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Zoraya Mergen - AI-generated fantasy Character

Zoraya Mergen

Lizardfolk · Warlock 13 / Rogue 7 (Hexblade, with Swashbuckler rogue archetype) · Level 20 · Noble

Zoraya Mergen

Zoraya is poised, observant, and unfailingly courteous, even when threatening someone.
AC16
HP143/143
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 16 · HP 143 · 30 ft.
AlignmentLawful neutralGenderFemaleAgeAdult, approximately 42 years old
STR
DEX
CON
INT
WIS
CHA

Saving throws

STRDEXCONINTWISCHA

Skills

  • AcrobaticsDEX
  • AthleticsSTR
  • DeceptionCHA
  • HistoryINT
  • InsightWIS
  • IntimidationCHA
  • InvestigationINT
  • PerceptionWIS
  • PerformanceCHA
  • PersuasionCHA
  • Sleight of HandDEX
  • StealthDEX
  • SurvivalWIS

Armor

Light armor,
Medium armor,
Shields

Weapons

Simple weapons,
Martial weapons,
Hand crossbows,
Longswords,
Rapiers,
Shortswords,
Whips,
Firearms if permitted by the campaign setting

Tools

Thieves' tools,
One gaming set,
One musical instrument,
Leatherworker's tools

Languages

Common,
Draconic,
Elvish,
Thieves' Cant

Features

41 features

Action

  • Thirsting BladeLevel 5

    When Attack action

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

  • Pact of the BladeLevel 3

    You can use an action to create a pact weapon, dismiss it, or transform a qualifying magic weapon into it. Your pact weapon can serve as your spellcasting focus.

  • Second WindLevel 2

    You can use your action to recover a small amount of hit points once per short rest.

Bonus action

  • Hexblade's Curse

    When Bonus action, one creature within 30 feet

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

  • Cunning ActionLevel 2

    When Bonus action

    Use a bonus action to Dash, Disengage, or Hide.

  • Hungry Jaws

    When Bonus action

    Use a bonus action to consume the remains of a small or smaller creature, gaining temporary hit points equal to your Constitution modifier plus your proficiency bonus.

  • Hungry JawsLizardfolkAs a bonus action, make a bite attack. On a hit, gain temporary hit points equal to your Constitution modifier, once per short or long rest.

Reaction

  • Uncanny DodgeLevel 5

    When Reaction

    Use a reaction to halve the damage from one attack that hits you.

Always on

  • Eldritch Blast

    When Action

    Make a ranged spell attack that deals 1d10 force damage, with additional beams at higher levels.

  • Pact Whip Strike

    When Action

    Make a melee weapon attack with your pact whip, adding Sneak Attack once per turn when eligible.

  • Fancy Footwork

    When Melee attack

    After attacking a creature in melee, it cannot make opportunity attacks against you for the rest of your turn.

  • Hexblade's Curse and Hexblade ProficienciesLevel 1

    You gain proficiency with light armor, medium armor, shields, simple weapons, and martial weapons. You can use Charisma for attack and damage rolls with your chosen pact weapon. Once per short rest, you can curse a creature, gaining a bonus against it, expanded critical range, and healing when it dies.

  • Otherworldly Patron, HexbladeLevel 1

    You can choose an otherworldly patron, gaining the Hexblade features listed above and access to the Hexblade expanded spell list.

  • Eldritch InvocationsLevel 2

    You learn two eldritch invocations. At later warlock levels you learn additional invocations.

  • Pact MagicLevel 1

    You learn two cantrips and can cast warlock spells using Charisma. You regain expended Pact Magic slots after a short or long rest.

  • Pact Magic ImprovementLevel 5

    You learn an additional cantrip and gain access to 3rd-level Pact Magic slots.

  • Pact Magic ImprovementLevel 9

    You learn an additional cantrip and gain access to 4th-level Pact Magic slots.

  • Pact Magic ImprovementLevel 13

    Your Pact Magic slots are 5th level, and you know 10 warlock spells.

  • Additional Eldritch InvocationsLevel 5

    You can choose three invocations, replacing one invocation whenever you gain a warlock level.

  • Additional Eldritch InvocationLevel 7

    You learn a sixth invocation.

  • Additional Eldritch InvocationLevel 9

    You learn a seventh invocation.

  • Additional Eldritch InvocationLevel 12

    You learn an eighth invocation.

  • Additional Eldritch InvocationLevel 13

    You learn a ninth invocation.

  • Additional Eldritch InvocationLevel 15

    You can choose an additional invocation.

  • Mystic Arcanum, 6th LevelLevel 11

    You can cast a 6th-level spell once without using a spell slot, choosing from the warlock Mystic Arcanum list.

  • Mystic Arcanum, 7th LevelLevel 13

    You can cast a 7th-level spell once without using a spell slot, choosing from the warlock Mystic Arcanum list.

  • LifedrinkerLevel 12

    You can select a second weapon, which becomes your pact weapon when you finish a long rest. You can use Charisma for its attack and damage rolls.

  • Rogue, Expertise and Sneak AttackLevel 1

    You gain proficiency with thieves' tools and one additional skill. You gain Sneak Attack, dealing an extra 4d6 damage once per turn when its conditions are met.

  • Rogue Saving Throw ProficienciesLevel 1

    You gain proficiency with Dexterity saving throws.

  • Rogue Saving Throw ProficienciesLevel 6

    You gain proficiency with Intelligence saving throws.

  • ExpertiseLevel 6

    You gain Expertise in four proficient skills or thieves' tools. You can add double proficiency bonus to those checks.

  • Sneak Attack ImprovementLevel 7

    You gain an additional 1d6 Sneak Attack damage, for a total of 4d6 at rogue level 7.

  • Roguish Archetype, SwashbucklerLevel 3

    You gain the Swashbuckler features. Fancy Footwork prevents opportunity attacks from creatures you attack in melee during that turn, and Rakish Audacity adds Charisma modifier to initiative and permits Sneak Attack against an isolated melee target.

  • Noble TrainingLevel 1

    You gain proficiency with one type of gaming set, one musical instrument, and one additional language.

  • BiteLizardfolkYour fanged maw is a natural weapon that deals 1d6 piercing damage plus your Strength modifier on a hit.
  • Cunning ArtisanLizardfolkDuring a short rest, you can harvest bone and hide to create useful items such as shields, clubs, javelins, darts, or blowguns.
  • Hold BreathLizardfolkYou can hold your breath for up to 15 minutes.
  • Natural ArmorLizardfolkYour tough scales provide an AC of 13 + your Dexterity modifier if you are not wearing armor. A shield's benefits apply normally.
  • Hunter's LoreLizardfolkYou gain proficiency in two of the following skills: Animal Handling, Nature, Perception, Stealth, or Survival.
  • Lizardfolk ability score increaseLizardfolkConstitution increases by 2 and Wisdom increases by 1.
  • Position of PrivilegeNoble

    You carry yourself with confidence and command respect in high society. You can secure an audience with local nobles, and commoners may be inclined to treat you favorably because of your status.

Spells

14 spells

Spellcasting. Zoraya Mergen casts with Charisma (spell save DC 19, 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

12 items

Weapons

  • Pact whip
    A pact weapon in the form of a black segmented whip
  • 2×
    Revolvers
    Flintlock-style revolvers, represented using hand crossbow statistics unless the DM approves firearms rules
  • Crossbow and bolts
    A light crossbow with 20 bolts, retained as conventional starting equipment

Armor

  • Scale mail
    Medium armor with a maximum Dexterity bonus of +2 to AC
  • Shield
    A shield bearing the faded crest of Zoraya's former house

Tools

  • Leatherworker's tools
    Leatherworker's tools, used with the lizardfolk Cunning Artisan trait
  • Thieves' tools
    Thieves' tools for locks and traps

Gear

  • Fine clothes
    Fine clothes suitable for court and formal negotiations
  • Signet ring
    A signet ring bearing the mark of her former noble house
  • Scroll of pedigree
    A scroll of pedigree proving her noble lineage
  • Noble insignia
    A polished signet-and-badge set used to invoke her social standing

Purse

  • Coin purse
    A purse containing 25 gp from her noble background

Appearance

A tall, broad-shouldered female lizardfolk with deep olive-green scales, pale gold eyes, a ridged jaw, and a long tail marked with cream-colored bands. She wears fitted scale mail beneath a dark russet coat, a battered noble sash, a wide-brimmed hat, and a polished belt carrying two silver-and-brass revolvers. A black-whip-like pact weapon coils at her hip, its handle wrapped in red leather. Her posture is poised and aristocratic, but her smile reveals rows of sharp teeth.

Mannerisms

She pauses before answering difficult questions, slowly tasting the air with the tip of her tongue. In conversation, she adjusts her gloves as though preparing for a duel, and she refers to executions, betrayals, and gunfights in the same calm tone used for discussing dinner.

Personality

Zoraya is poised, observant, and unfailingly courteous, even when threatening someone. She treats conversation as a fencing match, watches hands more closely than faces, and prefers a precise answer to an emotional one. Beneath her cultivated nobility is a patient marsh predator who can wait motionless for hours before acting.

Ideals

Order. Civilization is a promise that the strong will restrain themselves. If the law fails, someone disciplined must replace it.

Bonds

The missing heir of her former house is still alive somewhere, and Zoraya will find them, even if the search destroys the family she once served.

Flaws

She believes every problem has a price, and she is dangerously willing to pay it with someone else's loyalty. Insults to her dignity provoke reckless duels, while sincere kindness makes her suspicious and evasive.

Quirks

She names every firearm and introduces them before a duel.
She keeps a private tally of promises, favors, and unpaid debts.
She sleeps with one eye open and her revolvers arranged symmetrically.
She collects buttons from defeated noble uniforms.
She clicks her teeth softly when deciding whether someone is lying.

Background

Zoraya Mergen was hatched in a reed-choked river kingdom where lizardfolk clans measured worth by memory, patience, and the usefulness of one's teeth. Her clutch was entrusted with guarding a noble estate built on the edge of the marsh, and Zoraya grew into an unusual sort of aristocrat, equally comfortable at a formal banquet and knee-deep in black water. She learned etiquette from human tutors, hunting from her clutch-mother, and the first principles of firearms from an eccentric gunsmith who owed her family a life-debt. Before long, she became the estate's discreet negotiator, duelist, and collector of dangerous favors. Her fortunes changed when the family heir vanished after opening a sealed reliquary beneath the estate. Inside waited a sentient weapon, an ancient blade-spirit that had been reduced to the shape of a long black whip. It offered Zoraya power in exchange for service, and she accepted, not out of desperation, but because the pact was the only trail left to the missing heir. The spirit taught her to turn confidence into a weapon and to make every fight look like a private conversation. Zoraya eventually abandoned the estate after exposing a conspiracy among several noble houses, taking her revolvers, her title, and a ledger of names that powerful people would kill to recover. She now travels as a polished emissary, bounty hunter, and duelist, hunting the pact's enemies while deciding whether the spirit is guiding her toward justice or toward a throne of its own.

“Before long, she became the estate's discreet negotiator, duelist, and collector of dangerous favors.”
From their backstory
Background
Noble

Connections

Species

Lizardfolk

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