Cael Varris
Cael Varris
Sheet
AC 16 · HP 28 · 30 ft.Saving throws
Skills
- AthleticsSTR
- InsightWIS
- IntimidationCHA
- MedicineWIS
- PersuasionCHA
- ReligionINT
Armor
Weapons
Tools
Languages
Features
17 featuresBonus action
- TraitAasimarCelestial Revelation, at level 3 you can use a Bonus Action to manifest a supernatural revelation that lasts 1 minute and can be used a number of times equal to your proficiency bonus per Long Rest.
Always on
- Vow of EnmityLevel 3
When Bonus Action
When a chosen foe must die, he marks it with supernatural certainty and pursues it relentlessly.
- Divine SmiteLevel 2
When When he hits with a melee weapon attack
He raises his halberd in judgment and lets radiant force crash into the target on the moment of impact.
- Abjure EnemyLevel 3
When Action
He calls down a frightful verdict that can unravel an enemy’s composure and expose its weakness.
- Lay on HandsLevel 1
When Action
He sacrifices healing reserve to keep an ally alive, usually with the same solemnity he once reserved for prayer.
- SpellcastingLevel 1
You can cast paladin spells using Charisma as your spellcasting ability. At 3rd level, you prepare a number of paladin spells equal to 4, and you can change your prepared spells after a Long Rest. You also have three 1st-level spell slots.
- Fighting StyleLevel 2
You have a Fighting Style, which grants you a martial technique. This paladin favors Great Weapon Fighting, making his halberd strikes more reliable when brute force is the only prayer left.
- Divine HealthLevel 3
You gain immunity to disease. The same divine power that once abandoned him now clings to his mortal body like an insult.
- Sacred OathLevel 3
When you swear the Oath of Vengeance, you gain access to oath spells and divine powers that focus on pursuit and punishment. He views his oath not as loyalty to a god, but as a weapon aimed back at divine injustice.
- Oath SpellsLevel 3
Oath Spells, always prepared: Bane and Hunter’s Mark. They do not count against the number of paladin spells you prepare.
- Channel DivinityLevel 3
You can channel divine power to compel fear and uncover hidden weakness in a chosen enemy. The target of his wrath is not merely fought, it is judged.
- TraitAasimarDarkvision, 60 ft.
- TraitAasimarCelestial Resistance, resistance to radiant and necrotic damage.
- TraitAasimarHealing Hands, you can restore hit points to yourself or another creature by touch a number of times equal to your proficiency bonus per Long Rest.
- TraitAasimarLight Bearer, you know the Light cantrip.
- TraitAasimarChosen Revelation, Radiant Soul, spectral wings unfurl and you gain a flying speed equal to your walking speed and the power to burn enemies with radiant force.
- Shelter of the FaithfulAcolyte
You know the rituals and networks of places of worship, and you can usually find shelter, modest aid, or a respectful hearing from people of faith who recognize your prior service.
Spells
6 spellsSpellcasting. Cael Varris casts with Charisma (spell save DC 13, to hit with spell attacks).
1st level (3 slots): , , , , ,
Gear
6 itemsWeapons
- HalberdA heavy polearm chosen as the character’s primary weapon, carried as both battlefield tool and grim symbol of judgment.
Armor
- Chain MailA suit of interlocking mail worn beneath priestly layers, practical enough for battle and plain enough for pilgrimage.
Gear
- Holy SymbolA sacred token from his village church, used as a focus for his spells.
- Explorer's PackA pack with bedroll, rations, waterskin, tinderbox, and other travel necessities.
- Prayer Book and IncenseSimple ritual items from his years in the church, carried like relics of a life that no longer exists.
- Pouch of CoinsA pouch containing the last coins and small offerings he took from the ruined sanctuary.
Appearance
A broad-shouldered aasimar with pale gold skin, dark hair worn short for convenience, and folded feathered wings that look almost ash-gray at rest, as if they have been singed by grief. He wears a weathered chain shirt beneath a travel-stained priestly vestment, carries a halberd sized like a village banner pole, and has the still, watchful posture of a man who learned that prayer does not always prevent violence. His eyes burn with a calm, unsettling light whenever anger rises.
Mannerisms
He speaks softly and precisely, as if still in church, but his eyes never stop measuring exits and angles. Before making a vow or a threat, he touches the holy symbol at his throat. When anger rises, his wings flex once, sharply, like a blade being drawn halfway from a sheath.
Personality
Quietly intense, relentlessly observant, and far more compassionate toward ordinary people than he first appears. He listens before he judges, but once he has judged an injustice, he becomes immovable. He is courteous to servants, mourners, and the injured, and cold toward anyone who hides cruelty behind doctrine.
Ideals
Justice should not belong to the powerful alone. If gods refuse to protect the innocent, then they do not deserve unquestioned reverence. He believes every abuse of authority must be answered, whether the abuser wears a crown, a uniform, or a halo.
Bonds
He keeps a cracked church token from his village wrapped in cloth inside his armor, and he will risk his life before letting anyone else dismiss the dead as acceptable collateral. He also bears a private, dangerous hope that his family’s souls were not truly abandoned, and that somewhere, somehow, the gods still have to answer for them.
Flaws
He cannot hear a god praised casually without feeling his pulse spike. He is quick to treat divine authority as hypocrisy until proven otherwise, and that suspicion can make him harsh with genuinely good clergy, healers, and messengers. When grief or fury takes him, he starts thinking in terms of punishment instead of people, and he knows that if he is not careful, he will become the kind of judge he despises.
Quirks
Background
He was born in a village that treated his wings as a blessing and a responsibility. His family never let that blessing become vanity. Instead, they raised him in the church, where he learned hymns before he learned his letters, and where the rhythm of bells, seasonal rites, and shared meals shaped the entire shape of his life. He expected to become a humble servant of the altar, someone who carried water, mended pew cushions, and offered comfort to the sick. He believed the gods were distant, but fair, and that patience was a kind of devotion. Then the dead came. The attack tore through the village faster than any prayer could keep pace with it. He begged, pleaded, and screamed for his family to be spared, but the heavens stayed silent. When he finally woke, everything had become ashes and silence, and standing among the ruin was a messenger of the deity he had trusted. The messenger told him the loss was for the best. Something in him broke, and something older and darker answered that break. In a burst of ruthless light and fury, he killed the messenger. Since that night he has sworn that no god is too high to judge, and no injustice too sacred to punish. He walks the world as a paladin of vengeance, not for a temple, but against the arrogance of power itself.
“He expected to become a humble servant of the altar, someone who carried water, mended pew cushions, and offered comfort to the sick.”
- Background
- Acolyte
Connections
Species
Aasimar
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