Varkon Orazai
Varkon Orazai
Sheet
AC 15 · HP 148 · 35 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingWIS
- ArcanaINT
- AthleticsSTR
- DeceptionCHA
- HistoryINT
- InsightWIS
- IntimidationCHA
- InvestigationINT
- MedicineWIS
- NatureINT
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
29 featuresBonus action
- Cunning ActionLevel 2
When On Varkon's turn
As a bonus action, Dash, Disengage, or Hide.
- Master of TacticsLevel 3
When On Varkon's turn
As a bonus action, take the Help action to aid an ally. The ally may be within 30 feet if Varkon can distract the target.
Reaction
- Uncanny DodgeLevel 5
When When an attacker Varkon can see hits him
As a reaction, halve the damage from an attack that hits Varkon and that he can see.
- MisdirectionLevel 13
When When an attacker hits Varkon and another valid creature is adjacent
As a reaction, redirect an attack that hits Varkon to another creature within 5 feet of him.
Always on
- Sneak Attack
When When Varkon has advantage, or an ally is adjacent to the target and Varkon lacks disadvantage
Make a weapon attack against a creature within range. If the attack qualifies, add 9d6 Sneak Attack damage once per turn.
- Sharpshooter Shot
When When making a ranged weapon attack
Make a ranged attack with a -5 penalty to hit for +10 damage on a hit. Ignore long-range disadvantage and half or three-quarters cover.
- Rogue ProficienciesLevel 1
Varkon has proficiency with light armor, simple weapons, hand crossbows, longswords, rapiers, and shortswords, plus thieves' tools. He can choose four rogue skills for proficiency.
- Sneak Attack, 9d6Level 1
Once per turn, Varkon deals an extra 9d6 damage when he hits with a finesse or ranged weapon while he has advantage, or when an eligible ally is adjacent to the target and he does not have disadvantage.
- Master of IntrigueLevel 3
Varkon gains proficiency with disguise kits and forgery kits. He can mimic accents, speech patterns, and writing styles, and can acquire a false identity with appropriate documentation.
- ExpertiseLevel 6
Varkon gains Expertise in Perception and Investigation, doubling his proficiency bonus for those skills. He also gains Expertise in Stealth and thieves' tools from his first rogue Expertise choices.
- Insightful ManipulatorLevel 9
Varkon can use his action to make a Wisdom (Insight) check contested by a creature's Charisma (Deception) check. On a success, he learns whether the creature is superior, equal, or inferior to him in two chosen categories such as Intelligence, Wisdom, Charisma, class levels, or rogue levels.
- Slippery MindLevel 15
Varkon gains proficiency in Wisdom saving throws. If he already had it, he instead gains proficiency in another saving throw of his choice.
- Reliable TalentLevel 11
Whenever Varkon makes an ability check that lets him add his proficiency bonus, he can treat a d20 roll of 9 or lower as a 10.
- Soul of DeceitLevel 15
Varkon gains proficiency in Wisdom saving throws through Slippery Mind. He can also disguise his thoughts and cannot be forced to tell the truth by magic unless he chooses to do so. Magic cannot determine whether he is telling the truth if he wishes to deceive.
- Ability Score ImprovementLevel 16
Varkon gains an additional Ability Score Improvement or feat.
- Ability Score ImprovementLevel 10
Varkon gains another Ability Score Improvement or feat.
- Ability Score ImprovementLevel 12
Varkon gains another Ability Score Improvement or feat.
- Ability Score ImprovementLevel 8
Varkon gains another Ability Score Improvement or feat.
- Ability Score ImprovementLevel 4
Varkon gains another Ability Score Improvement or feat.
- AlertLevel 12
Varkon can no longer be surprised while conscious, gains a +5 bonus to initiative, and other creatures do not gain advantage on attack rolls against him merely because they are unseen by him.
- MobileLevel 16
Varkon's speed increases by 10 feet. Difficult terrain does not cost him extra movement when he Dashs, and after making a melee attack against a creature, he does not provoke opportunity attacks from that creature for the rest of the turn.
- SharpshooterLevel 10
Varkon can take a -5 penalty to a ranged attack roll to gain +10 damage if the attack hits. Attacking at long range does not impose disadvantage, and ranged attacks ignore half and three-quarters cover.
- TraitWood ElfDarkvision 60 feet
- TraitWood ElfKeen Senses, proficiency in Perception
- TraitWood ElfFey Ancestry, advantage on saving throws against being charmed and immunity to magical sleep
- TraitWood ElfTrance, a wood elf meditates for 4 hours instead of sleeping
- TraitWood ElfFleet of Foot, walking speed is 35 feet
- TraitWood ElfMask of the Wild, can attempt to hide when lightly obscured by natural phenomena
- Criminal ContactCriminal
Varkon has a reliable and discreet contact within the criminal underworld. This contact can arrange meetings, pass messages, acquire information, or provide limited aid, though they will not risk themselves recklessly.
Gear
10 itemsWeapons
- Hand crossbowA hand crossbow suitable for close-range attacks, carried beneath his coat
- 2×DaggerA matched pair of balanced daggers, one worn at each hip
Armor
- Leather armorSoft black leather armor reinforced at the shoulders and ribs
Tools
- Thieves' toolsA thieves' tool set including picks, tension wires, hooks, and a small oil vial
Gear
- 20×Crossbow boltsA quiver containing twenty bolts
- Burglar's packA burglar's pack containing a backpack, ball bearings, string, bell, candles, crowbar, hammer, pitons, hooded lantern, oil, rations, tinderbox, and waterskin
- CrowbarA crowbar used for forced entry and occasionally as a walking aid
- Dark common clothesDark common clothes with a hood and a belt pouch
- Brass keyA small brass key taken from the estate where Varkon was enslaved
Purse
- 15×Gold piecesA pouch containing 15 gold pieces
Appearance
Varkon is a lean, long-limbed wood elf with olive-gold skin, dark hazel eyes, and black hair usually tied at the nape with a strip of faded red cloth. His once-pointed ears were crudely cut to a shorter, rounded human length by an owner who wanted every enslaved long-eared person to look alike. The scars are pale, uneven, and impossible to hide. He dresses in muted browns and moss green, favoring soft layered clothing, a close-fitting hood, and fingerless gloves. His movements are quiet and economical, shaped by years of avoiding notice, but his gaze is alert and constantly measuring exits.
Mannerisms
Varkon rarely sits with his back to a door. He touches the shortened edge of his left ear whenever he hears a key turn, and he counts under his breath in groups of four while studying a room. When lying, he becomes unusually polite and uses a person's full name.
Personality
Varkon is observant, patient, and unexpectedly gentle with frightened people. He prefers to win through preparation rather than bravado, but he has a dry, understated sense of humor that appears when others least expect it. He distrusts grand speeches and heroic poses, believing that real courage is usually quiet, practical, and performed without witnesses.
Ideals
No person should be made into property. Freedom is not a reward for obedience, it is the condition from which every other choice begins.
Bonds
He carries a small brass key taken from the estate where he was enslaved. It opens nothing he has found, but he believes it belongs to a cell or strongbox holding records of the people who were sold there. He will risk almost anything to locate the captives who remained behind.
Flaws
He assumes kindness is either manipulation or a prelude to a demand. When cornered emotionally, he becomes cold, evasive, and needlessly difficult. He also has a dangerous compulsion to collect evidence against powerful people, even when abandoning the evidence would be safer.
Quirks
Background
Varkon was born among the outer groves of a wood elf settlement where names were spoken softly and paths were remembered by scent, birdsong, and the angle of sunlight. He was still young by elven standards when slavers took him during a raid on a remote logging camp. His captors sold him to a wealthy estate owner who kept people from many peoples and cut the ears of every long-eared captive to make them appear more human. Varkon learned quickly that survival depended less on strength than on knowing who was watching, what they wanted, and which lock had been repaired most recently. He became an unwilling errand runner, then a courier trusted with keys, ledgers, and secrets because he seemed obedient and forgettable. In truth, he memorized every route, guard rotation, debt, and hidden compartment he encountered. His escape began with a stolen hand crossbow, two kitchen knives, and a forged delivery order. He freed several captives before fleeing, but not everyone could leave, and that unfinished rescue has become the central wound of his life. Now he works as an information broker, infiltrator, and occasional thief, using criminal contacts to dismantle the networks that once sold people like him. He is not interested in revenge for its own sake. He wants names, proof, and doors opened from the inside.
“He was still young by elven standards when slavers took him during a raid on a remote logging camp.”
- Background
- Criminal
Connections
Species
Wood Elf
Media
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