Kezka Varga
Kezka Varga
Sheet
AC 18 · HP 21 · 20 ft. while wearing chain mail, 30 ft. otherwiseSaving 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
20 featuresAction
- Channel Divinity, Radiance of the DawnLevel 2
As an action, she presents her holy symbol and releases sunlight. Each hostile creature within 30 feet must make a Constitution saving throw, taking 2d10 plus her cleric level radiant damage on a failed save, or half as much on a successful one. Magical darkness in the area is dispelled.
Reaction
- Warding FlareLevel 1
When A creature she can see within 30 feet attacks her.
She twists light around herself, imposing disadvantage on an attack against her from a creature within 30 feet.
Always on
- Sacred Flame
When An enemy within 60 feet is visible and needs to be injured.
A burst of divine flame strikes one creature within 60 feet that she can see. The target must make a Dexterity saving throw or take 1d8 radiant damage.
- Radiance of the Dawn
When Several hostile creatures or magical darkness threaten nearby allies.
She invokes her holy symbol and releases a wave of sunlight, dealing radiant damage to hostile creatures within 30 feet and dispelling magical darkness.
- Fire Bolt
When A distant enemy is within 120 feet and she wants a reliable ranged attack.
She points toward a hostile creature, causing a mote of flame to streak toward it. The target must make a Dexterity saving throw or take 1d10 fire damage.
- SpellcastingLevel 1
She can cast cleric spells using Wisdom as her spellcasting ability. She prepares a number of cleric spells equal to her Wisdom modifier plus her cleric level, and can use a holy symbol as a spellcasting focus.
- Divine Domain, Light DomainLevel 1
She gains features from the Light Domain. Her domain spells are always prepared and do not count against the number of cleric spells she can prepare.
- Channel DivinityLevel 2
She can use a holy symbol to channel divine energy. She can use Channel Divinity once between rests, regaining the ability after a short or long rest.
- Turn UndeadLevel 2
When she presents her holy symbol, each undead that can see or hear her within 30 feet must make a Wisdom saving throw. On a failed save, the creature is turned for 1 minute or until it takes damage. A turned creature must spend its turns moving away from her and cannot willingly move within 30 feet of her.
- Destroy Undead, Not Yet ActiveLevel 2
When she reaches 5th level, her Turn Undead feature destroys undead of challenge rating 1/2 or lower. This feature is listed here as part of her acquired Channel Divinity progression, but it is not yet active at level 3.
- Light Domain Bonus ProficienciesLevel 1
She learns the sacred flame cantrip, which does not count against her cleric cantrips known. She also gains proficiency with heavy armor.
- Cleric TrainingLevel 1
She has learned to fight with a mace, light crossbow, and other simple weapons, and is trained to wear light and medium armor and use shields.
- TraitHigh ElfDarkvision, she can see in dim light within 60 feet as if it were bright light, and in darkness as if it were dim light. She cannot discern color in darkness, only shades of gray.
- TraitHigh ElfFey Ancestry, she has advantage on saving throws against being charmed, and magic cannot put her to sleep.
- TraitHigh ElfTrance, she does not need to sleep and can complete a long rest in 4 hours by meditating deeply.
- TraitHigh ElfKeen Senses, she is proficient in the Perception skill.
- TraitHigh ElfElf Weapon Training, she is proficient with the longsword, shortsword, shortbow, and longbow.
- TraitHigh ElfCantrip, she knows the Fire Bolt cantrip, using Intelligence as her spellcasting ability.
- TraitHigh ElfExtra Language, she can speak, read, and write one additional language, Dwarvish.
- City SecretsUrchin
She knows the secret patterns and shortcuts of cities, can find passages through urban environments, and can locate food, shelter, and other basic necessities for herself and her companions when in a settlement.
Spells
12 spellsSpellcasting. Kezka Varga casts with Wisdom (spell save DC 12, to hit with spell attacks).
Cantrips (at will): , ,
1st level (4 slots): , , , ,
2nd level (2 slots): , , ,
Gear
12 itemsWeapons
- MaceA simple one-handed weapon with a weighted head, suitable for close combat.
- Light CrossbowA ranged weapon with 20 bolts. She is proficient with it through her cleric equipment training.
- DaggerA small knife kept hidden in an easy-to-reach pocket.
Armor
- ShieldA wooden shield bearing a small painted sunburst. While wielded, it grants a +2 bonus to AC.
- Chain MailChain mail armor providing 16 AC. It imposes disadvantage on Dexterity (Stealth) checks and requires Strength 13 to avoid a speed reduction. Her Strength is 12, so her speed is reduced by 10 feet while wearing it.
Tools
- Thieves' ToolsTools for bypassing simple locks and traps. She is proficient with them from her Urchin background.
- Disguise KitCosmetics, wigs, false facial hair, and other materials used to alter her appearance. She is proficient with this kit from her Urchin background.
Gear
- 20×Crossbow BoltsAmmunition for her light crossbow.
- Holy SymbolA holy symbol used as a divine spellcasting focus, shaped as a small sunburst.
- Priest's PackIncludes a backpack, bedroll, mess kit, tinderbox, ten torches, ten days of rations, and a waterskin.
- Common ClothesPlain, patched clothing suitable for a street urchin who has learned to look forgettable.
Purse
- Pouch of GoldCoins saved from odd jobs, petty theft, and small acts of charity from strangers.
Appearance
A pale, beautiful high elf with long blonde hair, fine angular features, and a narrow face that seems almost luminous in candlelight. She dresses in practical, weather-worn clothing beneath chain mail, with a sunburst holy symbol worn over her heart. Her eyes constantly travel across a room, measuring exits, hands, shadows, and possible threats. Within a minute of meeting her, most people notice her voice first. It is soft and carefully controlled, but when she is frightened or angry, her breathing becomes audible and her words arrive in quick, clipped bursts. She keeps one sleeve tied with a strip of faded red cloth, a remnant from the first person who ever showed her kindness.
Mannerisms
She pauses beside every doorway, glancing up, down, and behind her before entering. When listening, she tilts her head slightly and watches the speaker's hands instead of their face. In a fight, her breathing becomes sharp and rhythmic, almost like a whispered prayer. After casting a spell, she taps two fingers against her holy symbol as if checking that it is still there.
Personality
She is alert, irreverent, and compassionate in ways that often surprise people. She speaks to the poor and dangerous without condescension, but treats polished officials as potential criminals until they prove otherwise. She loves sudden plans, impossible odds, and the moment when a frightened person realizes they are not alone. Beneath her confidence is a quiet hunger to belong somewhere without having to earn the right every day.
Ideals
Mercy is an act of defiance. The world may be chaotic and cruel, but every person deserves at least one chance to choose something better.
Bonds
The abandoned shrine where she first learned compassion is her true home. She will risk almost anything to protect sanctuaries, street children, and people who have been discarded by respectable society.
Flaws
She is suspicious of calm authority and assumes that anyone offering easy safety has concealed a price. She can mistake recklessness for courage, especially when someone weaker is being threatened. Her deepest fear is that the goodness in her is not a choice at all, but merely another form of manipulation she has not yet recognized.
Quirks
Background
She remembers no true home, only what she calls the brink of nowhere. Her earliest clear memories are of narrow alleys, shuttered rooms, criminal gangs, and adults who treated kindness as a weakness to be exploited. She does not know which elven community she came from, who her parents were, or whether she was abandoned, stolen, or simply lost. The only certainty in those memories is the presence of evil, surrounding her so completely that it should have shaped her into something cruel. Instead, some stubborn goodness survived. Perhaps it came from an old beggar who shared half a crust with her, a dying watchman who taught her that a shield could protect more than its bearer, or perhaps it was always hers. When she finally found a neglected shrine to a sun deity, she began sleeping beneath its steps and cleaning its cracked altar. The shrine's priest recognized both her talent and her fury, teaching her that light was not the absence of darkness, but something carried deliberately into it. Now she travels as a cleric of the Light Domain, seeking the places where criminals, tyrants, and monsters have made people afraid to hope. She does not know where she came from, but she knows what she intends to become. If chaos is part of her destiny, she will turn it against those who use order as an excuse for cruelty.
“Her earliest clear memories are of narrow alleys, shuttered rooms, criminal gangs, and adults who treated kindness as a weakness to be exploited.”
- Background
- Urchin
Connections
Species
High Elf
Media
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