Vargan Keresz
Vargan Keresz
Sheet
AC 18 · HP 22 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingINT
- ArcanaINT
- AthleticsSTR
- DeceptionSTR
- HistoryINT
- InsightWIS
- IntimidationCHA
- InvestigationINT
- MedicineWIS
- NatureWIS
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- ReligionINT
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
12 featuresAction
- Channel DivinityLevel 3
You can use Channel Divinity once between rests. Sacred Weapon: As an action, imbue one melee weapon with positive energy for 1 minute, adding your Charisma modifier to attack rolls with it and causing it to emit bright light. 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 SenseLevel 1
When Bonus action
As a bonus action, Vargan can sense the location of celestials, fiends, and undead within 60 feet until the end of his next turn, subject to total cover.
Always on
- Lay on HandsLevel 1
When Action
Vargan restores hit points from his healing pool, or spends 5 points to cure one disease or neutralize one poison.
- Divine SmiteLevel 2
When On a melee weapon hit
Vargan makes a melee weapon attack and can expend a spell slot on a hit to deal additional radiant damage.
- Fighting Style, DefenseLevel 2
You adopt the Defense fighting style. While wearing armor, you gain a +1 bonus to AC.
- Divine HealthLevel 3
The divine magic flowing through you makes you immune to disease.
- Sacred Oath, Oath of DevotionLevel 3
You swear the Oath of Devotion, gaining oath spells and Channel Divinity options.
- SpellcastingLevel 2
You have access to two 1st-level spell slots. You prepare a number of paladin spells equal to your Charisma modifier plus half your paladin level, rounded down. Your spellcasting focus can be a holy symbol.
- DarkvisionTieflingYou can see in dim light within 60 feet as if it were bright light, and 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 as a 2nd-level spell. Charisma is your spellcasting ability for these spells.
- Military RankSoldier
You belong to a military organization and can use its influence to secure simple shelter, food, or assistance for yourself and your companions, provided the request is not dangerous or excessive.
Spells
5 spellsSpellcasting. Vargan Keresz casts with Charisma (spell save DC 11, to hit with spell attacks).
1st level (2 slots): , , ,
2nd level:
Gear
10 itemsWeapons
- LongswordA versatile martial weapon with a broad blade.
- 5×JavelinBalanced spears suitable for throwing.
Armor
- Chain mailHeavy armor made of interlocking metal rings, worn over padded clothing.
- ShieldA sturdy shield bearing a plain white sun symbol.
Gear
- Explorer's packA pack containing a bedroll, mess kit, tinderbox, rations, waterskin, and related adventuring supplies.
- Insignia of rankA small military insignia showing service in the border garrison.
- Trophy from a fallen enemyA battered campaign token taken from a defeated enemy officer.
- Set of bone diceA worn set of bone dice used during long watches.
- Common clothesA plain set of common clothes, carefully patched at the cuffs.
Purse
- 10×Gold piecesLoose currency kept in a leather pouch.
Appearance
A lean, copper-red tiefling with swept-back black horns, ember-colored eyes, and dark burgundy skin marked by faint freckles across the nose and shoulders. He wears well-maintained chain mail beneath a tabard repaired at the hem with mismatched gray thread. His shield is polished far more carefully than the rest of his equipment, bearing a simple white sun painted over an older, half-scraped sigil. He stands unnervingly still when listening, then moves with brisk, economical steps, favoring his left side when turning. His tail is usually wrapped once around his thigh when he is anxious.
Mannerisms
Vargan counts doorways, exits, and visible weapons whenever he enters a room. Before speaking an oath or prayer, he presses two fingers to the rim of his shield. When irritated, he silently straightens nearby objects into neat lines.
Personality
Quiet, observant, and deliberately courteous, Vargan speaks to frightened people in the same calm tone he uses with officers. He has a dry sense of humor that appears without warning, usually at the worst possible moment. He dislikes being praised for courage and prefers practical questions, such as who is missing, what is broken, and where the water is.
Ideals
Duty. A promise is not an expression of hope. It is a task, and tasks are completed even when no one is watching.
Bonds
The old company standard is folded inside his pack. He will risk nearly anything to recover the names of soldiers who disappeared during the retreat and have them recorded properly.
Flaws
He is quick to assume that hesitation hides betrayal, and once he has judged someone unreliable, he struggles to revise that judgment. He also treats rest as a moral failure when someone nearby is still suffering.
Quirks
Background
Vargan Keresz was born in a border garrison where tiefling children were treated as omens until they proved useful. His mother served as a camp cook and his human father was a quartermaster who taught him that armies were held together less by glory than by clean bandages, counted arrows, and people who kept their promises. Vargan enlisted young, first carrying messages and later guarding supply lines through mountain passes where raiders and winter claimed more soldiers than open battle. He learned to read the mood of a camp from its silence, and to recognize cowardice not as fear, but as the decision to let someone else pay for it. During a retreat that should have ended in slaughter, Vargan found a wounded chaplain defending a company standard with nothing but a broken spear. The chaplain's refusal to abandon the fallen changed him more deeply than any sermon. Vargan carried the dying man for three days, then took up his oath before the same weather-stained standard. Now he travels as a paladin of devotion, trying to become the kind of shield he once needed. He distrusts grand declarations, especially from nobles and priests, but he believes a vow becomes holy when it costs the speaker something to keep it.
“He learned to read the mood of a camp from its silence, and to recognize cowardice not as fear, but as the decision to let someone else pay for it.”
- Background
- Soldier
Connections
Species
Tiefling
Media
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