Varkon
Varkon
Sheet
AC 16 · HP 129 · 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
30 featuresAction
- ImpostorLevel 13
Varkon can use an action to create a disguise that changes his appearance, and can unfailingly imitate another person's behavior, speech, handwriting, and mannerisms after observing them for at least three hours. A creature can detect the deception only through an Intelligence (Investigation) check contested by Varkon's Charisma (Deception) check.
Bonus action
- Master of Tactics
When Bonus action.
Varkon takes the Help action as a bonus action. He can help an ally attack a creature within 30 feet if the ally can see or hear him.
- Crossbow Expert Volley
When After attacking with a one-handed weapon, use a bonus action to fire the hand crossbow.
Varkon fires two hand crossbow attacks in rapid succession when using Crossbow Expert and the Attack action.
- Cunning ActionLevel 2
Varkon can take a bonus action on each turn to Dash, Disengage, or Hide.
- Ability Score Improvement, Crossbow ExpertLevel 4
Varkon gains the Crossbow Expert feat. He can ignore the loading property of crossbows, fire a hand crossbow as a bonus action after attacking with a one-handed weapon, and does not suffer disadvantage for making ranged attacks while adjacent to hostile creatures.
- Soul of Deceit and Master of TacticsLevel 9
Varkon gains the Soul of Deceit feature. His thoughts cannot be read by telepathy or other means unless he allows it, he can present false thoughts if detected, and magic cannot compel him to tell the truth. He also gains the Master of Tactics feature, allowing him to use the Help action as a bonus action, including helping an ally attack a creature within 30 feet if the ally can see or hear him.
- MisdirectionLevel 17
Varkon can use his Master of Tactics Help action as a bonus action. His Misdirection feature allows him to redirect an attack that targets him to a creature he can see within 5 feet when that creature provides cover, causing the attack to target the chosen creature instead.
Reaction
- Uncanny DodgeLevel 5
When Reaction when an attacker Varkon can see hits him.
Varkon halves the damage from an attack that hits him.
Always on
- Sneak Attack
When Once per turn when Varkon has advantage, or when an ally is adjacent to the target and Varkon does not have disadvantage.
Varkon makes a precise strike against a distracted target, adding 9d6 damage once per turn when the attack qualifies for Sneak Attack.
- Stroke of Luck
When Once per short or long rest.
Varkon can convert a missed attack into a hit or treat a failed ability check as a 20.
- Expertise and Sneak AttackLevel 1
Varkon gains proficiency with light armor, simple weapons, hand crossbows, longswords, rapiers, and shortswords. He gains proficiency with thieves' tools and expertise in Stealth and thieves' tools. His Sneak Attack deals an extra 9d6 damage once per turn when he has advantage, or when an eligible enemy is adjacent to one of his allies and he does not have disadvantage.
- Mastermind, Master of IntrigueLevel 3
Varkon gains proficiency with the disguise kit and forgery kit. He can mimic the speech, writing, and behavior of another person, provided he has studied them for at least three hours. He gains the Master of Intrigue feature, allowing him to mimic speech patterns, accents, and mannerisms, and granting proficiency with the disguise kit, forgery kit, and one gaming set, plus two languages.
- ExpertiseLevel 6
Varkon gains Expertise in Investigation and Deception, doubling his proficiency bonus for checks using those proficiencies.
- Blindsense and EvasionLevel 7
Varkon can sense the presence of invisible creatures within 10 feet of him if he is not blinded or deafened. He also gains Evasion, taking no damage on a successful Dexterity saving throw against an effect that normally deals half damage, and half damage on a failure.
- Ability Score ImprovementLevel 8
Varkon increases his Dexterity by 1 and Charisma by 1, raising Dexterity to 20.
- Ability Score Improvement, SharpshooterLevel 10
Varkon gains the Sharpshooter feat. His ranged attacks ignore disadvantage from long range and half and three-quarters cover, and he can take a -5 penalty to hit for +10 damage on a hit.
- Reliable TalentLevel 11
Varkon's attacks are so precise that their damage cannot be reduced by features such as Uncanny Dodge, Blade Ward, or similar effects.
- Ability Score ImprovementLevel 12
Varkon increases his Constitution by 2, raising it to 16.
- Blindsense ImprovementLevel 14
Varkon gains proficiency in Wisdom saving throws.
- Slippery MindLevel 15
Varkon's Slippery Mind grants proficiency in Wisdom saving throws. This is already represented among his saving throw proficiencies.
- Ability Score Improvement, SharpshooterLevel 16
Varkon gains the Sharpshooter feat, allowing him to ignore long-range disadvantage and cover for ranged attacks, and to trade accuracy for increased damage with ranged weapons.
- Elusive and Stroke of LuckLevel 18
Varkon gains Elusive. No attack roll has advantage against him while he is not incapacitated. He also gains Stroke of Luck, allowing him to turn a missed attack into a hit or treat a failed ability check as a 20 once per short or long rest.
- TraitWood ElfDarkvision, 60 feet.
- TraitWood ElfFey Ancestry, advantage on saving throws against being charmed, and magic cannot put Varkon to sleep.
- TraitWood ElfTrance, Varkon meditates deeply for 4 hours instead of sleeping for 8 hours.
- TraitWood ElfKeen Senses, proficiency in Perception.
- TraitWood ElfFleet of Foot, walking speed is 35 feet.
- TraitWood ElfMask of the Wild, Varkon can attempt to hide when lightly obscured by natural phenomena.
- TraitWood ElfLongsword, shortsword, shortbow, and longbow proficiency from wood elf ancestry.
- Criminal ContactCriminal, Spy
Varkon has a reliable contact within the criminal underworld who can provide information, arrange introductions, or pass messages on his behalf, though the contact expects discretion and occasional favors.
Gear
13 itemsWeapons
- RapierA finely balanced melee weapon used for close work and silent defense.
- 2×DaggerA compact blade hidden in a wrist sheath.
- Hand crossbowA small hand crossbow with a folding stock and a leather-wrapped grip.
Armor
- Leather armorFlexible hardened leather armor, carefully repaired and darkened to avoid catching light.
Tools
- Thieves' toolsTools for opening locks and disabling traps.
- Forgery kitMaterials for creating false documents and imitating seals.
- Disguise kitA disguise kit containing cosmetics, hairpieces, clothing fragments, and small prosthetics.
- Gaming setA set of loaded dice, marked cards, and small gaming tokens.
Gear
- 20×Crossbow boltsShort bolts suitable for the hand crossbow.
- Burglar's packA burglar's pack containing a backpack, ball bearings, string, bell, candles, crowbar, hammer, pitons, hooded lantern, oil, tinderbox, rations, and waterskin.
- Common clothesA torn servant's uniform from the household where he was enslaved, kept as evidence rather than sentiment.
- Belt pouchA belt pouch containing coin stolen during his escape and later earned through espionage.
Purse
- 100×Gold piecesGold pieces carried at character creation under the rogue and criminal background packages.
Appearance
Varkon is a slender young wood elf with warm brown skin, gray-green eyes, and dark ash-blond hair worn in a loose braid. Both ears were deliberately cut to a short, rounded human length, leaving uneven scars along the edges. He dresses in softened leather armor beneath a weather-stained gray coat, with two narrow daggers hidden at his wrists and a compact hand crossbow secured beneath his arm. His movements are quiet and economical, shaped by years of learning when not to be noticed.
Mannerisms
He touches the scars at the tips of his ears whenever someone says the word civilized. Before entering a room, he silently counts the exits, windows, hinges, and people. When concentrating, he rolls a crossbow bolt between his fingers without looking at it.
Personality
Varkon is patient, observant, and quietly protective. He prefers plans with several exits and trusts consistent actions more than promises. He has a dry sense of humor that appears at the worst possible moments, especially when danger makes everyone else solemn. Though he dislikes being touched unexpectedly, he is careful to ask permission before touching others.
Ideals
Freedom is not a gift to be granted by the powerful. Every thinking creature has the right to choose where to stand, what to say, and whether to leave.
Bonds
He carries a broken brass clasp from the collar of the first prisoner he helped escape. He will risk almost anything to find the remaining captives from his old household, especially those whose ears were mutilated like his.
Flaws
Varkon cannot tolerate locked doors, collars, or anyone standing behind him. He lies reflexively when frightened, even when honesty would be safer, and he sometimes mistakes kindness for the beginning of a transaction.
Quirks
Background
Varkon was born among a small wood elf community that traveled between deep forest clearings, trading medicines, carved tools, and carefully guarded news. As a child, he was known less for his grace than for his habit of listening from impossible places. He could remember a stranger's boots by their tread and tell which adults were angry before they spoke. That talent became a liability when raiders captured him and sold him into a household that treated long-eared peoples as expensive curiosities. His owner cut his ears to what they called a human length, insisting that every enslaved elf, goblin, and other long-eared captive be made to look less like themselves. Varkon survived by becoming useful. He learned locks from storerooms, knots from harnesses, ledgers from discarded account books, and the habits of guards who believed a quiet servant was harmless. An older prisoner taught him to use a dagger, while a sympathetic smuggler showed him how to load and fire a small crossbow without making enough noise to wake a sleeping dog. His escape was not a dramatic revolt. It was a sequence of tiny thefts, altered records, misplaced keys, and whispered instructions that freed thirty-seven people over nine months. Now Varkon works as a rogue and clandestine liberator, using the network he built in captivity to dismantle trafficking routes from within. He refuses to call himself a hero. Heroes, he says, are people who were allowed to choose their own names.
“As a child, he was known less for his grace than for his habit of listening from impossible places.”
- Background
- Criminal, Spy
Connections
Species
Wood Elf
Media
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