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Arthur Kirkland - AI-generated fantasy Character

Arthur Kirkland

Human · Warlock (The Archfey) · Level 5 · Criminal

Arthur Kirkland

Courteous, observant, and stubbornly studious, Arthur can make a compliment sound like a careful assessment.
AC11
HP28/28
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 11 · HP 28 · 30 ft.
AlignmentNeutral, with a growing preference for order when it serves his ambitionsGenderMaleAge17, nearly grown by the standards of the courts he hopes to enter
STR
DEX
CON
INT
WIS
CHA

Saving throws

WISCHASTRDEXCONINT

Skills

  • Animal HandlingWIS
  • ArcanaINT
  • AthleticsSTR
  • Constitution savesConstitution
  • DeceptionCHA
  • HistoryINT
  • InsightWIS
  • IntimidationCHA
  • InvestigationINT
  • MedicineWIS
  • NatureINT
  • PerceptionWIS
  • PerformanceCHA
  • PersuasionCHA
  • ReligionINT
  • Sleight of HandDEX
  • StealthDEX
  • SurvivalWIS

Armor

Light armor

Weapons

Simple weapons

Tools

Thieves' tools

Languages

Common,
Goblin

Features

12 features

Always on

  • Otherworldly Patron: The ArchfeyLevel 1

    Arthur's pact with an inscrutable fey presence grants magical abilities. He can use Fey Presence once per short or long rest: creatures in a 10-foot cube originating from him make a DC 11 Wisdom save or become charmed or frightened, his choice, until the end of his next turn.

  • Pact MagicLevel 1

    Arthur knows three cantrips and six warlock spells. He has two 3rd-level Pact Magic slots, regained after a short or long rest. His spellcasting ability is Charisma.

  • Eldritch Invocations: Mask of Many FacesLevel 2

    Arthur can cast disguise self at will, without expending a spell slot.

  • Eldritch Invocations: Agonizing BlastLevel 2

    When Arthur casts eldritch blast, he adds his Charisma modifier to the damage of each beam. With a +0 Charisma modifier, this adds no damage.

  • Pact Boon: Pact of the TomeLevel 3

    Arthur learns three additional cantrips of his choice from any class's spell lists. He can perform a 1-hour ritual to inscribe a spell with the ritual tag into his Book of Shadows if he finds it in written form; he can then cast that spell as a ritual. The book also serves as his arcane focus.

  • Eldritch Invocation: Book of Ancient SecretsLevel 3

    Arthur can add two 1st-level ritual spells to his Book of Shadows. He begins with comprehend languages and detect magic recorded there.

  • Ability Score ImprovementLevel 4

    Arthur can increase one ability score by 2, or two ability scores by 1. He chooses not to increase a score, having learned to prize breadth of study over quick improvement.

  • Pact Magic ImprovementLevel 5

    Arthur's Pact Magic slots become 3rd level. His proficiency bonus is +3.

  • Ability Score IncreaseHumanEach of Arthur's ability scores increases by 1.
  • SizeHumanMedium.
  • SpeedHuman30 feet.
  • Criminal ContactCriminal

    Arthur has a reliable contact in the criminal underworld who can pass messages, arrange discreet meetings, or provide information about local criminal activity, though the contact expects favors in return.

Spells

12 spells

Spellcasting. Arthur Kirkland casts with Charisma (spell save DC 11, to hit with spell attacks).

Cantrips (at will): , , , , ,

1st level: ,

2nd level: ,

3rd level (2 slots): ,

Gear

9 items

Weapons

  • Dagger
    A simple dagger with a plain grip, easy to conceal and useful as a tool.

Armor

  • Leather armor
    Worn but carefully maintained leather armor, chosen to look respectable under a cloak.

Tools

  • Thieves' tools
    A set of tools for picking locks and disarming traps.

Gear

  • Book of Shadows
    A small book bound in dark leather, containing Arthur's pact notes and ritual spells.
  • Dungeoneer's pack
    A pack for practical travel, including a bedroll, mess kit, tinderbox, torches, and rations.
  • Crowbar
    A small metal bar useful for prying doors and crates.
  • Common clothes
    Dark common clothes, altered neatly to resemble the outfit of a junior retainer.
  • Belt pouch
    A belt pouch containing the remaining coin from his background equipment.
  • Brass key on green cord
    The worn brass key his mother left him, hung on a faded green cord.

Appearance

Arthur Kirkland is a lean, pale young human with straight blond hair, wispy green eyes, and a composed, charming face that turns stern when he is listening. He keeps his clothes brushed and fitted to suggest a station he has not yet secured. A small brass key on a faded green cord hangs at his throat, its bow polished smooth from his thumb. He stands unnervingly still when someone mentions family, then shifts his weight onto his left heel as if preparing to leave.

Mannerisms

He keeps his cuffs and collar tidy, presses his thumb against the key at his throat when weighing a lie, and answers personal questions with a polished question of his own. In unfamiliar rooms, he quietly notes exits before choosing a seat.

Personality

Courteous, observant, and stubbornly studious, Arthur can make a compliment sound like a careful assessment. He is drawn to old songs, legal customs, and the practical details of magic. He wants to be seen as composed and capable, but beneath that poise he is still alert to rejection and quick to notice who holds power in a room.

Ideals

Self-determination. No family, patron, or power should be able to decide what he is worth. He wants land and rank not for luxury, but so no one can casually cast him out again.

Bonds

He will not let his mother's stories be forgotten, and he keeps the brass key she left him close, though he conceals how much it matters. He also feels a wary debt to the lord who gave him a place when every respectable door had shut.

Flaws

He treats kindness as a debt that must eventually be repaid, and he would rather risk a dangerous bargain than admit he needs help. Praise from a powerful patron can make him overlook warning signs.

Quirks

Collects scraps of local legends and sorts them by whether they might contain practical magic.
Corrects his own posture whenever someone important enters the room.
Keeps the brass key polished, except for a small darkened groove along its edge.
Practices sword grips with a wooden spoon when he thinks no one is watching.

Background

Arthur remembers his mother's hands, the cadence of the old tales she told, and the day she was killed. His memories of the family around her are less certain: four brothers, an older one whose hatred felt unmistakable, and Arthur himself, the second bastard, left behind when the household closed ranks. Hungry and alone, he learned to run errands for thieves, keep his mouth shut, and recognize the instant a friendly smile became a threat. The brass key at his throat is the only thing he kept from those first years, though he has never found a lock it opens. A scrap of one of his mother's stories, a bargain with a thing beyond the hearthlight, became more than a story when Arthur tried to summon help in a freezing alley. Something answered. Its gifts came as witchlike whispers and a talent for making people see what they expected to see. Arthur turned that strange protection toward study, pursuing scraps of magic wherever he traveled and trying, unsuccessfully, to join guards, militias, and schools. At last a minor lord offered him a place and a knighthood in name, in exchange for service beneath the Anglo banners. Arthur accepted, intent on learning the blade, earning land, and discovering whether the lord's interest in him has a hidden price.

“Hungry and alone, he learned to run errands for thieves, keep his mouth shut, and recognize the instant a friendly smile became a threat.”
From their backstory
Background
Criminal

Connections

Species

Human

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