Remove these ads. Join the Worldbuilders Guild

Varka "Ashfang" Virelatch

3 Level (0/2700 XP for level-up) Mire Scavenger Background Grizzlekin Race / Species / Heritage Lawful-Neutral Alignment
Vowbound (Paladin) - Oath of the Mire
Level 3
Hit Dice: 3/3
1d10+2 Class 1

STR
17
+3
DEX
10
+0
CON
14
+2
INT
8
-1
WIS
12
+1
CHA
14
+2
28
Hit Points
+0
Initiative (DEX)
16
Armor Class (AC)
+2
Prof. Bonus
30
Speed (walk/run/fly)
11
Passive Perception
Spellcasting ...
+4 Attack mod
CHA Ability
+2 Abi Mod
12 Save DC
+4 Expertise Bonus
+2 Proficiency Bonus
+3 Strength
+0 Dexterity
+2 Constitution
-1 Intelligence
+3 Wisdom
+4 Charisma
saving throws
+0 Acrobatics DEX
+1 Animal Handling WIS
-1 Arcana INT
+5 Athletics STR
+2 Deception CHA
-1 History INT
+3 Insight WIS
+2 Intimidation CHA
+1 Investigation INT
skills
+1 Medicine WIS
-1 Nature INT
+1 Perception WIS
+2 Performance CHA
+2 Persuasion CHA
-1 Religion INT
+0 Sleight of Hand DEX
+0 Stealth DEX
+3 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Greatsword +5 STR 2d6+3 slashing
Attacks

Spell Book

Cantrips

NAME AB CAST RNG DUR DMG CMP #
Poison Spray 1 action 10ft Instantaneous 1d12 poison
 Notes:You extend your hand toward a creature you can see within range and project a puff of noxious gas from your palm. The creature must succeed on a Constitution saving throw or take 1d12 poison damage. At Higher Levels: This spell’s damage increases by 1d12 when you reach 5th level (2d12), 11th level (3d12), and 17th level (4d12).

Level 1 Spells 2 slots

NAME AB CAST RNG DUR DMG CMP #
Cure Wounds 1 action Touch Instantaneous
 Notes:A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs. At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st.
Wrathful Smite 1 bonus action self Concentration, up to 1 minute 1d6 psychic extra
 Notes:The next time you hit with a melee weapon attack during this spell’s duration, your attack deals an extra 1d6 psychic damage. Additionally, if the target is a creature, it must make a Wisdom saving throw or be frightened of you until the spell ends. As an action, the creature can make a Wisdom check against your spell save DC to steel its resolve and end this spell.
Bless 1 action 30ft Concentration, up to 1 minute
 Notes:You bless up to three creatures of your choice within range. Whenever a target makes an attack roll or a saving throw before the spell ends, the target can roll a d4 and add the number rolled to the attack roll or saving throw. At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.
Shield of Faith 1 bonus action 60 feet Concentration, up to 10 minutes
 Notes:A shimmering field appears and surrounds a creature of your choice within range, granting it a +2 bonus to AC for the duration.

Mire-Blooded


You have resistance to poison damage and advantage on saving throws against being poisoned.


Relentless Endurance


When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can’t use this feature again until you finish a long rest.


Savage Resilience


You gain one extra damage die when rolling a crit


Grudgeborn


When you hit a creature with a melee attack, you can choose to deal additional damage equal to your proficiency bonus. You can use this ability a number of times equal to your Constitution modifier (minimum of once), regaining all uses on a long rest.


Scavenger's Instinct


You gain proficiency in either Survival or Sleight of Hand (your choice), and with tinker's tools.


Fighting Style


Great Weapon Fighting: Reroll 1s and 2s when rolling damage


SWAMPWALKER


You ignore difficult terrain in swampy or industrial terrain




Features & Traits

  • Greatsword
  • Chain Mail
  • Shield (Wooden)
  • Holy Symbol
  • Explorer's Pack
  • Alchemist's Supplies




Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 10, Platinum: 0 Money

Languages: Common, Guttertongue


Tool Proficiency: Alchemist’s Supplies




Languages & Proficiencies

Varka was born knee-deep in poison muck.


Her first breath tasted of rust and alchemy. Raised in a half-sunken hulk deep in the Mire — a derelict skyship now tangled in swamproots and draped in steam-vines — Varka learned to scavenge, fight, and patch wounds before she learned to write. Her mother, a blade-armed salvager, and her father, a disgraced Sanctaphraxian alchemist turned Mire-brewer, taught her to trust nothing but her own hands and the strength of steel.


The Mire twisted her like it twists all things. Vein-like scars glow faintly on her neck and shoulders. But unlike many of her kin, Varka was not content to just survive. She wanted to mean something. Not for glory — but to prove that even the broken and stained could rise.


Her turning point came during a skirmish between Mire-scavs and outlaw riggers. Varka stepped between the warring crews and took a harpoon meant for her sister. As she bled out in the sludge, hallucinating from flystone fumes, she saw a vision: a chain of skyships suspended in darkness, each one lit from within by a single flame. A voice — old and full of storm — told her:
“You are the link. Be strong. Do not break.”


She survived. She took it as a sign.


Since then, Varka has walked the Edge as a Paladin following the Oath of the Mire — her armor pieced from wrecks, her shield etched with the symbol of a broken shackle. Her code is not one of noble lords or holy light, but of grit, loyalty, and protection: “Hold the line. Shield the weak. Never bend to cruelty. Never break.”


Those who mistake her for a brute rarely make the mistake twice. Those who call her oath false or her blood impure… often find themselves on the wrong end of her greatsword.


She fights not for gods or kings, but for those like her — the forgotten, the castoffs, the ones clawing their way out of the murk.





Notes


™ & © Wizards of the Coast - D & D 5e Character Sheet v2.08, made by Tillerz - Updated: 2025-06-11
To print this sheet: Expand the spell book (if you have any entries there), then click "Print Sheet" at the top, select "Print to PDF" and format A3. Then print the resulting PDF to whichever format you need with "fit to page" selected.

The statblocks of your Weapons, armor and other important/magical equipment

The statblocks of your class features

Statblocks for your familiars, mounts etc.

Statblocks for race/species of the character.

Homebrew - The Edge Chronicles

Grizzlekin

The Grizzlekin are a hardy, fearsome people forged in the murk and chaos of the Mire — that shifting tangle of swamp, shipwrecks, and industrial runoff that stretches between the Deepwoods and Undertown. Descendants of outlaw skyfolk, swampborn alchemists, and scavengers twisted by the toxic influence of flystone residue and Mire-brewed elixirs, Grizzlekin are the edgewalkers of society — not quite accepted in the high towers of Sanctaphrax, and too dangerous to be welcome in simple woodland communities.

But they are survivors. Thick-skinned, sharp-eyed, and tougher than leather, the Grizzlekin don’t just endure the world of the Edge — they tear through it.

Appearance

Grizzlekin typically stand tall and imposing, between 5.5 to 7 feet, with rough, often scarred skin tones ranging from mossy green to bruise-purple and ash gray. Their features are often jagged or asymmetrical, marked by mutations: an extra knuckle, silvered pupils, thick fingernails, or vein-like scars that shimmer faintly with alchemical residue.

Hair is coarse, wiry, and often worn in practical styles or shaven entirely. Jewelry made from wreckage — bone, brass fittings, broken lensglass — is common.

Culture

Grizzlekin culture values grit, loyalty, and independence. Clan-like families often form around scavenger crews or shipwreck-holdings in the Mire, where leadership is earned through deed, not birthright. They are known to barter in favors, secrets, and salvage more often than coin.

Most are taught from a young age to fight, fix, and flee — to build from scrap, move unseen, and strike hard when cornered. Many become mercenaries, salvagers, or skyship riggers; others turn to piracy or outlaw alchemy. A few rare Grizzlekin rise through merit in the structured societies of Undertown or even Sanctaphrax, though they are viewed with suspicion and exotic fascination.

ability score increase: Your Strength score increases by 2 and your Constitution score increases by 1. Alternatively increase three of your choice by 1.
age: Grizzlekin mature quickly and burn bright. Most live to about 60, though few die of old age.
alignment: Often chaotic or neutral, Grizzlekin favor personal codes and survival over abstract law or good.
Size: Medium
speed: 30ft
Languages: You can speak, read, and write Common and Guttertongue — a patchwork dialect spoken in the Mire and among sky-pirates.
race features:

Mire-Blooded

You have resistance to poison damage and advantage on saving throws against being poisoned.

Relentless Endurance

When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can’t use this feature again until you finish a long rest.

Savage Resilience

You gain one extra damage die when rolling a crit

Grudgeborn

When you hit a creature with a melee attack, you can choose to deal additional damage equal to your proficiency bonus. You can use this ability a number of times equal to your Constitution modifier (minimum of once), regaining all uses on a long rest.

Scavenger's Instinct

You gain proficiency in either Survival or Sleight of Hand (your choice), and with tinker's tools.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Statblocks for your Trinkets, businesses, building, castles, empires.


Created by

FrederickFishman.

Statblock Type

Character Sheet (latest)

Link/Embed