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Krezik Valtos - AI-generated fantasy Character

Krezik Valtos

Tiefling · Bard (College of Lore) · Level 3 · Charlatan

Krezik Valtos

Krezik is quick-witted, theatrical, and relentlessly personable.
AC11
HP18/18
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 11 · HP 18 · 30 ft.
AlignmentChaotic NeutralGenderMaleAge27 years old
STR
DEX
CON
INT
WIS
CHA

Saving throws

STRDEXCONINTWISCHA

Skills

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

Armor

Light armor

Weapons

Simple weapons,
Hand crossbows,
Longswords,
Rapiers,
Shortswords

Tools

Disguise kit,
Forgery kit,
Lute

Languages

Common,
Infernal

Features

18 features

Bonus action

  • Bardic Inspiration, d6Level 1

    As a bonus action, Krezik inspires one creature within 60 feet that can hear him. Within the next 10 minutes, the creature can add 1d6 to one ability check, attack roll, or saving throw. He can use this feature three times per long rest.

Reaction

  • Cutting WordsLevel 3

    As a reaction when a creature within 60 feet makes an attack roll, ability check, or damage roll, Krezik can expend one use of Bardic Inspiration to subtract the inspiration die from the roll. The creature must be able to hear him.

Always on

  • Vicious Mockery

    When Action

    Krezik insults a creature within 60 feet. The target must succeed on a Wisdom saving throw or take 1d4 psychic damage and have disadvantage on its next attack roll before the end of its next turn.

  • Mage Hand

    When Action

    Krezik creates a spectral, floating hand that can manipulate objects, open doors, retrieve items, or perform other simple tasks within range.

  • Dissonant Whispers

    When Action

    Krezik whispers a discordant melody that only one creature can hear. The target makes a Wisdom saving throw, taking 3d6 psychic damage and fleeing if it fails, or half damage without fleeing if it succeeds.

  • Faerie Fire

    When Action

    Krezik outlines creatures in shimmering colored light. Attacks against affected creatures have advantage, and invisible creatures become visible while affected.

  • Healing Word

    When Bonus action

    Krezik restores 1d4 plus 3 hit points to a creature within 60 feet, which can also immediately move up to its speed without provoking opportunity attacks.

  • Suggestion

    When Action

    Krezik fills a creature's mind with a plausible, magically compelling suggestion. The target makes a Wisdom saving throw or follows the suggested course of action for up to 8 hours, subject to the spell's limits.

  • Phantasmal Force

    When Action

    Krezik implants a convincing illusion in one creature's mind. The illusion can cause psychic damage when interacted with and persists for up to 1 minute with concentration.

  • SpellcastingLevel 1

    Krezik can cast bard spells using Charisma as his spellcasting ability. He knows two cantrips and six bard spells, and can use a musical instrument as a spellcasting focus.

  • Jack of All TradesLevel 2

    Krezik adds half his proficiency bonus, rounded down, to any ability check that does not already include his proficiency bonus.

  • Song of Rest, d6Level 2

    If Krezik or a friendly creature can hear his performance during a short rest, that creature regains an extra 1d6 hit points when spending Hit Dice to regain hit points.

  • ExpertiseLevel 3

    Krezik gains expertise in Deception and Sleight of Hand, doubling his proficiency bonus for checks using those skills.

  • Bonus ProficienciesLevel 3

    Krezik gains proficiency with three additional skills: Investigation, Insight, and Intimidation.

  • TraitTieflingDarkvision, Krezik can see in dim light within 60 feet as if it were bright light and in darkness as if it were dim light, though he sees darkness as shades of gray.
  • TraitTieflingHellish Resistance, Krezik has resistance to fire damage.
  • Infernal Legacy, Krezik knows ThaumaturgyTieflingAt 3rd level, he can cast Hellish Rebuke once per long rest as a 2nd-level spell. Charisma is his spellcasting ability for these spells.
  • False IdentityCharlatan

    Krezik maintains a false identity and can create counterfeit documents, disguises, and personal histories well enough to support his schemes. He is familiar with the habits of con artists and can usually find the tools, marks, or minor criminal contacts needed to run a confidence trick.

Spells

7 spells

Spellcasting. Krezik Valtos casts with Charisma (spell save DC 13, to hit with spell attacks).

Cantrips (at will): ,

1st level (4 slots): , ,

2nd level (2 slots): ,

Gear

9 items

Weapons

  • Rapier
    A light, versatile blade suitable for stage combat and actual emergencies.
  • Dagger
    A compact blade hidden in a boot or sleeve.

Armor

  • Leather Armor
    Light protection worn beneath Krezik's coat.

Tools

  • Lute
    A small instrument with a bright, slightly unpleasant tone that cuts through market noise.
  • Disguise Kit
    A collection of wigs, cosmetics, false facial hair, and costume pieces.
  • Forgery Kit
    Includes inks, papers, seals, and templates for producing convincing false documents.

Gear

  • Diplomat's Pack
    Contains clothing, costumes, writing supplies, and items useful for maintaining a respectable traveling persona.
  • Fine Clothes
    An expensive-looking outfit assembled from repaired and altered garments.

Purse

  • 15×
    Gold Pieces
    Coins earned through performances, confidence tricks, and occasional honest work.

Appearance

Krezik is a lean, sharp-featured tiefling with wine-red skin, swept-back black horns, amber eyes, and a narrow tail that moves constantly when he is improvising. His dark hair is cut unevenly around his horns, and his travel-worn clothes are colorful without being expensive. He wears a patched burgundy coat, a bright scarf concealing several small pockets, and mismatched rings used for both genuine sleight of hand and theatrical misdirection.

Mannerisms

Krezik speaks as though every conversation has an audience. He punctuates important claims with a card flourish, tilts his head before telling a lie, and smiles broadly whenever someone catches him in a smaller deception. When nervous, he tunes his lute even when it is already perfectly tuned.

Personality

Krezik is quick-witted, theatrical, and relentlessly personable. He is physically unimpressive and knows it, so he treats conversation as a battlefield where confidence matters more than competence. He can make a stranger feel like an old friend in moments, but his warmth is difficult to separate from his instinct to assess what that stranger owns, fears, or wants.

Ideals

Wonder belongs to everyone. If a powerful person can be impressed, frightened, or embarrassed by a clever trick, then the trick has done some small amount of justice.

Bonds

The ruined theater that raised him is the closest thing he has ever had to a home. He will risk himself to protect struggling performers, street children, and anyone being exploited by a wealthy patron.

Flaws

He cannot resist improving a lie after it has already worked. Krezik overcomplicates simple cons, treats sincere questions as challenges, and would rather bluff through obvious danger than admit he does not know what he is doing.

Quirks

Keeps a different false name for each major city he visits.
Claims every ordinary object has a magical property, then demonstrates it with sleight of hand.
Names his best cards and apologizes to them before risky games.
Never sits with his back to a mirror or polished surface.
Taps a rhythm on his horns when trying to remember a lie.

Background

Krezik was raised in the back room of a failing roadside theater, where his mother played a cracked fiddle and his uncle sold miracle tonics made mostly from colored water. His tiefling heritage made him a useful attraction and an easy suspect whenever the theater's owners needed someone to blame. Krezik learned early that a raised eyebrow, a practiced pause, and a convincing lie could turn mockery into applause. He became obsessed with the mechanics of wonder, studying stage illusions, card flourishes, sleight of hand, and the small flashes of real magic that separated a clever trick from the impossible. When the theater collapsed under debts and angry creditors, Krezik reinvented himself as Gregor Kett, a traveling spellwright and purveyor of enchanted curios. The name has earned him free meals, suspicious guards, and a handful of warrants in three towns. He now performs music and magic in markets, quietly relieving inattentive spectators of loose coins while pretending to expose fraudulent fortune tellers. His latest ambition is to locate the former theater's lost master ledger, which contains the names of everyone who profited from its ruin. Krezik insists he wants only repayment, but he has already begun practicing the speech he will give when he reveals the ledger to a very large and very angry audience.

“His tiefling heritage made him a useful attraction and an easy suspect whenever the theater's owners needed someone to blame.”
From their backstory
Background
Charlatan

Connections

Species

Tiefling

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