Tarzel Voth
Tarzel Voth
Sheet
AC 18 · HP 60 · 30 ft.Saving throws
Skills
- AthleticsSTR
- MedicineWIS
- PersuasionCHA
- ReligionINT
Armor
Weapons
Tools
Languages
Features
17 featuresAction
- Divine SenseLevel 1
You can use an action to sense the presence of celestials, fiends, and undead within 60 feet of you, not behind total cover, up to 4 times per long rest.
- Divine HealthLevel 3
You can use an action to touch a creature and end a disease affecting it.
- Nature's WrathLevel 3
You can use Channel Divinity to bind a foe with spectral vines or roots. As an action, one creature you can see within 10 feet must make a Strength save or be restrained for 1 minute, repeating the save at the end of each turn.
- Extra AttackLevel 5
You can attack twice, instead of once, whenever you take the Attack action on your turn.
- Breath WeaponDragonbornYou can use your action to exhale destructive fire in a 15-foot cone. Each creature in the area must make a Dexterity saving throw, taking 2d6 fire damage on a failed save or half as much on a success. After you use it, you cannot use it again until you finish a short or long rest.
Always on
- Breath Weapon
When Action
Tarzel exhales a line or cone of searing gold flame, burning enemies with his draconic bloodline.
- Lay on HandsLevel 1
You have a pool of healing power that replenishes when you finish a long rest. You can restore a total of 35 hit points per long rest, and you can spend 5 hit points from the pool to cure one disease or neutralize one poison affecting a creature.
- Fighting Style, DuelingLevel 2
At 2nd level, you adopted the Dueling style, gaining a +2 bonus to damage rolls when you wield a melee weapon in one hand and no other weapons.
- Divine SmiteLevel 2
When you hit a creature with a melee weapon attack, you can expend a spell slot to deal radiant damage in addition to the weapon's damage, with extra damage based on the slot level.
- Sacred OathLevel 3
You swore the Oath of the Ancients, embracing preservation of life, beauty, and hope.
- Turn the FaithlessLevel 3
You can use Channel Divinity to turn fey and fiends. Each fey or fiend within 30 feet that can see or hear you must make a Wisdom save or be turned for 1 minute, or until it takes damage.
- Ability Score ImprovementLevel 4
At 4th level, you gained an ability score improvement or feat. This build assumes the ability score improvement was already applied to your starting scores only if needed; no additional change beyond the listed scores is included here.
- Aura of ProtectionLevel 6
You and friendly creatures within 10 feet of you gain a bonus to saving throws equal to your Charisma modifier, as long as you are conscious.
- Aura of WardingLevel 7
You and friendly creatures within 10 feet of you have resistance to damage from spells.
- Draconic Ancestry, GoldDragonbornYou have resistance to fire damage.
- Damage ResistanceDragonbornYou have resistance to fire damage.
- DiscoveryHermit
Tarzel discovered a deeper truth during his years of isolation, a hard-won insight that gave his life clarity and purpose. He can draw on that revelation, and others often sense that he carries a rare calm born from long reflection.
Spells
7 spellsSpellcasting. Tarzel Voth casts with Charisma (spell save DC 14, to hit with spell attacks).
1st level (4 slots): , , , ,
2nd level (3 slots): ,
Gear
9 itemsWeapons
- LongswordA versatile melee weapon chosen for long service and close defense.
- 5×JavelinBalanced throwing spears for hunting and battlefield utility.
Armor
- Chain MailHeavy armor that Tarzel keeps cleaned and repaired, practical rather than ornate.
- ShieldA worn shield bearing a simple holy symbol, scuffed from travel and old battles.
Tools
- Herbalism KitA small herbalism kit used during his hermit years to treat wounds and make bitter teas.
Gear
- Holy SymbolA symbol of Tarzel's devotion, carried openly or worked into his shield.
- Explorer's PackIncludes a backpack, bedroll, mess kit, tinderbox, torches, rations, and waterskin.
- Prayer Book and Bundle of IncenseA rough devotional keepsake from his years in isolation, consistent with the hermit background.
- Common ClothesA set of simple clothes and a rough cloak for living in the wild.
Appearance
Tarzel Voth is a broad-shouldered gold dragonborn with sun-bright scales dulled by old scar lines and years of hard weather. One horn has a subtle chip near the tip, and the other is wrapped in worn leather cord from a battlefield memento. He keeps his once-practical soldier's hair worn in a short crest, his beard neatly braided with simple wooden beads, and his eyes are steady, watchful, and kind. He wears chain mail that has been repaired more than once, a weathered shield marked with a humble holy emblem, and a hermit's travel cloak that still smells faintly of pine smoke and rain.
Mannerisms
Tarzel speaks slowly, as if weighing each word before it is allowed to leave his mouth. He tends to fold his arms behind his back when thinking, and when he is troubled he rubs the leather cord around his chipped horn. In conversation, he often turns his head slightly as though listening for a distant alarm that everyone else has missed.
Personality
Calm, disciplined, and unexpectedly gentle, Tarzel treats every living thing as if it is one poor choice away from ruin. He is patient with the frightened, stern with bullies, and quietly amused by small comforts he once denied himself. He prefers practical kindness over grand speeches and will spend an hour mending a stranger's harness before praising himself for heroism.
Ideals
Mercy with strength. Power means little unless it protects the weak and restrains the cruel. A just law should shelter the innocent, and a noble title should be proven by service rather than privilege.
Bonds
He owes his life to the unnamed hermit who taught him how to live with his regrets, and he keeps that teacher's memory alive by helping those who have nowhere else to turn. He is also bound to the common folk of the border town that fed him when he emerged from the wilds, and he will not let its people be prey while he still draws breath.
Flaws
Tarzel is so used to enduring hardship that he sometimes refuses help until he is nearly spent, as if accepting aid were a moral failure. He also struggles to let old enemies remain old, and when he sees cruelty repeated, his patience can harden into a grim, judgmental silence that unnerves allies who expected mercy to be easy.
Quirks
Background
Tarzel Voth once wore a soldier's tabard and carried orders like any other disciplined spear in the line. He served long enough to learn that victory was not won only by steel, but by restraint, mercy, and knowing when to stand between the frightened and the furious. When the wars around his homeland ended, he did not return to city life. He walked into the wild hills instead, choosing a decade of silence, hunting, prayer, and hard-earned solitude. In those years, he became a hermit by habit and a watcher by calling, feeding lost travelers, tending the sick when he found them, and putting down beasts or bandits with the same unwavering patience.
“When the wars around his homeland ended, he did not return to city life.”
- Background
- Hermit
Connections
Species
Dragonborn
Media
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