Varr
Varr
Sheet
AC 14 · HP 139 · 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
23 featuresAlways on
- Wild ShapeLevel 2
When Bonus action, twice per short or long rest
Varr transforms into a beast he has seen, following the normal Wild Shape limitations, and can maintain the form for up to 8 hours.
- Wild CompanionLevel 2
When Expend one use of Wild Shape
Varr calls a fey spirit into the form of a chosen animal, functioning as Find Familiar without material components.
- Natural RecoveryLevel 2
When Short rest, once per long rest
Varr recovers expended spell slots during a short rest, up to a combined slot level of 9, with no slot of 6th level or higher.
- DruidicLevel 1
Varr can cast prepared druid spells using Wisdom as his spellcasting ability. He uses a druidic focus such as mistletoe, holly, or a carved wooden token.
- Druidic LanguageLevel 1
Varr knows the secret language of druids and can leave hidden messages in natural features. Other druids recognize such signs and can identify their meaning.
- Circle of the LandLevel 2
Varr belongs to the Circle of the Land, gaining additional magic associated with the forest and recovering magical energy through meditation.
- Circle Spells, ForestLevel 2
Varr's circle grants him always-prepared spells: Entangle and Spider Climb at 3rd level, Call Lightning and Plant Growth at 5th level, Divination and Freedom of Movement at 7th level, and Commune with Nature and Tree Stride at 9th level.
- Ability Score ImprovementLevel 4
Varr gains an Ability Score Improvement, increasing Wisdom by 2.
- Wild Shape ImprovementLevel 4
Varr's Wild Shape forms can swim, and he can transform into beasts with a swimming speed.
- Ability Score ImprovementLevel 8
Varr gains an Ability Score Improvement, increasing Wisdom by 2.
- Wild Shape ImprovementLevel 8
Varr's Wild Shape forms can fly, and he can transform into beasts with a flying speed.
- Beast SpellsLevel 18
Varr can cast many druid spells while in Wild Shape, using the normal components when the beast form can provide them and ignoring verbal and somatic components when the spell allows.
- Ability Score Improvement, ResilientLevel 12
Varr gains an Ability Score Improvement, taking the Resilient feat for Constitution. His Constitution increases by 1 and he gains proficiency in Constitution saving throws.
- Ability Score ImprovementLevel 16
Varr gains an Ability Score Improvement, increasing Constitution by 2.
- Timeless BodyLevel 18
Varr can cast Druidcraft at will without expending a spell slot.
- Timeless BodyLevel 18
Varr no longer suffers the effects of aging and cannot be magically aged. He can still die of old age, and his body can still be affected by damage and disease.
- ArchdruidLevel 20
Varr can use Wild Shape an unlimited number of times. He can also ignore the verbal, somatic, and material components of druid spells while in Wild Shape, except for material components with a listed cost or components consumed by the spell.
- TraitHalf-ElfDarkvision, 60 feet.
- TraitHalf-ElfFey Ancestry, advantage on saving throws against being charmed, and magic cannot put Varr to sleep.
- TraitHalf-ElfSkill Versatility, proficiency in two skills, represented here by Nature and Perception.
- TraitHalf-ElfIncreased Ability Scores, +2 Charisma, +1 Constitution, and +1 Wisdom.
- TraitHalf-ElfVarr has an elven lineage and speaks Elvish in addition to Common.
- DiscoveryHermit
Varr has discovered a unique and powerful truth during his secluded life. He can identify natural omens, recognize signs of supernatural disturbance in the wilderness, and is often able to find shelter and basic sustenance in remote environments. His visions concerning Pheszeltan may be the next stage of that revelation.
Spells
30 spellsSpellcasting. Varr casts with Wisdom (spell save DC 19, to hit with spell attacks).
Cantrips (at will): , , , ,
1st level (4 slots): , ,
2nd level (3 slots): , , ,
3rd level (3 slots): , , ,
4th level (3 slots): , , , ,
5th level (2 slots): , , ,
6th level (1 slot): , , ,
7th level (1 slot): no spells
8th level (1 slot): no spells
9th level (1 slot):
Gear
12 itemsWeapons
- ScimitarA curved blade suitable for cutting reeds, vines, and enemies.
- Wooden staffA wooden staff used as both walking stick and druidic focus.
Armor
- Hide armorA protective suit of nonmetal medium armor made from treated hide.
- Wooden shieldA wooden shield bearing a simple spiral symbol representing the turning seasons.
Tools
- Herbalism kitA leather satchel containing dried herbs, salves, seeds, and basic remedies.
Gear
- Scroll case of notesA scroll case containing notes about the visions, Pheszeltan, and unusual woodland omens.
- Winter blanketA winter blanket woven with green and gray thread.
- Common clothesA common set of traveler clothing, repeatedly repaired with plant fiber cord.
- Coin pouchA pouch containing the last of Varr's accumulated savings.
- Hermit's kitA small wooden bowl, a flint and steel, and a set of simple cooking utensils.
- Hermit suppliesA set of clothes, a blanket, and ten days of rations, representing the Hermit background equipment.
- Druidic focusA small bundle containing a sprig of mistletoe, holly leaves, and a living cutting from a dryad grove.
Appearance
Varr is a tall, lean half-elf with dark brown hair threaded with silver and long pointed ears partly hidden beneath a hood of weathered green cloth. His skin carries the sun-browned tone of someone accustomed to open woodland, while his pale gray eyes seem to focus on things just beyond the person speaking. He wears layered hide armor, a moss-colored cloak, and a belt crowded with small pouches of seeds, dried leaves, chalk, and bone tokens. His most immediately noticeable feature is his stillness. He stands with his weight evenly balanced, breath slow and nearly silent, taking up less space than his height suggests. When disturbed, his breath becomes measured and audible, like wind passing through reeds, and his voice drops into a precise, controlled whisper.
Mannerisms
Varr pauses for one full breath before answering difficult questions. He rarely interrupts, but when someone lies, he slowly turns his head as if listening for a distant bird. When rattled, his breathing becomes deliberately audible and rhythmic, and his normally quiet voice becomes almost inaudibly soft.
Personality
Varr is patient, observant, and exacting. He speaks as though every sentence should leave the world slightly more orderly than he found it. He is not unkind, but his kindness is practical, expressed through clean water, repaired straps, correct directions, and warnings delivered before danger arrives. He is fascinated by human customs and often studies them without realizing that his scrutiny can make people uncomfortable. Beneath his restraint is a deep fear that his visions are not asking him to prevent disaster, but to choose which disaster must occur.
Ideals
Order. Every living thing has a place, a season, and a consequence. Chaos is not freedom when it destroys the conditions that allow life to continue.
Bonds
The Far Forest and the woodland spirits of Delimibiyr accepted him when no mortal household would. He will protect them, even if doing so requires opposing kingdoms, adventurers, or nature itself. He also carries a small living cutting from the oldest dryad grove, which he believes must survive at any cost.
Flaws
Varr treats compromise as a failure of structure. Once he decides that a course of action is correct, he can become cold, inflexible, and frighteningly willing to sacrifice personal relationships for what he believes is the greater balance.
Quirks
Background
Varr was born in Daggerford to a human mother and an elven father whose family considered the boy an inconvenient reminder of divided loyalties. He ran away while still young, following rumors of lights beneath the trees and voices that spoke from flowering branches. The sprites and dryads of the Far Forest did not welcome him. They hid food, led him in circles, and filled his dreams with warnings until he understood that the forest was not a refuge to be claimed, but a living order to be respected. He settled at its edge in Delimibiyr, where he built a small home from fallen timber and stone, refusing to cut living trees for shelter. Years of silence, observation, and disciplined study changed Varr. He learned the names of medicinal plants, the behavior of woodland spirits, and the subtle grammar of storms, roots, and animal tracks. In time, the sprites began leaving gifts at his door, and the dryads allowed him to enter their groves. His solitude became a form of service, and his hermitage became a place where travelers could recover, provided they followed his rules. Recently, visions have begun troubling his sleep. In them, he sees a distant figure called Pheszeltan standing beneath a sky filled with unmoving stars. Believing these visions to be a summons or warning, Varr has left Delimibiyr to seek Pheszeltan's guidance and determine whether the future can be corrected before the forest itself is forced to change.
“He ran away while still young, following rumors of lights beneath the trees and voices that spoke from flowering branches.”
- Background
- Hermit
Connections
Species
Half-Elf
Media
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