Mikheil Vardani
Mikheil Vardani
Sheet
AC 19 · HP 61 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingWIS
- ArcanaINT
- AthleticsSTR
- DeceptionCHA
- HistoryINT
- InsightWIS
- IntimidationCHA
- InvestigationINT
- MedicineWIS
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- ReligionWIS
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
15 featuresAction
- Extra AttackLevel 5
When When taking the Attack action
Make two attacks whenever you take the Attack action.
Bonus action
- Second WindLevel 1
When On your turn when injured
As a bonus action, regain 1d10 + 7 hit points. Once used, recharge after a short or long rest.
- Fighting SpiritLevel 3
When On your turn before attacking
Gain advantage on all weapon attacks until the end of the turn and gain 5 temporary hit points. Three uses, regain one after a short or long rest.
Always on
- Action SurgeLevel 2
When On your turn
Take one additional action on your turn. Once used, recharge after a short or long rest.
- Fighting Style: DefenseLevel 1
You adopt the Defense fighting style. While wearing armor, you gain a +1 bonus to AC.
- Elegant CourtierLevel 7
You gain proficiency in Wisdom saving throws. You also add your Wisdom modifier to any Charisma check you make to persuade.
- Ability Score Improvement: Heavy Armor MasterLevel 4
You gain one additional ability score improvement. Mikheil selected Heavy Armor Master, increasing Strength by 1. While wearing heavy armor, bludgeoning, piercing, and slashing damage from nonmagical weapons is reduced by 3.
- Ability Score ImprovementLevel 6
You gain one additional ability score improvement. Mikheil increased Wisdom by 2, raising it to 16.
- Martial Archetype: SamuraiLevel 3
You gain proficiency with martial weapons and shields through your fighter training, and your Samurai archetype grants the disciplined combat features described above.
- TraitHalf-ElfDarkvision, see in dim light within 60 feet as if it were bright light, and darkness as if it were dim light.
- TraitHalf-ElfFey Ancestry, advantage on saving throws against being charmed, and magic cannot put you to sleep.
- TraitHalf-ElfSkill Versatility, proficiency in two skills of your choice, Perception and Survival.
- TraitHalf-ElfTwo extra points of Charisma and one point each in Strength and Wisdom.
- TraitHalf-ElfYou can speak, read, and write Common, Elvish, and one additional language.
- Position of PrivilegeNoble
You are welcome in high society, and common folk are inclined to treat you with deference. You can secure an audience with a local noble if necessary, though your ruined kingdom and withdrawn state often make such meetings uncomfortable.
Gear
10 itemsWeapons
- LongswordA longsword with a plain leather grip and a blade marked by heat scars from the apocalypse.
- Light crossbowA light crossbow used more often as a walking rest than as a weapon.
Armor
- Chain mailA suit of interlocking metal rings, maintained with ritual care despite its age.
- ShieldA battered steel shield bearing the nearly erased crest of House Vardani.
Gear
- 20×Crossbow boltsIron-headed bolts carried in a wooden case.
- Dungeoneer's packA pack containing bedroll, tinderbox, rations, waterskin, rope, mess kit, and other travel necessities.
- Fine clothesTailored but faded clothing from the court of the dead kingdom.
- Signet ringA signet ring bearing the damaged seal of House Vardani.
- PurseThe remains of his family fortune, kept in a tied leather pouch.
- Scroll of pedigreeA weather-stained scroll of lineage and royal appointment, signed by a monarch who no longer exists.
Appearance
A tall, broad-shouldered half-elf with weathered olive skin, dark hair gone heavily silver at the temples, and quiet gray-green eyes. His once-fine features have settled into a permanently tired expression. He wears carefully repaired chain mail beneath a faded blue surcoat, carries a battered shield bearing the scraped-away emblem of his lost kingdom, and keeps his sword polished despite rarely drawing it. His posture is rigid when standing, but he spends most days seated beneath the same dead cypress tree, armor slowly gathering dust around him.
Mannerisms
Mikheil sits with his hands folded over the pommel of his sheathed sword, facing the old road. He answers questions after long silences, as though consulting people who are no longer present. When someone makes a promise, he turns his head slightly and studies their mouth rather than their eyes.
Personality
Mikheil is calm, courteous, and profoundly tired. He speaks to peasants and nobles with the same formal respect, remembers small details about strangers, and offers practical advice without pretending that life is fair. He rarely laughs, but when he does, it is quiet and surprised, as if the sound came from someone else.
Ideals
Duty. An oath does not become meaningless simply because the person or nation it served has died. The living deserve someone who remembers what was promised.
Bonds
The ruined shield of House Vardani is the last surviving symbol of his kingdom. He will protect anyone who bears its crest, even if they are impostors, descendants of enemies, or people he believes cannot be saved.
Flaws
He mistakes resignation for wisdom and often refuses help because accepting it would mean admitting that his vigil has accomplished nothing. When forced to choose between saving living people and preserving the memory of the dead, he may hesitate long enough to endanger both.
Quirks
Background
Mikheil Vardani was born to a half-elven noble house that served as hereditary wardens of a mountain kingdom where stone towers clung to red cliffs and winter roads were guarded by oath-bound knights. He was trained to ride, judge disputes, and hold a gate against impossible odds. His instructors praised his patience more than his swordplay. By adulthood, Mikheil had become a high knight, entrusted with the king's standard and the defense of the western passes. He was respected because he remembered every promise made in his presence, and feared because he never forgot one broken. Then the apocalypse came. The sky burned white for nine days, the rivers ran backward through the valleys, and something vast moved beneath the capital. Mikheil led the surviving court to a fortress above the clouds, but the kingdom below was swallowed by ash, silence, and a horizon that never stopped glowing. When the last refugees departed to seek safer lands, Mikheil remained behind at the foot of the ruined road. He placed his shield against the cypress tree, sat beneath it, and declared that a knight without a kingdom had no farther duty to perform. Years have passed. He still watches the road, still cleans his sword, and still rises without hesitation when someone approaches wearing the colors of his dead house.
“He was trained to ride, judge disputes, and hold a gate against impossible odds.”
- Background
- Noble
Connections
Species
Half-Elf
Media
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