Skip to content
CreatePricing
Erlik Vardun - AI-generated fantasy Character

Erlik Vardun

Human · Fighter (Champion) · Level 6 · Acolyte

Erlik Vardun

Quiet, watchful, and intensely disciplined.
AC18
HP40/40
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 18 · HP 40 · 30 ft.
AlignmentLawful EvilGenderMaleAge31 years old
STR
DEX
CON
INT
WIS
CHA

Saving throws

STRDEXCONINTWISCHA

Skills

  • AcrobaticsDEX
  • ArcanaINT
  • AthleticsSTR
  • DeceptionSTR
  • HistoryINT
  • InsightWIS
  • IntimidationCHA
  • InvestigationINT
  • MedicineWIS
  • NatureINT
  • PerceptionWIS
  • PerformanceCHA
  • PersuasionCHA
  • ReligionINT
  • Sleight of HandDEX
  • StealthDEX
  • SurvivalWIS

Armor

All armor,
Shields

Weapons

Simple weapons,
Martial weapons

Tools

None

Languages

Common,
Old Norse liturgical dialect,
Goblin

Features

16 features

Action

  • Action SurgeLevel 2

    When On your turn when decisive action is needed

    Take one additional action on your turn. Once per short or long rest.

  • Extra AttackLevel 5

    When Whenever you take the Attack action

    Make two weapon attacks when taking the Attack action.

Bonus action

  • Second WindLevel 1

    When On your turn when injured

    As a bonus action, regain 1d10 + 6 hit points. Once per short or long rest.

Always on

  • Improved Critical

    When When rolling a 19 or 20 on a weapon attack

    Weapon attacks score a critical hit on a roll of 19 or 20.

  • Fighting Style: DefenseLevel 1

    Choose one Fighting Style. Erlik chooses Defense, gaining a +1 bonus to AC while wearing armor.

  • Martial Archetype: ChampionLevel 3

    When you roll a 19 or 20 on the d20 for a weapon attack, the attack is a critical hit.

  • Ability Score ImprovementLevel 4

    At 4th level, increase one ability score by 2, or two ability scores by 1. Erlik increased Strength by 1 and Dexterity by 1.

  • Ability Score ImprovementLevel 6

    At 6th level, increase one ability score by 2, or two ability scores by 1. Erlik increased Dexterity by 2.

  • Ability Score IncreaseHumanAll ability scores increase by 1.
  • AgeHumanHumans reach adulthood in their late teens and commonly live less than a century.
  • AlignmentHumanHumans tend toward no particular alignment, with strong variation among individuals.
  • SizeHumanMedium.
  • SpeedHuman30 feet.
  • LanguagesHumanCommon and one extra language.
  • TraitHumanVersatile and adaptable culture, with no additional universal mechanical traits under the standard 2014 human rules.
  • Shelter of the FaithfulAcolyte

    You retain the respect of those who share your faith and can perform the religious ceremonies of the Jaw cult. You and your companions can expect free basic support from members of your faith, though the cult's influence is weakening and its allies are increasingly cautious.

Gear

12 items

Weapons

  • Battleaxe
    A one-handed martial weapon chosen to resemble a broad northern war axe, used with the shield.
  • Light crossbow
    A ranged martial weapon with a case of twenty bolts.

Armor

  • Chain mail
    Heavy metal armor providing AC 16.
  • Shield
    A shield bearing the blackened iron jaw symbol, granting +2 AC.

Gear

  • 20×
    Crossbow bolts
    Ammunition for the light crossbow.
  • Dungeoneer's pack
    Contains a backpack, bedroll, mess kit, tinderbox, ten torches, ten days of rations, and a waterskin.
  • Holy symbol
    An iron jawbone symbol of the cult, used as a holy symbol.
  • Prayer book
    A collection of prayers and cult teachings written on stitched hide and thin wooden tablets.
  • 5×
    Incense sticks
    Used in funerary and sacrificial rites.
  • Vestments
    Ceremonial dark red and black clothing worn during services.
  • Common clothes
    Plain clothing for travel and daily use.

Purse

  • 15×
    Gold pieces
    Starting money from the acolyte background.

Appearance

A lean, hard-used human man with weathered skin, ash-blond hair kept in a severe braided knot, and a short, carefully maintained beard. He wears dark leather over a blood-red wool tunic beneath battered chain mail, with strips of red cloth tied around his wrists and weapon grip. His hands are especially noticeable, broad-palmed and deeply callused from years of weapon drills, ritual carving, and tending temple fires. He carries himself with rigid discipline, but his eyes constantly measure doors, exits, and the mood of everyone nearby. A small iron jawbone symbol hangs at his throat, blackened by smoke and polished smooth by nervous handling.

Mannerisms

Erlik touches the iron jawbone at his throat before answering difficult questions. He speaks in clipped, formal phrases, often turning ordinary statements into fragments of prayer. He sleeps lightly in armor, always positions himself facing the nearest exit, and silently counts the teeth on his holy symbol when anxious.

Personality

Quiet, watchful, and intensely disciplined. Erlik is polite to strangers in the manner of a man reciting rules, but he becomes unexpectedly gentle with frightened novices, animals, and anyone performing a familiar ritual correctly. He rarely laughs, yet he has a dry appreciation for dark practical jokes and believes fear is best managed by giving it a schedule.

Ideals

Sacrifice. A worthy life is measured by what it is willing to surrender. The Jaw's hunger must be fed, whether by blood, comfort, or truth.

Bonds

The temple beneath Skallvik is the only home he has ever known, and he will risk almost anything to protect its remaining relics. He is secretly responsible for a young novice who escaped the Coalition and believes Erlik can still save the cult.

Flaws

He is terrified that life outside the cult has no meaning, so he obeys cruel orders rather than face uncertainty. He treats doubt as betrayal, hides mistakes behind ritual language, and may endanger companions to preserve the Jaw's secrets. When frightened, he becomes more rigid and more devout, not less.

Quirks

Keeps a private tally of every cult member he has seen abandon the Jaw.
Sharpens his weapon in exact sets of thirteen strokes.
Refuses to step over unattended food, considering it an insult to the Jaw's hunger.
Names every campfire before extinguishing it.
Collects small animal teeth and ties them into the cords of his armor.

Background

Erlik Vardun was born in a river settlement that paid tribute to the Jaw, an old northern power said to speak through hunger, winter, and the cracking of bone. His family offered him to the cult after a famine, believing the temple could feed one fewer mouth than the village could. The priests taught him letters, funerary rites, and the use of a blade. He learned that every prayer required a cost, and that obedience was the safest currency a frightened person could possess. By adulthood, he had become both temple attendant and armed keeper of the reliquary, standing watch over relics carved from the jaws of animals and enemies alike. When the Inderfrey Coalition began taking the cult's strongholds, Erlik was sent from shrine to shrine as a courier, guard, and recruiter. He has seen banners burned, elders dragged into the snow, and former brothers renounce the Jaw to save themselves. The cult is losing, but Erlik cannot imagine life beyond its walls. He fears that leaving would make every sacrifice meaningless, and fears even more that the priests know this. Now he travels under orders to recover a stolen relic and gather whatever desperate souls remain loyal. He tells himself that victory is still possible. In private, he wonders whether the Jaw has already opened its mouth for him.

“His family offered him to the cult after a famine, believing the temple could feed one fewer mouth than the village could.”
From their backstory
Background
Acolyte

Connections

Species

Human

Media

0 images

No images yet.

Visual sheet

Turn Erlik Vardun into a sheet

A high-res, share-ready sheet you can post or print.