Varkóz Brecsek
Varkóz Brecsek
Sheet
AC 15 · HP 87 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingWIS
- ArcanaINT
- AthleticsSTR
- DeceptionCHA
- HistoryINT
- InsightWIS
- IntimidationCHA
- InvestigationINT
- MedicineWIS
- NatureINT
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- ReligionINT
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
22 featuresAction
- CountercharmLevel 6
You can use an action to end one charmed or frightened effect on any number of friendly creatures who can hear you.
Bonus action
- Font of InspirationLevel 5
You can use a bonus action to expend one use of Bardic Inspiration and inspire a friendly creature that can hear you. Within the next hour, it gains temporary hit points equal to your Bardic Inspiration die plus your Charisma modifier.
Reaction
- Cutting Words
When A creature within 60 feet makes an ability check, attack roll, or saving throw.
When a creature you can hear within 60 feet makes an ability check, attack roll, or saving throw, you can use your reaction to subtract your Bardic Inspiration die from the roll after seeing the roll but before knowing the result.
Always on
- Bardic Inspiration, d8Level 1
You can inspire others through stirring words or music. A creature that hears you gains a Bardic Inspiration die, a d8, usable to add to one ability check, attack roll, or saving throw within 10 minutes. You can use this feature a number of times equal to your Charisma modifier, and regain all uses after a long rest.
- SpellcastingLevel 1
You can cast bard spells using Charisma as your spellcasting ability. You know three bard cantrips and fifteen bard spells, plus two additional spells learned through Magical Secrets.
- Jack of All TradesLevel 2
You can add half your proficiency bonus, rounded down, to any ability check that does not already include your proficiency bonus.
- Song of Rest, d10Level 2
You can use music or oration to restore vitality. During a short rest, allies who hear your performance regain extra hit points when spending Hit Dice, adding 1d6 to the healing. This die becomes 1d8 at 5th level, 1d10 at 10th level, and 1d12 at 15th level.
- Bonus ProficienciesLevel 3
You gain proficiency with medium armor and shields, and with the longsword, rapier, and short sword. You can use a weapon as a spellcasting focus for bard spells.
- Fighting Style, DuelingLevel 3
You gain a fighting style. When wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with it.
- Blade FlourishLevel 3
Whenever you use Bardic Inspiration on your turn, a weapon attack you make that turn deals an extra 1d6 damage on a hit. You can also expend the die to perform one flourish after hitting with a weapon attack: Defensive Flourish adds the die to damage and AC, Mobile Flourish adds the die to damage and pushes the target up to 5 feet plus the die result, or Slashing Flourish adds the die to damage against another creature within 5 feet of you.
- ExpertiseLevel 3
You can choose two of your skill proficiencies to gain expertise, doubling your proficiency bonus for checks using them. You gain expertise in two additional skills at 10th level.
- Bardic Inspiration, d10Level 5
Your Bardic Inspiration die becomes a d10.
- Ability Score ImprovementLevel 4
At 4th, 8th, and 12th level, you increase one ability score by 2, or two ability scores by 1, or choose a feat. You increased Charisma by 2 at 4th level, Dexterity and Constitution by 1 at 8th level, and Charisma by 2 at 12th level.
- Magical SecretsLevel 10
You gain two spells from any class. The chosen spells count as bard spells for you and are included in your spells known.
- Expertise, Additional Skill ProficiencyLevel 10
You gain proficiency in one additional skill of your choice.
- Superior Inspiration, not yet gainedLevel 20
You regain one use of Bardic Inspiration whenever you roll initiative and have no uses remaining.
- Bardic Inspiration, d10Level 12
Your Bardic Inspiration die becomes a d10 at 5th level and a d12 at 15th level. At 12th level it remains a d10.
- TraitHalf-ElfDarkvision, you can see in dim light within 60 feet as if it were bright light, and in darkness as if it were dim light.
- TraitHalf-ElfFey Ancestry, you have advantage on saving throws against being charmed, and magic cannot put you to sleep.
- TraitHalf-ElfSkill Versatility, you gain proficiency in two skills of your choice.
- TraitHalf-ElfYou speak Common, Elvish, and one additional language of your choice.
- Military RankSoldier
You are a veteran of organized warfare and can find the practical necessities of military life, including comrades, camps, mess halls, and veterans, wherever you travel. Former soldiers recognize your service and may offer assistance or access to military facilities, provided you do not dishonor your reputation.
Spells
19 spellsSpellcasting. Varkóz Brecsek casts with Charisma (spell save DC 17, 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):
Gear
10 itemsWeapons
- RapierA finely balanced one-handed blade with a basket hilt, maintained more carefully than most military weapons.
- RapierA second rapier, worn as a reserve weapon and used when a contract requires an unmistakable display of readiness.
Armor
- Studded leather armorReinforced studded leather armor beneath a faded blue military coat. Its metal studs are dulled to avoid catching torchlight.
Tools
- ViolA battered brass-hinged case containing a viol whose body is reinforced for travel and whose neck conceals a narrow compartment for written orders.
Gear
- Diplomat's packA diplomat’s pack containing a chest, two cases for maps and documents, a set of fine clothes, a bottle of ink, an ink pen, ten sheets of parchment, a sealed letter from a dead commander, and a purse.
- Insignia of rankA military insignia from the Grey Ledger Company, its colors deliberately turned inward on the coat.
- Trophy from a fallen enemyA trophy taken from a fallen enemy, a broken bronze arrowhead stamped with the crest of a disgraced noble house.
- Bone diceA set of bone knucklebones used for gambling and for teaching recruits to count supply losses.
- Common clothesPlain, serviceable clothing suitable for travel, camp work, and blending into a military quarter.
Purse
- 10×Gold piecesLoose coin saved from campaigns and contract advances.
Appearance
A broad-shouldered half-elf with close-cropped dark brown hair, weathered olive skin, and a neatly trimmed beard threaded with early silver. He stands with most of his weight on the balls of his feet, as though every room might suddenly become a battlefield. His left hand habitually checks the brass buckle of his cross-body instrument case, while his right thumb taps quiet marching rhythms against his palm. He wears reinforced studded leather beneath a faded blue military coat, with mismatched campaign ribbons stitched inside the collar where only he can see them.
Mannerisms
He waits in a slight forward lean with one heel lifted, as if prepared to move before anyone else notices danger. During conversations he checks the buckle of his instrument case, taps quiet marching rhythms with his thumb, and unconsciously counts exits whenever he enters a room.
Personality
Varkóz is dry, observant, and relentlessly practical. He can turn a tense negotiation into a drinking song without making either side feel mocked. He dislikes grand speeches, heroic poses, and anyone who speaks confidently about sacrifices they will not personally make. Around comrades he is quietly generous, but strangers often mistake his caution for indifference.
Ideals
Loyalty is earned through action, not blood, rank, or patriotic speeches. A person who pays fairly and protects the powerless deserves more devotion than any crown.
Bonds
The surviving members of the Grey Ledger Company are his family. He sends them a share of every contract and is quietly hunting the noble financiers who betrayed them.
Flaws
He treats every promise as a contract and every contract as something that can be exploited. When frightened or uncertain, he becomes coldly transactional, even with people who need compassion rather than negotiation.
Quirks
Background
Varkóz Brecsek was born in a border town where half-elves were useful only when someone needed a message carried between two sides that distrusted each other. He learned early that a song could cross a checkpoint more easily than a sword, and that a well-timed joke could keep frightened recruits from breaking formation. By seventeen, he was serving as a camp musician, carrying orders in coded verses and entertaining soldiers who had stopped believing they would see home again. He eventually became the company’s negotiator, quartermaster, and unofficial morale officer, though he spent as much time choosing which contracts to refuse as he did winning battles. His old company was sold out by its commander during a retreat, leaving Varkóz with a handful of survivors and a ledger proving that several noble patrons had engineered the defeat. Now he works as a mercenary by choice rather than desperation. He takes contracts for pay, but he reads every clause aloud to the people being hired against, and he will abandon a wealthy employer the moment civilians become part of the target list. His songs are marching tunes stripped of glory, each one naming the dead and the price paid by those who gave the order.
“Now he works as a mercenary by choice rather than desperation.”
- Background
- Soldier
Connections
Species
Half-Elf
Media
0 imagesNo images yet.
Turn Varkóz Brecsek into a sheet
A high-res, share-ready sheet you can post or print.