Garran Veyr
Garran Veyr
Sheet
AC 15 · HP 23 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingSTR
- ArcanaINT
- AthleticsSTR
- DeceptionCHA
- HistoryINT
- InsightWIS
- IntimidationCHA
- InvestigationINT
- MedicineWIS
- NatureINT
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- ReligionINT
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
13 featuresBonus action
- Hexblade's CurseLevel 1
When Bonus action, one creature within 30 feet
As a bonus action, curse one creature within 30 feet for 1 minute. Gain proficiency bonus to damage rolls against it, critical hits on a 19 or 20, and regain hit points when it dies. Once per short or long rest.
- Summon Pact Weapon
When Bonus action
As a bonus action, summon Black Oath to your hand or dismiss it into an extradimensional space.
- Otherworldly Patron, HexbladeLevel 1
Garran has made a pact with a mysterious sentient weapon from the Shadowfell. The weapon grants him supernatural power, and he can use Charisma for attack and damage rolls with a chosen weapon that lacks the two-handed property. His pact greatsword is his chosen weapon, and he can summon or dismiss it as a bonus action.
Always on
- Agonizing Blast
When On a hit with eldritch blast
When you hit with eldritch blast, add your Charisma modifier to the damage of each beam.
- Pact MagicLevel 1
Garran can cast warlock spells using Charisma as his spellcasting ability. He regain his two Pact Magic spell slots after a short or long rest.
- SpellcastingLevel 1
Garran knows two warlock cantrips and four warlock spells. His known spells are listed below.
- Eldritch InvocationsLevel 2
Garran can choose two eldritch invocations. Agonizing Blast adds his Charisma modifier to the damage of eldritch blast. Improved Pact Weapon allows his pact weapon to be used as a spellcasting focus, grants a +1 bonus to its attack and damage rolls, and allows it to be summoned as a shortbow, longbow, light crossbow, or heavy crossbow.
- Pact Boon, Pact of the BladeLevel 3
Garran can transform his pact weapon into a greatsword. He can summon it into his hand, dismiss it into an extradimensional space, and cannot be disarmed while holding it unless he is incapacitated.
- Hex Warrior ProficienciesLevel 1
Garran has proficiency with medium armor, shields, and martial weapons. His pact greatsword bears the title Black Oath, bestowed by his patron.
- TraitTieflingDarkvision, you can see in dim light within 60 feet as if it were bright light, and in darkness as if it were dim light, seeing only in shades of gray.
- TraitTieflingHellish Resistance, you have resistance to fire damage.
- TraitTieflingInfernal Legacy, you know the thaumaturgy cantrip. At 3rd level, you can cast hellish rebuke once per long rest as a 2nd-level spell. Charisma is your spellcasting ability for these spells.
- Military RankSoldier
He retains the respect and practical support of former military contacts. Soldiers, veterans, and allied organizations recognize his rank and may offer him temporary shelter, information, or assistance when his conduct does not violate their laws.
Spells
7 spellsSpellcasting. Garran Veyr casts with Charisma (spell save DC 13, to hit with spell attacks).
Cantrips (at will): ,
1st level: ,
2nd level (2 slots): , ,
Gear
12 itemsWeapons
- Black Oath, Pact GreatswordA pact weapon conjured through Pact of the Blade. It is a massive black greatsword with a dull, lightless edge and a pommel shaped like a closed iron eye. It functions as a greatsword and receives the benefits of Improved Pact Weapon.
- Light CrossbowA light crossbow suitable for ranged attacks when drawing the pact greatsword is impractical.
Armor
- Leather ArmorWorn but serviceable leather armor reinforced at the shoulders and ribs.
Tools
- Gaming SetA set of weighted knucklebones used for gambling and reading an opponent's nerves.
Gear
- 20×BoltsAmmunition for the light crossbow.
- Component PouchA leather-bound pouch containing the material components for Garran's spells.
- Scholar's PackA backpack containing a bedroll, mess kit, tinderbox, ten torches, ten days of rations, and a waterskin.
- Military InsigniaThe insignia of his former regiment, preserved on a strip of dark red cloth.
- Trophy from a Fallen EnemyA broken enemy standard captured during his service, kept as a reminder of a campaign that cost many lives.
- Common ClothesA worn set of common traveler's clothes.
- Belt PouchHis remaining military pay and bounty savings.
Purse
- 10×Gold PiecesCoin carried in the belt pouch.
Appearance
A weathered older man with a lean, powerful frame, ash-gray hair, a trimmed iron-colored beard, and the lined face of someone who has spent decades outdoors. At first glance he appears entirely human, with no visible horns, tail, or unusual skin color. His infernal nature reveals itself only when he calls upon his patron's power. In those moments, his eyes burn crimson, faint black markings spread across his face and hands, and a shadowy outline of horns appears around his head. He wears worn dark leather beneath a travel-stained gray cloak and carries a massive black greatsword that seems to drink in the surrounding light.
Mannerisms
Garran checks every doorway before sitting down and always positions himself with a wall at his back. He polishes Black Oath with a strip of old regimental cloth, even when the blade appears perfectly clean. When angered, he becomes unnaturally still, and his eyes briefly glow red before he forces the expression away.
Personality
Garran is quiet, observant, and professionally courteous, even toward people he dislikes. He studies a room before he studies a person, remembers small details about contracts, and rarely raises his voice. Beneath his controlled manner is a dry, gallows humor and a stubborn refusal to be intimidated by demons, nobles, monsters, or anyone else who believes fear is a form of authority.
Ideals
Survival. The world is cruel, and pretending otherwise only gets people killed. A person should face reality clearly, keep their word, and do what is necessary to endure without becoming needlessly monstrous.
Bonds
He still carries the insignia of his old regiment and quietly supports its surviving veterans. He has sworn to learn the true identity and purpose of his demonic father, though he fears the answer may prove that his blood is stronger than his conscience.
Flaws
He accepts dangerous work too readily, partly because he believes he has less to lose than younger people and partly because danger is the only place his fear feels useful. He is slow to trust anyone who shows him sympathy, and when his infernal powers emerge, he becomes secretive and ashamed. Garran can also be ruthlessly practical, abandoning a clean moral choice if he believes it will prevent a greater catastrophe.
Quirks
Background
Garran Veyr spent most of his life trying to look ordinary. His mother raised him in a frontier garrison town, where he learned early that people feared what they could not explain. His father was a demon, though Garran knew little of the creature beyond a name spoken in a dying man's confession. Whatever infernal blood slept within him remained hidden for decades. Garran served as a soldier, scout, and tracker, earning the rank of sergeant through patience, discipline, and a willingness to take the assignments others refused. He became known for bringing people back alive when possible, and bringing back proof when it was not.
“His mother raised him in a frontier garrison town, where he learned early that people feared what they could not explain.”
- Background
- Soldier
Connections
Species
Tiefling
Media
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