Veyr Orsik
Veyr Orsik
Sheet
AC 13 · HP 14 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingWIS
- ArcanaINT
- AthleticsSTR
- DeceptionCHA
- HistoryINT
- InsightWIS
- MedicineWIS
- NatureINT
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- ReligionINT
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Weapons
Languages
Features
14 featuresAlways on
- Fire Bolt
When When a hostile creature is within 120 feet
Veyr releases a burst of flame at a creature he can see within 60 feet. The target makes a Dexterity saving throw or takes 1d10 fire damage, taking no damage on a success.
- Fire Bolt
When When he needs a reliable ranged attack
Veyr hurls a mote of fire at a creature or object within 120 feet. On a hit, the target takes 1d10 fire damage.
- Mage Hand
When When he needs to manipulate something at a distance
A spectral hand appears within 30 feet and can manipulate objects, open doors, stow or retrieve items, and perform other simple tasks.
- Minor Illusion
When When distraction, concealment, or misdirection is useful
Veyr creates a harmless sensory effect, such as a sound, flame, scent, or visual mark, lasting up to 1 minute.
- Chill Touch
When When facing undead or a dangerous living foe
Veyr sends a chilling touch toward a creature within 120 feet. On a hit, the target takes 1d8 necrotic damage and cannot regain hit points until the start of Veyr's next turn.
- Magic Missile
When When a dependable attack is needed
Veyr launches three glowing darts of force, each automatically striking a creature he can see within range. Each dart deals 1d4 + 1 force damage.
- Shield
When When he is hit by an attack or targeted by magic missile
Veyr wreathes himself in protective force, gaining a +5 bonus to AC until the start of his next turn, including against the triggering attack.
- Witch Bolt
When When he wants to maintain pressure on a nearby enemy
Veyr fires a beam of crackling energy at a creature within 120 feet. On a hit, it deals 1d10 lightning damage and prevents the target from taking reactions until its next turn.
- SpellcastingLevel 1
Veyr is a 2nd-level spellcaster. His spellcasting ability is Charisma. He knows four sorcerer cantrips and three 1st-level sorcerer spells. He can use an arcane focus or component pouch as a spellcasting focus.
- Font of MagicLevel 2
Veyr gains 2 sorcery points, which he can spend to fuel sorcery options. He regains all expended sorcery points when he finishes a long rest.
- DarkvisionTieflingVeyr can see in dim light within 60 feet as if it were bright light, and in darkness as if it were dim light.
- Hellish ResistanceTieflingVeyr has resistance to fire damage.
- Infernal LegacyTieflingVeyr knows Thaumaturgy. At 3rd level, he can cast Hellish Rebuke once per long rest as a 2nd-level spell. At 5th level, he can cast Darkness once per long rest. Charisma is his spellcasting ability for these spells.
- Shelter of the FaithfulAcolyte
Acolytes are respected servants of their faith and can receive shelter and basic support from temples, shrines, and other religious communities that share or recognize their beliefs.
Spells
7 spellsSpellcasting. Veyr Orsik casts with Charisma (spell save DC 11, to hit with spell attacks).
Cantrips (at will): , , ,
1st level (3 slots): , ,
Gear
10 itemsWeapons
- Light crossbowA small crossbow suitable for ranged attacks.
- 2×DaggerA simple blade kept as a backup weapon and ritual implement.
Gear
- 20×Crossbow boltsAmmunition for the light crossbow.
- Explorer's packA leather pack containing bedroll, mess kit, tinderbox, torches, rations, waterskin, and rope.
- Holy symbolA small brass symbol representing Veyr's chosen faith.
- Prayer bookA prayer book containing copied hymns, marginal notes, and fragments of theological commentary.
- 5×Incense sticksUsed in temple rites and quiet personal devotions.
- VestmentsFormal clothing worn during religious observances.
- Common clothesA plain change of clothing for travel.
Purse
- 15×Gold piecesUnspent starting wealth from his life in temple service.
Appearance
A lean male tiefling with deep umber-red skin, swept-back black horns, amber eyes with narrow pupils, and a thin tail that curls restlessly when he thinks. His dark hair is worn in a loose braid bound with red thread. He dresses in practical brown travel clothes beneath a weathered acolyte's vestment, with a brass holy symbol tucked inside his collar and faint ember-colored sparks sometimes flickering around his fingers.
Mannerisms
He taps two fingers against his holy symbol before making a difficult decision, then speaks as if he has already decided. His tail gives away his emotions, flicking sharply when he lies and curling around his ankle when he feels vulnerable.
Personality
Veyr is curious, irreverent, and quick to notice hypocrisy. He treats small acts of kindness as sacred but distrusts grand declarations of virtue. He is comfortable among outcasts and outsiders, yet becomes awkwardly formal around people who show him sincere admiration.
Ideals
Freedom. Faith should guide people, not chain them. Every soul must be allowed to question, choose, and change.
Bonds
Brother Halden, the old archivist who defended him when the temple wanted him cast out, still sends him letters. Veyr would risk almost anything to recover a stolen prayer book containing Halden's notes on infernal bloodlines.
Flaws
He cannot resist provoking people who claim moral or spiritual certainty. When frightened, he becomes sarcastic and reckless, especially if admitting fear would make someone else feel powerful.
Quirks
Background
Veyr Orsik was born beneath the cracked bell tower of a roadside temple, where his mother served as a keeper of lamps and his unknown father was remembered only through the infernal signs of Veyr's birth. The priests expected a curse. Instead, the child displayed an uncanny talent for sacred recitation, answering hymns with harmonies no human throat could produce. An elderly archivist named Brother Halden took him in, teaching him scripture, celestial history, and the careful rituals used to calm frightened congregations. At sixteen, Veyr's magic erupted during a dispute with a visiting exorcist. The man's accusation awakened something hot and ancient in Veyr's blood, scorching the chapel doors and sending the exorcist fleeing. Veyr remained with the temple, but his faith became complicated. He still believes the gods deserve respect, yet he distrusts anyone who claims absolute authority in their name. Now he travels as an acolyte, part scholar, part reluctant miracle-worker, seeking the truth of his lineage while using his unstable sorcery to protect people who have nowhere else to turn.
“Instead, the child displayed an uncanny talent for sacred recitation, answering hymns with harmonies no human throat could produce.”
- Background
- Acolyte
Connections
Species
Tiefling
Media
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