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Maruja Quispe - AI-generated fantasy Character

Maruja Quispe

Human · Warlock 13 / Rogue 7 (The Hexblade) · Level 20 · Noble

Maruja Quispe

Maruja is dryly charming, observant, and difficult to intimidate.
AC17
HP163/163
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 17 · HP 163 · 30 ft.
AlignmentChaotic GoodGenderFemaleAge42 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
  • ReligionINT
  • Sleight of HandDEX
  • StealthDEX
  • SurvivalWIS

Armor

Light armor,
Medium armor,
Shields

Weapons

Simple weapons,
Martial weapons,
Firearms, with Dungeon Master approval

Tools

Gaming set, chess set,
Vehicles, land

Languages

Common,
Quechua,
One additional language from Noble background, Elvish

Features

40 features

Bonus action

  • Cunning ActionLevel 2

    When Bonus action.

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

Reaction

  • Uncanny Dodge

    When A visible attacker hits you with an attack.

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

  • Armor of Hexes

    When A cursed creature makes a melee attack against you.

    Use a reaction to impose disadvantage on a melee attack made against you by a creature within 5 feet.

  • Accursed SpecterLevel 6

    You can use your reaction to impose disadvantage on an attack roll made against you by a creature you can see within 5 feet.

  • Evasion and Uncanny DodgeLevel 7

    You gain proficiency in Dexterity saving throws against effects you can see, such as traps and spells. You can use Uncanny Dodge to halve the damage of one attack that hits you as a reaction.

Always on

  • Thirsting BladeLevel 5

    When Take the Attack action with the pact weapon.

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

  • Sneak Attack

    When Hit with a qualifying finesse or ranged weapon attack.

    Deal an extra 4d6 Sneak Attack damage once per turn when the attack qualifies through advantage, Rakish Audacity, or an adjacent ally.

  • Hexblade's CurseLevel 1

    When Bonus action, target within 30 feet.

    Curse one target for 1 minute, gaining +6 damage against it, critical hits on 19 or 20, and healing when it dies.

  • Otherworldly Patron, The HexbladeLevel 1

    You have entered into a pact with a powerful patron. The Hexblade grants you expanded spell options and the ability to use Charisma for attacks with one chosen weapon. You gain proficiency with medium armor, shields, and martial weapons.

  • 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 can change the chosen weapon after a long rest.

  • Pact MagicLevel 1

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

  • Expertise and Sneak AttackLevel 1

    You gain proficiency in two skills from the rogue skill list and expertise in two proficient skills. Sneak Attack deals an extra 1d6 damage once per turn when you have advantage or an eligible ally is adjacent to the target.

  • Pact Boon, Pact of the BladeLevel 3

    You gain a Pact Boon. Pact of the Blade lets you create a pact weapon, bind a magic weapon, and use it as your spellcasting focus. The weapon is proficiently wielded and can be summoned or dismissed.

  • Eldritch InvocationsLevel 2

    You gain two eldritch invocations. At warlock level 5, Thirsting Blade allows two attacks when taking the Attack action with your pact weapon.

  • Hexblade Expanded SpellsLevel 1

    You can cast an expanded list of Hexblade spells, including shield, wrathful smite, blur, branding smite, blink, elemental weapon, phantasmal killer, staggering smite, banishing smite, and cone of cold.

  • Ability Score ImprovementLevel 4

    You gain an Ability Score Improvement or a feat.

  • Pact Magic ImprovementLevel 5

    Your pact magic slots become 3rd-level slots.

  • Additional Eldritch InvocationLevel 5

    You gain one additional eldritch invocation.

  • Ability Score ImprovementLevel 8

    You gain an Ability Score Improvement or a feat.

  • Pact Magic ImprovementLevel 9

    Your pact magic slots become 5th-level slots.

  • Mystic Arcanum, 6th LevelLevel 11

    You can choose one 6th-level spell from the warlock spell list as a Mystic Arcanum. You can cast it once without expending a spell slot after a long rest.

  • Ability Score ImprovementLevel 12

    You gain an Ability Score Improvement or a feat.

  • Mystic Arcanum, 7th LevelLevel 13

    Your patron bestows a 7th-level Mystic Arcanum spell, castable once per long rest without using a spell slot.

  • Ability Score ImprovementLevel 16

    You gain an Ability Score Improvement or a feat.

  • Mystic Arcanum, 8th LevelLevel 15

    You gain an 8th-level Mystic Arcanum spell, castable once per long rest without using a spell slot.

  • Ability Score ImprovementLevel 19

    You gain an Ability Score Improvement or a feat.

  • Mystic Arcanum, 9th LevelLevel 17

    You gain a 9th-level Mystic Arcanum spell, castable once per long rest without using a spell slot.

  • LifedrinkerLevel 12

    You can choose a new form for your Pact of the Blade weapon after a short or long rest. In addition, your pact weapon ignores resistance to nonmagical weapon damage.

  • Roguish Archetype, SwashbucklerLevel 3

    You choose the Swashbuckler archetype. Your Sneak Attack can be used when you have no disadvantage and no creature other than the target is within 5 feet of you. You also gain Fancy Footwork and Rakish Audacity.

  • Fancy FootworkLevel 3

    During your turn, a creature you make a melee attack against cannot make opportunity attacks against you for the rest of your turn, whether or not the attack hits.

  • Rakish AudacityLevel 3

    You add your Charisma modifier to initiative rolls. You also gain Sneak Attack against a creature when you are within 5 feet of it, no other creatures are within 5 feet of you, and you do not have disadvantage.

  • Ability Score ImprovementLevel 4

    You gain an Ability Score Improvement or a feat.

  • Stroke of LuckLevel 5

    When you roll initiative and have no superiority dice, you regain one use of your limited-use abilities that can be recovered on a short or long rest.

  • Additional ExpertiseLevel 6

    You gain expertise in two additional proficient skills or tools.

  • Ability Score IncreaseHuman+1 to Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma
  • TraitHumanMedium size
  • TraitHumanWalking speed of 30 feet
  • TraitHumanOne extra language
  • TraitHumanOne extra skill proficiency
  • Position of PrivilegeNoble

    People are accustomed to believing that she has the right to be wherever she is. She can secure an audience with local nobles, command the attention of servants and officials, and use her family name to gain respectful treatment, provided she does not bring the house into open disgrace.

Spells

21 spells

Spellcasting. Maruja Quispe 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:

8th level:

9th level:

Gear

14 items

Weapons

  • Pact weapon
    A pact-bound martial weapon that can take the form of a whip or revolver, using Charisma for attack and damage rolls.
  • Whip
    A long whip reinforced with black metal links. It has a 10-foot reach and serves as her customary pact weapon.
  • 2×
    Revolvers
    A pair of nonstandard renaissance firearms, treated as martial ranged weapons, each dealing 1d10 piercing damage with a normal range of 30 feet and a long range of 90 feet.
  • Light crossbow
    A light crossbow with a case of bolts, included as an alternative ranged weapon under the warlock starting equipment.
  • 2×
    Dagger
    A simple weapon chosen from the warlock starting equipment.

Armor

  • Chain shirt
    A medium armor coat reinforced with metal rings, maximum Dexterity bonus of +2.
  • Shield
    A shield bearing the faded crest of House Quispe.

Gear

  • 20×
    Bolts
    Crossbow ammunition.
  • Component pouch
    A component pouch used for spells without costly or consumed material components.
  • Fine clothes
    Fine clothes suitable for noble audiences, though visibly repaired and frequently traveled in.
  • Signet ring
    A signet ring displaying her family crest.
  • Scroll of pedigree
    A scroll of pedigree proving her lineage.
  • Burglar's pack
    A burglar's pack containing a backpack, ball bearings, string, bell, candles, crowbar, hammer, pitons, hooded lantern, oil, tinderbox, rations, tinder, and waterskin.

Purse

  • 25×
    Gold pieces
    A purse containing starting noble wealth.

Appearance

A weathered human woman with warm brown skin, dark eyes, and thick black hair threaded with silver. She wears a battered chain shirt beneath a tailored burgundy coat, a broad-brimmed hat, and a polished steel half-mask hanging at her belt. Her left hand bears the black, runelike scar of her pact, while a long black-lacquered whip rests at her hip beside two rune-etched revolvers. Her clothes still carry the careful cut of nobility, but every seam has been repaired by hand.

Mannerisms

Maruja adjusts her gloves before making a difficult decision, taps her thumb against the grip of her revolver while listening, and addresses servants with the same direct courtesy she gives to nobles. When angry, she becomes quieter and begins using people's full names.

Personality

Maruja is dryly charming, observant, and difficult to intimidate. She treats conversation like a duel, offering people just enough respect to make their arrogance visible. Beneath her controlled manners is a fiercely protective woman who notices hunger, fear, and loneliness before anyone else in the room.

Ideals

Justice is not the same as law. A law that protects cruelty has already forfeited the right to obedience.

Bonds

She will bring the officials responsible for her brother's death to justice, even if doing so destroys her family's remaining title and fortune.

Flaws

She cannot resist humiliating people who abuse authority, even when a quiet compromise would serve her better. She is also convinced that every kindness has a hidden price, including those offered by her closest allies.

Quirks

Keeps a small pouch of mountain salt and touches it before entering a dangerous place.
Names every firearm after a dead relative, then refuses to explain which one is which.
Leaves one chair empty at every important table for her missing brother.
Counts doorways under her breath when she is nervous.
Never accepts the first cup of wine offered at a noble gathering.

Background

Maruja Quispe was born into a minor noble household whose lands sat along an old mountain road. Her family held titles, debts, and a reputation for settling disputes with a smile while quietly counting every advantage. Maruja rejected the household's polished cruelty after her elder brother disappeared during a tax expedition. The official story blamed bandits, but she found the ledgers that proved he had been murdered by the same officials her family protected. She took the family pistols, a ceremonial whip, and enough money to leave before anyone could stop her. In the years that followed, Maruja became a duelist, debt collector, and reluctant protector of travelers who could not afford the law's protection. In a ruined shrine, she found a sentient blade sealed beneath the altar, its spirit bound to an ancient oath of judgment. The weapon offered her power in exchange for carrying its unfinished purpose into the world. She accepted, not because she trusted the entity, but because it promised the strength to confront people who believed rank made them untouchable. Her pact grew into a weapon bond, and her reputation grew with it. She now moves between noble salons, frontier roads, and criminal counting houses, using charm, speed, and frightening precision to make the powerful answer for what they have done.

“Her family held titles, debts, and a reputation for settling disputes with a smile while quietly counting every advantage.”
From their backstory
Background
Noble

Connections

Species

Human

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