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Tavik Kest - AI-generated fantasy Character

Tavik Kest

Half-Elf · Warlock (The Hexblade) · Level 12 · Soldier, mercenary company veteran

Tavik Kest

Tavik is controlled, observant, and dryly funny.
AC19
HP87/87
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 19 · HP 87 · 30 ft.
AlignmentNeutralGenderNonbinaryAge34 years old
STR
DEX
CON
INT
WIS
CHA

Saving throws

STRDEXCONINTWISCHA

Skills

  • AcrobaticsDEX
  • Animal HandlingWIS
  • ArcanaINT
  • AthleticsSTR
  • DeceptionCHA
  • HistoryINT
  • InsightWIS
  • IntimidationCHA
  • InvestigationINT
  • MedicineWIS
  • NatureINT
  • PerceptionWIS
  • PerformanceCHA
  • PersuasionCHA
  • ReligionWIS
  • StealthDEX
  • SurvivalWIS

Armor

Light armor,
Medium armor,
Shields

Weapons

Simple weapons,
Martial weapons,
Pact weapons

Tools

Gaming set,
Vehicles, land

Languages

Common,
Elvish,
Infernal

Features

28 features

Action

  • Pact Boon, Pact of the BladeLevel 3

    You gain a pact boon. You choose Pact of the Blade, allowing you to create a pact weapon in your empty hand, bond with a magic weapon, and dismiss or summon it as an action.

  • Thirsting Blade InvocationLevel 5

    You can attack with your pact weapon twice whenever you take the Attack action.

Bonus action

  • Hexblade's CurseLevel 1

    When Bonus action, one creature within 30 feet

    As a bonus action, curse one creature within 30 feet for 1 minute. Gain a damage bonus equal to proficiency bonus, critical hit on a 19 or 20, and regain hit points when it dies.

  • Relentless Hex

    When Bonus action, cursed target within 30 feet

    Teleport to an unoccupied space within 5 feet of your cursed target as a bonus action if you can see it and are within 30 feet.

  • Relentless Hex InvocationLevel 9

    You can move instantly to an unoccupied space within 5 feet of your cursed target as a bonus action, provided you can see the target and are within 30 feet of it.

Always on

  • Thirsting Blade

    When Attack action

    Make two attacks with your pact weapon when taking the Attack action.

  • Eldritch Smite

    When Pact weapon hit

    After hitting with the pact weapon, expend a warlock spell slot to deal 4d8 force damage plus 1d8 per spell level above 1st and knock the target prone.

  • Inspiring Leader

    When Ten-minute speech

    Grant up to six friendly creatures temporary hit points equal to your level plus your Charisma modifier after a 10-minute speech.

  • Otherworldly Patron, The HexbladeLevel 1

    You gain proficiency with light armor, medium armor, shields, simple weapons, and martial weapons. You choose a patron that grants additional features.

  • Hex WarriorLevel 1

    You can use Charisma instead of Strength or Dexterity for attack and damage rolls with one weapon that lacks the two-handed property. You gain proficiency with medium armor, shields, and martial weapons.

  • Eldritch InvocationsLevel 2

    You learn two eldritch invocations of your choice. You learn additional invocations as shown by the warlock table.

  • Hexblade Expanded SpellsLevel 3

    You can choose from an expanded list of spells associated with the Hexblade patron, including Shield, Wrathful Smite, Blur, Branding Smite, Blink, Elemental Weapon, Phantasmal Killer, Staggering Smite, Banishing Smite, and Cone of Cold.

  • Pact of the BladeLevel 3

    When you finish a short or long rest, you can touch one weapon that lacks the two-handed property and create a pact weapon from it, or make your existing pact weapon your pact weapon. You can use Charisma for its attack and damage rolls, and it overcomes resistance to nonmagical attacks and damage.

  • Ability Score Improvement, Elven AccuracyLevel 4

    You can choose one ability score to increase by 2, or two ability scores to increase by 1. You chose the Elven Accuracy feat, increasing Charisma by 1 and gaining the ability to reroll one die when making an attack roll with advantage using Dexterity, Intelligence, Wisdom, or Charisma.

  • Pact Magic, 3rd-Level SlotsLevel 5

    You can cast warlock spells using spell slots. You regain all expended spell slots when you finish a short or long rest.

  • Eldritch Smite InvocationLevel 5

    When you hit a creature with your pact weapon, you can expend a warlock spell slot to deal 4d8 force damage plus 1d8 per spell level above 1st, and knock the target prone.

  • Ability Score ImprovementLevel 8

    You can choose one ability score to increase by 2, or two ability scores to increase by 1. You increased Charisma by 2.

  • Improved Pact Weapon InvocationLevel 11

    Your pact weapon gains a +1 bonus to its attack and damage rolls, can be used as a spellcasting focus, and can be summoned with an action. You can also use it to create a ranged weapon.

  • Mystic Arcanum, 6th LevelLevel 11

    You can cast one 6th-level spell from the warlock Mystic Arcanum list once without using a spell slot. You regain this ability after a long rest. You chose Mass Suggestion.

  • Lifedrinker InvocationLevel 12

    When you hit with your pact weapon, you add your Charisma modifier to the damage roll.

  • Ability Score Improvement, Inspiring LeaderLevel 12

    You can choose one ability score to increase by 2, or two ability scores to increase by 1. You chose the Inspiring Leader feat, allowing you to grant temporary hit points equal to your level plus your Charisma modifier to up to six friendly creatures after a 10-minute speech.

  • Mystic Arcanum, 7th LevelLevel 12

    You can cast one 7th-level spell from the warlock Mystic Arcanum list once without using a spell slot. You regain this ability after a long rest. You chose Forcecage.

  • TraitHalf-ElfDarkvision, 60 feet
  • TraitHalf-ElfFey Ancestry, advantage on saving throws against being charmed
  • TraitHalf-ElfFey Ancestry, magic cannot put you to sleep
  • TraitHalf-ElfSkill Versatility, proficiency in Investigation and Perception
  • TraitHalf-ElfAbility Score Increase, +2 Charisma, +1 Dexterity, +1 Constitution
  • Military RankSoldier, mercenary company veteran

    You retain your military rank and can invoke that authority to influence soldiers, recognize military organizations, requisition modest aid, and gain access to military camps or fortresses when your identity is accepted.

Spells

18 spells

Spellcasting. Tavik Kest casts with Charisma (spell save DC 17, to hit with spell attacks).

Cantrips (at will): , ,

1st level: , , , ,

2nd level: ,

3rd level: ,

4th level: ,

5th level (3 slots): ,

6th level:

7th level:

Gear

9 items

Weapons

  • Longsword
    A rune-etched longsword used as the character's pact weapon, with a black iron grip and a red leather wrap.
  • Light crossbow
    A light crossbow with 20 bolts, carried for practical battlefield use.

Armor

  • Shield
    A black iron shield bearing the faded device of the Red Ledger Company.
  • Half plate
    Half plate repaired many times, with hidden pockets for contracts and coin.

Gear

  • Component pouch
    A component pouch used for spellcasting.
  • Dungeoneer's pack
    A dungeoneer's pack containing a backpack, crowbar, hammer, pitons, torches, tinderbox, rations, and waterskin.
  • Set of dice
    A gaming set used to read morale and identify liars during camp negotiations.
  • Military kit
    A company insignia, a trophy taken from a fallen enemy officer, and a set of common clothes.

Purse

  • Coin purse
    A purse containing 10 gp from the Soldier background.

Appearance

A broad-shouldered half-elf with copper-brown skin, tightly cropped black hair, and a compact, deliberate build. Their eyes are dark amber and constantly measure exits, weapons, and people. They favor their right leg slightly after long marches, not from injury but from an old habit of keeping their weapon side ready. Their voice is low and clipped, with a dry rasp that becomes almost whisper-soft when they are angry. When rattled, their breathing turns audible and measured, three sharp breaths followed by one held pause. They wear well-maintained half plate over a dark red campaign coat, with a black iron shield and a rune-etched pact weapon at their side.

Mannerisms

Tavik stands unnervingly still while listening, with their weight subtly favoring the right leg. They tap two fingers against their shield whenever calculating risk. When angry, they lower their voice instead of raising it, and their breath falls into three sharp pulls followed by a held pause.

Personality

Tavik is controlled, observant, and dryly funny. They speak to nobles, soldiers, and thieves with the same blunt courtesy, but they remember every promise made in their presence. They are protective of competent people, impatient with grandstanding, and surprisingly gentle with frightened recruits.

Ideals

Professionalism. The people who follow an order deserve to know its cost, its purpose, and the odds of surviving it. No commander is above that accounting.

Bonds

The surviving members of the Red Ledger Company are family, and Tavik will ruin kingdoms before abandoning one of them. They also keep the original contract with their patron sealed inside their breastplate.

Flaws

Tavik treats every relationship like a contract and becomes suspicious when someone offers kindness without asking for payment. They will accept terrible personal risks to avoid owing a debt, and they sometimes mistake mercy for manipulation.

Quirks

Keeps a written tally of favors owed and favors repaid.
Names every weapon after the place where it first drew blood.
Never sits with their back to a door.
Collects broken buckles from defeated commanders.
Repeats the phrase 'Terms understood' before accepting any dangerous plan.

Background

Tavik Kest served in three armies without ever swearing loyalty to a crown. They began as a caravan guard on the eastern roads, learned siegecraft from a disgraced officer, and eventually became the field negotiator for a mercenary company that sold its services to whoever could pay. Tavik was good at the work because they understood the part commanders ignored. Soldiers did not need speeches. They needed food, clear orders, and proof that someone intended to bring them home. The bargain with their patron began beneath a burned fortress, where Tavik found a black iron blade embedded in the commander's table. The weapon offered power in exchange for contracts, names, and fulfilled terms. Tavik accepted, then used that power to turn a doomed retreat into an orderly evacuation. Since then, every pact has been written twice, once in ink and once in blood-dark magic. Tavik now takes contracts as an independent operative, refusing causes that demand needless slaughter. They are still a mercenary, but they have begun to suspect that their patron is not buying victories. It is collecting promises.

“Tavik was good at the work because they understood the part commanders ignored.”
From their backstory
Background
Soldier, mercenary company veteran

Connections

Species

Half-Elf

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