Veyr Malach
Veyr Malach
Sheet
AC 11 · HP 10 · 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
11 featuresAlways on
- Eldritch Blast
When When a creature within 120 feet is a valid target.
Deal 1d10 force damage to a creature within 120 feet. Agonizing Blast adds Veyr's Charisma modifier to the damage of this chosen cantrip.
- Sacred Flame
When When a creature within 60 feet is visible and within line of effect.
The target makes a Dexterity saving throw. On a failure, it takes 1d10 necrotic damage and cannot take reactions until the start of its next turn.
- Minor Illusion
When As an action, when creating a sound or image within range.
Choose one creature within 60 feet. The target has disadvantage on its next attack roll before the end of its next turn.
- Otherworldly PatronLevel 1
You have made a pact with a mysterious otherworldly entity. Your patron grants you supernatural power, but its purposes remain obscure and potentially dangerous.
- Pact MagicLevel 1
You can cast warlock spells using Charisma as your spellcasting ability. You regain your expended Pact Magic spell slot when you finish a Short or Long Rest.
- Eldritch InvocationsLevel 1
You gain two Eldritch Invocations of your choice. You can replace an invocation whenever you gain a Warlock level. Veyr has selected Agonizing Blast and Repelling Blast.
- DarkvisionTieflingYou can see in dim light within 60 feet of yourself as if it were bright light, and in darkness as if it were dim light.
- Otherworldly PresenceTieflingYou know the Thaumaturgy cantrip. Charisma is your spellcasting ability for it.
- Fiendish Legacy, InfernalTieflingYou have Resistance to Fire damage. You also learn additional spells as you reach higher levels, including Hellish Rebuke at level 3 and Darkness at level 5.
- Creature TypeTieflingYou are a Humanoid.
- Shelter of the FaithfulAcolyte
You can perform the rites and ceremonies of your faith, and you can expect free lodging and modest assistance from temples, shrines, and other religious communities of your faith. Such aid does not include expensive equipment, costly spells, or dangerous endeavors.
Spells
8 spellsSpellcasting. Veyr Malach casts with Charisma (spell save DC 13, to hit with spell attacks).
Cantrips (at will): , , , ,
1st level (1 slot): , ,
Gear
11 itemsWeapons
- SickleA curved agricultural blade used as a simple weapon and ritual implement.
Armor
- Leather ArmorLight armor made from treated leather.
Gear
- Arcane FocusA small arcane focus used to channel pact magic, shaped as a black iron astrolabe.
- Scholar's PackA backpack containing parchment, ink, pens, and other scholarly necessities.
- Holy SymbolA silver holy symbol bearing a deliberate crack through its center.
- Prayer BookA collection of prayers and apocalyptic meditations copied during his service at the temple.
- 5×IncenseScented incense used in temple rites.
- VestmentsCeremonial clothing worn during religious services.
- Common ClothesSimple everyday clothing.
- PouchA small purse containing the acolyte's remaining funds.
Purse
- 15×Gold PiecesCoins left from the warlock's starting allowance.
Appearance
A lean, sharp-featured tiefling with deep crimson skin, swept-back black horns, and pale gold eyes that seem to reflect distant stars. His long black hair is tied with red thread, and faint, ash-gray markings circle his wrists like remnants of burned scripture. He wears worn acolyte vestments beneath a dark leather coat, with a silver holy symbol cracked down the center and an iron-bound journal filled with diagrams, dates, and ominous observations. His tail is thin and expressive, often curling around his ankle when he is concentrating.
Mannerisms
Veyr pauses before answering ordinary questions, as though consulting an invisible constellation. He taps his fingers in groups of three, turns his head toward unexplained sounds, and frequently checks the position of the sun, moon, or nearest flame before making decisions.
Personality
Veyr is intense, observant, and sincerely compassionate toward people who are frightened by the unknown. He speaks with the confidence of a prophet but listens like a scholar, constantly comparing new information against the patterns in his journal. He can be unsettlingly calm during danger, especially when he believes an omen has already predicted it.
Ideals
Revelation. The truth must be spoken, even when it inspires terror. People deserve the chance to choose how they face the end.
Bonds
He carries the cracked holy symbol of the temple that raised him and refuses to let its people face the end uninformed. He is determined to uncover the true identity and purpose of his patron before the final omen arrives.
Flaws
He mistakes coincidence for destiny and can become dangerously certain that every event has been arranged for him. He is also terrified that his patron's prophecies are true, so he sometimes pushes others away rather than let them become part of the foretold catastrophe.
Quirks
Background
As a child, Veyr Malach noticed things other people ignored. A candle guttering in a windless room, three crows landing on the same roof, a birthmark shaped like a closed eye, a dream that left the taste of iron in his mouth. The priests of his neighborhood temple called these curiosities, then warnings, then temptations. Veyr listened to every interpretation. By adolescence, he had become convinced that the world was speaking through patterns, and that every omen was part of a design too vast for ordinary minds to see. His certainty brought him into the temple archives, where he served as an acolyte and copied prophecies into increasingly elaborate charts. There, while studying a damaged manuscript whose ink moved when viewed in candlelight, Veyr heard a voice from somewhere beyond the stars. His patron did not give a name. It offered only a bargain and showed him a vision of the world's final day, not as a possibility, but as an approaching certainty. Veyr signed a contract he could not fully read. In return, he received a small taste of impossible power and a command to spread the news of the coming demise. He now travels as a prophet, scholar, and unwitting pawn in a cosmic game, following signs that seem designed to lead him toward a choice he has not yet realized he is making.
“The priests of his neighborhood temple called these curiosities, then warnings, then temptations.”
- Background
- Acolyte
Connections
Species
Tiefling
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