Acolyte
Skill Proficiencies: Insight, Religion. Tool Proficiency: Calligrapher's Supplies. Feat: Magic Initiate (Cleric). Varek learned sacred forms, hymn-codes, and the anatomy of faith before he ever learned how to pray for mercy.
Skill Proficiencies: Insight, Religion. Tool Proficiency: Calligrapher's Supplies. Feat: Magic Initiate (Cleric). Varek learned sacred forms, hymn-codes, and the anatomy of faith before he ever learned how to pray for mercy.
As a Magic action, undead that can hear or see Varek within 30 feet must make a Wisdom save or become turned. Varek uses this as a ritualized purge, not compassion, and often times it to create a corridor for escape.
Medium humanoid. You have no darkvision. Human features are represented here as a disciplined, adaptable survivor shaped by hardship and study; Varek relies on careful planning, not innate gifts.
When Varek takes the Attack action, he can make one weapon attack as a Bonus Action. He uses this sparingly, preferring to let minions and terrain do the work before committing his own blade.
Varek has devoted training that supports battlefield control and exacting discipline. He keeps his formation tight, protects his evidence, and uses positioning as if it were a liturgy.
You gain two Cleric cantrips and one 1st-level Cleric spell that you can cast once per Long Rest without a spell slot. Your spellcasting ability for these spells is Wisdom.
When Varek makes an attack roll, he can add +10 to the roll after seeing the d20. He saves this for a decisive strike against a healer, scout, or isolated target.
Varek is trained to improvise under pressure, carrying records, notes, tools, and toxins with methodical care. He treats every scrap of information as a weapon.
You can cast prepared Cleric spells using Wisdom. Your spell save DC is 13 and your spell attack bonus is +5. You prepare 5 Cleric spells after each Long Rest.
Varek always has divine favor prepared. He can call on grim certainty to sharpen his strikes when escape is no longer possible.
Varek prepares 5 cleric spells each day. He typically swaps among command, healing word, inflict wounds, sanctuary, and detect magic or shield of faith depending on the scene. The Magic Initiate feat provides guidance, resistance, thaumaturgy, and one additional 1st-level cleric spell; for simplicity, the stat block above includes the feat cantrips and one practical 1st-level option in his prepared list.
A willing creature adds 1d4 to one ability check of its choice before the spell ends.
A willing creature adds 1d4 to one saving throw of its choice before the spell ends.
You create a minor supernatural effect, such as booming voices, trembling earth, or slamming doors.
You speak a one-word command to a creature; on a failed save, it must obey on its next turn if possible.
Your weapon attacks deal extra radiant damage for the duration.
A creature of your choice regains hit points at range. Varek uses it to keep cultists alive long enough to extract useful data.
Make a melee spell attack; on a hit, the target takes heavy necrotic damage. Varek favors this against cornered, exposed, or isolated foes.
A ward discourages enemies from attacking the warded creature unless they succeed on a Wisdom save. Varek uses it as a retreat tool or to shield a key witness.
Locate the quarry ledger chest hidden behind the false wall of Varek’s field office. The heroes might find it through interrogation, clues in shipment marks, or a follow-up raid on the laboratory.
Steal the ledger intact
Burn the ledger before anyone can read it
Track the beast to its holding pen, chain line, or feeding pit. The site should reveal Varek’s ritualized handling methods, his notes on dosage, and the animal’s growing panic response.
Rescue the beast
Kill the beast to end the threat
Return to the chapel undercroft and recover the marked records, residues, and ritual notes Varek left behind.
Leave the chapel sealed and untouched
Open every sealed chamber and expose the truth
Varek must decide whether to flee, surrender, or burn his own network to prevent capture.
Varek can abandon the beast, attempt to save it, or kill it himself to deny the heroes a witness.
He can accept the evidence, deny it, or insist the losses were necessary.
May hesitate or retreat if confronted with living victims and proof of collateral damage.
Switches from stable positioning to emergency escape planning.
Loses credibility with wavering followers if publicly challenged.
May offer practical deals instead of ideological sermons.
Loyalty of cultists may weaken or splinter after witnessing his choice.
If he saves someone, his retreat path becomes slower and more visible.
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