Taz
Taz
Sheet
AC 13 · HP 9 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingWIS
- ArcanaINT
- AthleticsSTR
- DeceptionCHA
- HistoryINT
- InsightWIS
- IntimidationCHA
- InvestigationINT
- MedicineWIS
- NatureINT
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- ReligionINT
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
17 featuresAlways on
- Eldritch Blast
When As an action
You fire a lance of crackling eldritch energy at a creature within 120 feet. Make a ranged spell attack. On a hit, the target takes 1d10 Force damage.
- Minor Illusion
When As an action
You create a harmless sensory effect, such as a sound, a small flame, a scent, or a visual mark, within range. The effect lasts for up to 1 minute.
- Mind Sliver
When As an action
One creature within range makes a Wisdom saving throw. On a failed save, it takes 1d6 Psychic damage and has Disadvantage on the next attack roll it makes before the end of your next turn.
- False Life
When As an action
A willing creature you touch gains 1d4 temporary hit points for 1 hour.
- Dissonant Whispers
When As an action
One creature you can see within range makes a Wisdom saving throw. On a failed save, it is Frightened of you until the end of your next turn.
- Charm Person
When As an action
A creature within range makes a Wisdom saving throw. On a failed save, it becomes Charmed by you for 1 minute. The spell ends early if you or your allies damage it.
- Magic Initiate, Cleric
When Spellcasting feature
You gain proficiency in two cantrips from the Cleric spell list and can cast one level 1 Cleric spell. Chosen cantrips: Guidance and Sacred Flame. Chosen level 1 spell: Bless. You can cast the level 1 spell once without a spell slot, and you can also cast it using available spell slots.
- Divine Order: Thaumaturge
When As an action or through focused examination
You make a quick study of a creature, object, or situation and gain a useful clue or piece of information at the DM's discretion.
- Pact MagicLevel 1
You draw on your pact magic to cast spells. Your known warlock spells use Charisma as your spellcasting ability. At level 1, you have two cantrips known and two level 1 warlock spells prepared, with one level 1 Pact Magic spell slot that refreshes on a Short or Long Rest.
- Eldritch InvocationsLevel 1
You gain one Eldritch Invocation. Chosen invocation: Eldritch Mind, which lets you have Advantage on Constitution saving throws you make to maintain Concentration on a spell.
- TraitTieflingDarkvision, you can see in dim light within 60 feet as if it were bright light, and in darkness as if it were dim light.
- TraitTieflingOtherworldly Presence, you know the Thaumaturgy cantrip.
- Fiendish Legacy, Chthonic legacy chosenTieflingYou have Resistance to Necrotic damage. At level 3, you can cast Ray of Sickness once per Long Rest, and at level 5, you can cast Vampiric Touch once per Long Rest. Charisma is your spellcasting ability for these spells.
- Creature TypeTieflingHumanoid.
- SizeTieflingMedium.
- SpeedTiefling30 feet.
- Shelter of the FaithfulAcolyte
You can invoke the hospitality of temples, shrines, and religious communities. You and your companions can receive free modest lodging and food at such a place, though you must provide any material components, pay for services, and avoid imposing on the community.
Spells
10 spellsSpellcasting. Taz casts with Charisma (spell save DC 13, to hit with spell attacks).
Cantrips (at will): , , , , ,
1st level (1 slot): , , ,
Gear
11 itemsWeapons
- SickleA small curved blade used as both a tool and a weapon.
- 2×DaggerSimple one-handed blades balanced for close defense or throwing.
Armor
- Leather armorLight armor made from supple leather, fitted with dark metal buckles.
Gear
- Arcane focusA crystal set in a brass cage, used as an arcane focus.
- Scholar's packA pack containing writing materials, a small lamp, oil, parchment, and other scholarly necessities.
- Holy symbolA simple symbol of the shrine's unnamed household god.
- Prayer bookA collection of devotional texts and copied prayers.
- 5×Incense sticksUsed in daily rites and funerary observances.
- VestmentsCeremonial clothing worn during shrine services.
- Common clothesPlain everyday clothing for travel and work.
Purse
- 8×Gold piecesCoin saved from shrine offerings and travel expenses.
Appearance
Taz is a compact tiefling with deep umber-red skin, blunt black horns that sweep slightly backward, and pale amber eyes. His tail is thick at the base and ends in a narrow, expressive point that gives away irritation before his face does. He keeps his dark hair cropped close, wears a plain iron prayer-ring on a cord around his wrist, and favors layered brown and charcoal clothing beneath worn leather armor. He walks with a measured, heel-first pace, as if every floor might conceal a loose board, and he unconsciously checks the prayer-ring whenever someone mentions devils, death, or promises.
Mannerisms
Taz speaks quietly and precisely, pauses before answering questions about his patron, and touches the prayer-ring on his wrist whenever he hears a vow or promise. When listening, he angles his head slightly to the right and holds completely still, which makes his sudden movements seem sharper than they are.
Personality
Taz is patient with frightened people, blunt with the arrogant, and quietly amused by pompous religious language. He prefers practical kindness to dramatic heroics. He remembers small details about strangers, especially what they are carrying, what they avoid discussing, and whether they have eaten recently.
Ideals
Consent. No one should be forced to choose between suffering and an unknowable price. Power is only honorable when the person accepting it understands the terms.
Bonds
The roadside shrine that raised him is his true home, and he will risk almost anything to protect its priests and dependents. He also carries the last unburned page from the shrine's ruined reliquary, convinced that it contains the first clue to his patron's identity.
Flaws
He assumes every generous offer conceals a binding clause, and his suspicion can make ordinary kindness feel like an interrogation. Once he believes someone is being exploited, he becomes stubbornly reckless and will endanger himself rather than admit that a simpler solution might work.
Quirks
Background
Taz was raised in a roadside shrine where travelers left offerings to a nameless household god, a tradition maintained by priests who valued service over doctrine. As a tiefling child, he learned early that some visitors saw his horns as a warning, while others saw them as proof that the shrine needed protecting. He answered both reactions by becoming useful. He copied prayers, tended the sick, carried water, and memorized the names of every pilgrim who passed through the shrine gates. His warlock power began with a prayer that was not answered by the god his order served. During a winter famine, Taz begged for a miracle and heard a voice from the empty reliquary beneath the shrine. The voice offered power, but no name, no grand oath, and no demand beyond this: never let a desperate person bargain without understanding the price. Taz accepted a fragment of that power and has been trying to determine whether his unseen patron is a guardian, a deceiver, or simply another hungry thing wearing the language of mercy. He now travels as a wandering acolyte, collecting forbidden contracts and breaking the bargains that prey upon the vulnerable.
“As a tiefling child, he learned early that some visitors saw his horns as a warning, while others saw them as proof that the shrine needed protecting.”
- Background
- Acolyte
Connections
Species
Tiefling
Media
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