Mzekr Talfen
Mzekr Talfen
Sheet
AC 12 · HP 20 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingWIS
- ArcanaINT
- AthleticsSTR
- AthleticsSTR
- DeceptionCHA
- HistoryINT
- InsightWIS
- IntimidationCHA
- InvestigationINT
- MedicineWIS
- NatureINT
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- ReligionINT
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
22 featuresAlways on
- Eldritch Blast
When As an Action, ranged spell attack
You launch a beam of crackling eldritch power at a creature within range. On a hit, it takes 1d10 force damage, with Agonizing Blast adding your Charisma modifier to the damage.
- Pact Familiar Bond
When After casting Find Familiar
You touch one willing creature, yourself included, and create a magical bond that lets you communicate telepathically with your familiar while it is within 1 mile. You can also perceive through its senses.
- Dark One's BlessingLevel 3
When When a qualifying enemy reaches 0 Hit Points
When an enemy drops to 0 Hit Points, you gain 2 temporary Hit Points. This also works when an ally drops an enemy within 10 feet of you.
- Pact MagicLevel 1
You have learned to draw on the magic of an otherworldly patron. You know two Warlock cantrips and can prepare four Warlock spells of level 1 or higher. Charisma is your spellcasting ability, and you can use an Arcane Focus as a spellcasting focus. Your two Pact Magic spell slots are level 2 and return when you finish a Short or Long Rest.
- Eldritch InvocationsLevel 1
You have learned three Eldritch Invocations: Agonizing Blast, Devil's Sight, and Pact of the Chain. Invocations grant special magical abilities and can be replaced when you gain a Warlock level.
- Magical CunningLevel 2
You can perform a one-minute esoteric rite to regain expended Pact Magic slots, up to half your maximum, rounded up. Once used, this feature cannot be used again until you finish a Long Rest.
- Warlock SubclassLevel 3
You gain a Warlock subclass. Mzekr has chosen the Fiend patron and gains its level 3 features.
- Fiend SpellsLevel 3
You always have Burning Hands, Command, Scorching Ray, and Suggestion prepared from the Fiend spell list. These spells do not count against your prepared Warlock spells.
- Otherworldly PresenceLevel 1
You can cast Thaumaturgy through your tiefling heritage. When cast through this trait, it uses Charisma as its spellcasting ability.
- DarkvisionLevel 1
You have Darkvision with a range of 60 feet.
- Infernal Fiendish LegacyLevel 1
You have resistance to Fire damage and know the Fire Bolt cantrip. At character level 3, you always have Hellish Rebuke prepared and can cast it once without a spell slot after each Long Rest. Charisma is the spellcasting ability for these legacy spells.
- AlertLevel 1
You gain the Alert Origin feat. Add your Proficiency Bonus to Initiative rolls. Immediately after Initiative is rolled, you can switch your Initiative with a willing ally in the same combat, provided neither of you is Incapacitated.
- Agonizing BlastLevel 1
Agonizing Blast adds your Charisma modifier to the damage of one cantrip you know that deals damage, chosen when you gain this invocation. Mzekr applies it to Eldritch Blast, though his current Charisma modifier is -1.
- Devil's SightLevel 1
You can see normally in Dim Light and Darkness, both magical and nonmagical, to a distance of 120 feet.
- Pact of the ChainLevel 2
You learn Find Familiar and can cast it as a ritual. The spell does not count against your prepared spells. Your familiar can take the forms allowed by the spell and acts independently of you.
- TraitTieflingHumanoid creature type.
- TraitTieflingMedium size, chosen for this character.
- TraitTieflingSpeed of 30 feet.
- TraitTieflingDarkvision to 60 feet.
- Fiendish Legacy, InfernalTieflingFire resistance, Fire Bolt cantrip, Hellish Rebuke at character level 3, and Darkness at character level 5. The legacy spells can be cast once without a spell slot after each Long Rest and can also be cast with spell slots.
- Otherworldly PresenceTieflingThaumaturgy cantrip.
- Criminal ContactCriminal
Mzekr has experience moving through criminal networks, finding contacts, concealing his identity, and locating illicit services or information. His criminal past remains a source of connections, suspicion, and unfinished business.
Spells
10 spellsSpellcasting. Mzekr Talfen casts with Charisma (spell save DC 9, to hit with spell attacks).
Cantrips (at will): , ,
1st level: , , , ,
2nd level (2 slots): ,
Gear
10 itemsWeapons
- SickleA simple curved blade useful for cutting rope, food, or an enemy's purse string.
- 2×DaggerA pair of narrow blades concealed in his coat.
Armor
- Leather ArmorA fitted set of hardened leather armor, maintained with unusual care.
Tools
- Thieves' ToolsTools for bypassing locks and disarming traps.
Gear
- Arcane FocusA focus of black iron etched with a tiny barred door, used to cast Warlock spells.
- Scholar's PackA pack containing a backpack, a bedroll, mess kit, tinderbox, torches, rations, waterskin, and rope.
- CrowbarA sturdy iron bar useful for forcing doors and levering crates.
- 2×PouchSmall leather containers for coins, keys, dust, or evidence.
- Traveler's ClothesPlain travel clothes with hidden inner seams for concealing documents.
Purse
- 16×Gold PiecesMoney retained from his last legitimate job and his former criminal life.
Appearance
Mzekr Talfen is a lean, medium-sized male tiefling with deep russet skin, swept-back black horns, a narrow tail, and watchful amber eyes. He wears a well-maintained leather coat over practical traveling clothes, with a brass holy symbol of no recognized church hanging beside a black iron arcane focus. His posture is upright but guarded, and when waiting he rests most of his weight on the balls of his feet, as if prepared to move before anyone else does. Within a minute of meeting him, people notice that his eyes travel constantly around a room, checking doors, hands, windows, and shadows before settling on a speaker.
Mannerisms
Mzekr checks the nearest exit whenever he enters a room, taps twice on locked doors before opening them, and silently counts the people present when a conversation begins. He keeps his hands visible during tense discussions, but his tail coils tightly around one ankle when he is lying by omission.
Personality
Mzekr is restrained, courteous, and intensely observant. He speaks to guards, criminals, nobles, and beggars with the same careful formality because he believes dignity should not depend on status. He prefers practical solutions, dislikes theatrical cruelty, and will quietly place himself between danger and someone who cannot defend themselves. His low Charisma makes him awkward rather than compelling, but his sincerity often carries more weight than charm.
Ideals
Order is a shield for the powerless. Laws should be enforced fairly, but when a law protects exploitation instead of people, I will obey the higher duty to prevent harm.
Bonds
The hospice workers who trusted me when I confessed deserve protection, even if that means facing the people I betrayed. I also owe a debt to the strange fiend who answered my desperate prayer, and I intend to make certain that debt never becomes an excuse for cruelty.
Flaws
I assume every bargain has a hidden victim, so I can become suspicious, obstructive, and impossible to reassure. When frightened, I cling to procedure and authority even when a compassionate exception would be wiser. I also secretly believe that my patron chose me because I am replaceable, and I overcompensate by taking risks no sensible person would accept.
Quirks
Background
Mzekr Talfen grew up in the river districts of a crowded trade city, where tiefling children were often expected to become either hard enough to endure suspicion or useful enough to be tolerated. He became a runner for a burglary crew, carrying messages, scouting alleyways, and learning which watch officers could be bribed. He was never the boldest thief, but he was patient, observant, and unusually good at noticing who would be hurt by a job. His criminal career ended when his crew accepted a contract to steal medicine from a charitable hospice. Mzekr sabotaged the theft, freed the captive courier who had been forced to guide them, and turned the stolen payment over to the city magistrate.
“He became a runner for a burglary crew, carrying messages, scouting alleyways, and learning which watch officers could be bribed.”
- Background
- Criminal
Connections
Species
Tiefling
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