility
- TraitTabaxiCat's Claws, natural claw strikes deal 1d4 slashing damage
- TraitTabaxiCat's Talent, proficiency in Acrobatics and Stealth
- TraitTabaxiAbility Score Increase, +2 Dexterity and +1 Charisma
- TraitTabaxiLanguages, Common and one extra language
- Military RankSoldier
Her military rank and reputation make it easier for her to gain temporary respect from soldiers and disciplined organizations that recognize her service.
Spells
3 spellsSpellcasting. Sable Varr casts with Intelligence (spell save DC 10, to hit with spell attacks).
Cantrips (at will): ,
1st level (1 slot):
Gear
10 itemsWeapons
- Light CrossbowA compact ranged weapon with a box of 20 bolts.
- 2×HandaxeVersatile melee weapon carried from her military days.
Armor
- Scale MailFitted scale mail worn over a soldier's undershirt.
Tools
- Thieves' ToolsPrecision tools for locks, mechanisms, and battlefield improvisation.
- Gaming SetA deck of dice used to pass long nights in camp.
Gear
- Dungeoneer's PackA rugged adventuring pack with supplies for travel and field repairs.
- Insignia of RankA military token of authority from her former unit.
- Trophy from a Fallen EnemyA trophy taken from a defeated foe, kept as a reminder of survival.
- Common ClothesA set of common clothes suited to travel and service.
- Pouch of GoldA belt pouch holding 10 gp from her background.
Appearance
A lithe tabaxi woman with tawny fur marked by dark rosettes, a white throat, and a long ringed tail that never quite stays still. She wears practical scale mail fitted with improvised brass clasps, a bandolier of tools and pouches, and a soldier's cloak patched with stitched insignia from a unit long gone. Her amber eyes are alert and amused, as if she is always half a heartbeat from either a joke or a plan.
Mannerisms
She speaks while pawing at nearby objects, as if her hands are always testing how things are built. When thinking, she flicks the tip of her tail in a steady rhythm, and when she is pleased she gives a low purr that she tries, and fails, to hide.
Personality
Quick-witted, fiercely practical, and unexpectedly kind, Sable laughs easily but takes betrayal personally. She likes simple truths, clever solutions, and people who can admit when they are wrong. She trusts competence faster than charm, though she often uses charm herself when it suits her.
Ideals
Freedom. A good life requires room to choose, and no uniform, law, or tradition should be allowed to crush the spark that makes people useful, joyful, and alive.
Bonds
She still carries the dog tags of the squad that covered her retreat, and she will risk almost anything to honor their memory or protect the survivors she can still find.
Flaws
She cannot resist fixing a broken thing, even when doing so is dangerous, unnecessary, or likely to irritate everyone nearby. She also bristles at authority the moment it smells like cowardice, and she sometimes turns a simple disagreement into a contest of will just to prove no one is giving her orders again.
Quirks
Background
Sable Varr grew up among tabaxi caravan outriders who treated every strange road as an invitation, but she never belonged to the wandering life for long. She loved the feel of gear in her paws, the logic of repairs, the way a broken brace or cracked shield could be made useful again with patience and the right scrap of metal. When mercenary recruiters passed through her region, she enlisted to satisfy her curiosity about discipline, tactics, and the grand machine of war. The army taught her how to march, how to endure, and how to survive orders she did not like. It also taught her that most commanders feared inspired improvisation more than they feared failure. During a siege, Sable spent nights reinforcing battlements with scavenged parts, cobbled charms, and half-understood formulas she copied from an old quartermaster's notes. Her clever repairs saved lives, and the officers decided that made her useful enough to keep around, though never trusted enough to promote. She left the service with a sack of tools, a head full of half-engineered ideas, and a deep conviction that freedom is worth more than rank. Now she travels as an artificer, turning battlefield memory into practical magic, helping the vulnerable, and quietly proving that a good invention can outfight a bad order.
“When mercenary recruiters passed through her region, she enlisted to satisfy her curiosity about discipline, tactics, and the grand machine of war.”
- Background
- Soldier
Connections
Species
Tabaxi
Media
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