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Szelesh Varga - AI-generated fantasy Character

Szelesh Varga

Dragonborn · Druid (Circle of the Land, Forest) · Level 5 · Folk Hero

Szelesh Varga

Szelesh is blunt, physically expressive, and easily distracted by signs of changing weather.
AC15
HP34/34
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 15 · HP 34 · 30 ft.
AlignmentChaotic NeutralGenderMaleAgeThirty-two years old
STR
DEX
CON
INT
WIS
CHA

Saving throws

STRDEXCONINTWISCHA

Skills

  • Animal HandlingWIS
  • ArcanaINT
  • DeceptionCHA
  • HistoryINT
  • InsightWIS
  • InvestigationINT
  • MedicineWIS
  • NatureINT
  • PerceptionWIS
  • PerformanceCHA
  • PersuasionCHA
  • ReligionINT
  • Sleight of HandDEX
  • StealthDEX
  • SurvivalWIS

Armor

Light armor,
Medium armor,
Shields, nonmetal

Weapons

Clubs,
Daggers,
Darts,
Javelins,
Maces,
Quarterstaffs,
Scimitars,
Sickles,
Slings,
Spears

Tools

Woodcarver's tools,
Land vehicles

Languages

Common,
Draconic,
Druidic

Features

16 features

Always on

  • Poison Breath

    When After completing a short or long rest

    Szelesh exhales poisonous gas in a 15-foot cone. Each creature in the area must make a DC 12 Constitution saving throw, taking 2d6 poison damage on a failed save, or half as much on a successful one. The damage increases with his level.

  • Wild ShapeLevel 2

    When As an action, twice per short or long rest

    Szelesh transforms into a beast he has seen before, following the 2014 Wild Shape rules. At his current level, the form can have a maximum challenge rating of 1/2 and no flying speed.

  • DruidicLevel 1

    Szelesh knows Druidic, the secret language of druids. He can communicate with other druids in that language and leave hidden messages in it.

  • SpellcastingLevel 1

    Szelesh is a 5th-level spellcaster. His spellcasting ability is Wisdom. He can use a druidic focus as a spellcasting focus and prepares five druid spells from the druid spell list each day.

  • Druid Circle, Circle of the LandLevel 2

    Szelesh has chosen the Circle of the Land, gaining additional magic tied to a chosen natural environment.

  • Bonus CantripLevel 2

    Szelesh learns one additional druid cantrip of his choice.

  • Natural RecoveryLevel 2

    Once per day during a short rest, Szelesh can recover expended spell slots with a combined level of up to 3. No slot can be 6th level or higher.

  • Ability Score ImprovementLevel 4

    Szelesh gains an Ability Score Improvement. He increases his Constitution score by 1, from 13 to 14.

  • Wild Shape ImprovementLevel 4

    Szelesh can transform into beasts with a challenge rating of 1/2 or lower and can use Wild Shape forms with a swimming speed.

  • Land's Stride Spell ListLevel 3

    Szelesh gains access to the Circle of the Land forest circle spells. These spells are always prepared and do not count against the number of druid spells he can prepare.

  • Land's StrideLevel 6

    Moving through nonmagical difficult terrain costs Szelesh no extra movement. He can also pass through nonmagical plants without being slowed or damaged by them, and has advantage on saving throws against magically created or manipulated plants.

  • TraitDragonbornDraconic Ancestry, green dragon ancestry
  • TraitDragonbornBreath Weapon, 15-foot cone, DC 12 Constitution saving throw, 2d6 poison damage
  • TraitDragonbornDamage Resistance, poison
  • TraitDragonbornDraconic language and appearance
  • Rustic HospitalityFolk Hero

    Szelesh can find a place to hide, rest, or recuperate among common folk. They will shelter him from the law or those pursuing him, though they will not risk their lives for him.

Spells

9 spells

Spellcasting. Szelesh Varga casts with Wisdom (spell save DC 11, to hit with spell attacks).

Cantrips (at will): ,

1st level (4 slots): , ,

2nd level (3 slots): ,

3rd level (2 slots): ,

Gear

10 items

Weapons

  • Scimitar
    A curved nonmetal-handled blade suitable for cutting reeds and fighting at close range.

Armor

  • Leather armor
    Light armor made from cured hide, suitable for a druid who avoids metal armor.
  • Wooden shield
    A wooden shield painted with the sun symbol of Szelesh's village.

Tools

  • Woodcarver's tools
    Woodcarver's tools used to repair village implements and carve protective symbols.

Gear

  • Explorer's pack
    A pack containing a bedroll, mess kit, tinderbox, ten torches, ten days of rations, a waterskin, and 50 feet of hempen rope.
  • Druidic focus
    A sprig of juniper bound in copper-free cord, used as a druidic spellcasting focus.
  • Shovel
    A shovel used for planting, digging irrigation channels, and occasionally making an escape route.
  • Iron pot
    A battered iron pot for cooking stew, brewing medicinal infusions, and boiling suspicious water.
  • Common clothes
    Plain common clothes patched at the knees and sleeves.

Purse

  • 10×
    Gold pieces
    The small amount of coin Szelesh carried away after leaving his village.

Appearance

Szelesh is a broad-shouldered green dragonborn with dark moss-colored scales, a blunt, powerful jaw, and a low crown of swept-back horns. His hide is marked with pale jade scales along the throat and forearms, like new leaves after rain. He stands with his weight settled heavily on the balls of his feet, as though ready to spring into a river or shove open a gate. When waiting, he leans forward into other people's space without seeming to notice, then abruptly steps back when reminded. He wears weathered leather armor beneath a patched green cloak, carries a wooden shield painted with a simple village sun, and keeps sprigs of rosemary and juniper braided into the cord around his neck.

Mannerisms

Szelesh taps the edge of his shield whenever he is thinking. He pauses before answering questions, but not because he is uncertain, rather because he is listening for birds, wind, or water. When irritated, he exhales a thin thread of greenish vapor through his nostrils and begins addressing plants as witnesses.

Personality

Szelesh is blunt, physically expressive, and easily distracted by signs of changing weather. He is generous with food, suspicious of polished shoes, and far more patient with animals than with officials. He enjoys practical jokes that inconvenience the powerful and believes a person reveals their character by how they treat a muddy path.

Ideals

Freedom. No ruler, merchant, or priest owns the river, the forest, or the people who depend on them. Rules are useful only when they protect the living.

Bonds

The riverside village that raised him is his true family. He will risk nearly anything to protect its people, its wetlands, and the old floodgate where he first learned Druidic.

Flaws

He mistakes confidence for competence, especially when someone claims authority over land or common people. Once challenged, he becomes stubbornly committed to proving himself right, even when quietly changing course would be wiser.

Quirks

He names every local frog species he encounters, even when nobody asks.
He refuses to step on mushrooms unless he has first apologized.
He keeps a tally of broken gates and repaired gates on the inside of his shield.
He leaves a small portion of every meal outside for whatever animal is watching.

Background

Szelesh was born in a riverside dragonborn settlement where the reed beds were treated as both pantry and temple. His mother wove fishing nets, his father repaired floodgates, and Szelesh grew up strong enough to haul timber before he was old enough to understand why the village elders kept asking him not to break things. He learned the first gestures of Druidic from an itinerant warden who recognized that Szelesh listened more carefully to birds and weather than to people. The old warden taught him that nature was not gentle, but it was honest. When a mercenary company diverted the river to power a private mill, the village fields began to fail and the marsh started to die. Szelesh organized fishers, farmers, and stubborn children into a nighttime effort that destroyed the mill's sluice gates without killing anyone. In the months that followed, he became a local hero, though he insists the frogs did most of the planning. The experience left him suspicious of laws made by distant people and deeply protective of ordinary communities. He now travels as a wandering druid, looking for threats to the land, useful trouble to cause, and anyone arrogant enough to believe a river can be owned.

“The old warden taught him that nature was not gentle, but it was honest.”
From their backstory
Background
Folk Hero

Connections

Species

Dragonborn

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