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Kestrel Vargan - AI-generated fantasy Character

Kestrel Vargan

High Elf · Wizard (School of Divination) · Level 10 · Sage

Kestrel Vargan

Kestrel is patient, observant, and unfailingly courteous, but his attention is always divided between the present moment and several possible versions of what might happen next.
AC11
HP42/42
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 11 · HP 42 · 30 ft.
AlignmentNeutral GoodGenderMaleAge132 years old
STR
DEX
CON
INT
WIS
CHA

Saving throws

STRDEXCONINTWISCHA

Skills

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

Weapons

Daggers,
Darts,
Slings,
Quarterstaffs,
Light crossbows,
Longswords,
Shortswords,
Shortbows,
Longbows

Tools

None

Languages

Common,
Elvish,
Draconic,
Dwarvish

Features

17 features

Bonus action

  • Cantrip FormulasLevel 4

    Kestrel can cast one wizard cantrip as a bonus action instead of an action. After using this feature, he cannot do so again until he finishes a short or long rest.

Always on

  • PortentLevel 2

    When Before a creature Kestrel can see makes an attack roll, saving throw, or ability check

    Kestrel predicts a creature's immediate future, forcing it to use one of the two d20 results recorded after his last long rest in place of an attack roll, saving throw, or ability check.

  • SpellcastingLevel 1

    Kestrel is a 10th-level wizard. He can cast wizard spells using Intelligence as his spellcasting ability. He has a spellbook, can prepare a number of wizard spells equal to his Intelligence modifier plus his wizard level, and can ritual cast wizard rituals from his spellbook without preparing them.

  • Arcane RecoveryLevel 1

    Once per day when he finishes a short rest, Kestrel can recover expended spell slots with a combined level of 5 or less. No slot recovered can be 6th level or higher.

  • Divination SavantLevel 2

    Kestrel has chosen the School of Divination. Divination spells of 1st level or higher learned through wizard levels cost half the normal time and gold to copy into his spellbook.

  • Ability Score ImprovementLevel 4

    Kestrel can increase one ability score by 2, or two ability scores by 1, following the normal ability score maximum rules. He used this improvement to increase Intelligence by 2, raising it from 11 to 11 is not possible, so this feature instead represents an additional training choice: Intelligence increases by 1 and Wisdom increases by 1, resulting in Intelligence 12 and Wisdom 11.

  • Expert DivinationLevel 6

    When Kestrel casts a divination spell of 2nd level or higher using a spell slot, he regains one expended spell slot. The slot must be lower than the spell he cast and cannot be higher than 5th level.

  • Third EyeLevel 10

    Kestrel can choose one of the following benefits when he finishes a short or long rest: darkvision out to 60 feet, ethereal sight within 60 feet for 10 minutes, the ability to read any language for 1 hour, or proficiency in Wisdom saving throws for 1 hour.

  • SpellbookLevel 1

    Kestrel can add two wizard spells to his spellbook whenever he gains a wizard level, provided the spells are of a level for which he has spell slots. He can also copy additional wizard spells into his spellbook from written magical sources.

  • TraitHigh ElfDarkvision, can see in dim light within 60 feet as if bright light and in darkness as if dim light.
  • TraitHigh ElfKeen Senses, proficiency in the Perception skill.
  • TraitHigh ElfFey Ancestry, advantage on saving throws against being charmed, and magic cannot put him to sleep.
  • TraitHigh ElfTrance, he meditates deeply for 4 hours instead of sleeping for 8 hours.
  • TraitHigh ElfElf Weapon Training, proficiency with longswords, shortswords, shortbows, and longbows.
  • Cantrip, one cantrip from the wizard spell listHigh ElfKestrel knows Fire Bolt.
  • TraitHigh ElfAbility Score Increase, Dexterity increases by 2 and Intelligence increases by 1.
  • ResearcherSage

    If Kestrel does not know a piece of information, he usually knows where and from whom it can be obtained. He can locate a library, scholar, archive, or other source of lore, provided the information exists somewhere in the world.

Spells

17 spells

Spellcasting. Kestrel Vargan casts with Intelligence (spell save DC 12, 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): ,

Gear

12 items

Weapons

  • Dagger
    A small knife suitable for utility work and self-defense.

Gear

  • Arcane focus, crystal
    A simple magical focus used to channel wizard spells.
  • Spellbook
    A durable leather-bound spellbook containing Kestrel's researched spells and working notes.
  • Component pouch
    A small pouch containing 10 gold pieces.
  • Scholar's pack
    A scholar's pack containing a backpack, a book of lore, a bottle of ink, an ink pen, ten sheets of parchment, a little bag of sand, and a small knife.
  • Book of lore
    A separate book of historical accounts and translated fragments.
  • Ink
    A small bottle for writing spell notes and copying texts.
  • Ink pen
    A writing instrument for scholarly work.
  • 10×
    Parchment
    Clean writing material for notes, diagrams, and magical formulae.
  • Sand
    Fine sand used in certain divination exercises.
  • Letter from a dead colleague
    A small chest containing a dead colleague's unanswered research questions.

Purse

  • 10×
    Gold pieces
    A pouch containing 10 gold pieces.

Appearance

Kestrel Vargan is a tall, lean high elf with pale bronze skin, tightly curled dark copper hair, and calm gray-green eyes. He wears layered blue-gray robes reinforced with practical leather at the shoulders and cuffs, with a spellbook secured beneath his left arm by a braided cord. He stands with his weight balanced on the balls of his feet, as if perpetually preparing to step aside from an invisible hazard. Within a minute of meeting him, most people notice that he repeatedly checks the cord securing his spellbook, even while speaking, often without realizing he is doing it.

Mannerisms

He keeps his body angled slightly toward the nearest exit and checks the braided cord around his spellbook whenever conversation turns uncertain. Before answering a difficult question, he silently counts three heartbeats with his thumb against his knuckles.

Personality

Kestrel is patient, observant, and unfailingly courteous, but his attention is always divided between the present moment and several possible versions of what might happen next. He asks precise questions, remembers obscure details, and becomes unexpectedly warm around apprentices, translators, and anyone whose work has been dismissed as insignificant.

Ideals

Truth. A fact does not become less true because it is dangerous, inconvenient, or politically expensive. Knowledge should protect the vulnerable, not merely decorate the powerful.

Bonds

The surviving tablet fragment from the destroyed observatory is entrusted to him, and he will risk almost anything to recover the rest of the collection. He also feels responsible for the apprentices and junior scholars who were scattered after the attack.

Flaws

Kestrel treats uncertainty as a personal failure and can become reckless when a mystery resists his methods. He is also inclined to trust written evidence over living testimony, even when the witness is plainly more reliable than the document.

Quirks

He gives every important object a temporary name, including spell components and borrowed chairs.
He writes possible outcomes in the margins of books, then crosses them out once events occur.
He dislikes perfectly symmetrical arrangements because they make him suspect someone is concealing a pattern.
He occasionally answers a question with a date, location, or probability before answering in ordinary language.

Background

Kestrel Vargan was raised in a high elven border observatory where scholars mapped the movement of stars, weather, and magical disturbances across the eastern ranges. His family expected him to become a quiet archivist, but Kestrel became fascinated by the gaps in the records, especially the recurring intervals when entire villages vanished from official histories. He began studying divination, not to predict grand destinies, but to notice the small warnings that powerful people preferred to overlook. His research led him to a sealed collection of pre-imperial tablets written in a cipher that blended elven notation with older Caucasian trade marks. Translating them revealed evidence that a respected provincial ruler had deliberately erased several magical disasters from the historical record. Kestrel exposed part of the conspiracy, but the archive was attacked before he could secure all the tablets. He escaped with one fragment and a conviction that knowledge is a duty, not a possession. Now he travels as a scholar-adventurer, pursuing the missing records, helping people who have been ignored by official histories, and using his glimpses of possible futures to prevent tragedies before they become legends.

“He began studying divination, not to predict grand destinies, but to notice the small warnings that powerful people preferred to overlook.”
From their backstory
Background
Sage

Connections

Species

High Elf

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