Kunturkit
Kunturkit
Sheet
AC 13 · HP 9 · 30 ft., swim 30 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingWIS
- ArcanaINT
- AthleticsSTR
- DeceptionCHA
- IntimidationSTR
- InvestigationINT
- MedicineWIS
- NatureWIS
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- ReligionINT
- Sleight of HandDEX
- StealthDEX
Weapons
Tools
Languages
Features
16 featuresBonus action
- Hungry JawsLizardfolkAs a bonus action, Kunturkit can make a special bite attack. If it hits, he gains temporary hit points equal to his Constitution modifier, minimum 1. He can use this trait a number of times equal to his proficiency bonus per long rest.
Always on
- Fire Bolt
When As an action
Kunturkit launches a mote of lightning at a creature within 120 feet. Make a ranged spell attack. On a hit, the target takes 1d10 lightning damage.
- Mage Hand
When As an action
Kunturkit creates a spectral, floating hand at a point within 30 feet. The hand can manipulate objects, open unlocked doors, retrieve items, and perform similar simple tasks.
- Minor Illusion
When As an action
Kunturkit creates a sound or image within range that lasts for up to 1 minute and is convincing enough to distract or mislead creatures that investigate it.
- Ray of Frost
When As an action
Kunturkit fires a cold ray at a creature within 60 feet. Make a ranged spell attack. On a hit, the target takes 1d8 cold damage, and its speed is reduced by 10 feet until the start of Kunturkit's next turn.
- Magic Missile
When As an action
Kunturkit creates three glowing darts of magical force. Each dart automatically hits a creature within range and deals 1d4 + 1 force damage. The darts may target one creature or several.
- Shield
When When hit by an attack or targeted by magic missile
Kunturkit creates an invisible magical barrier in response to an attack or the casting of magic missile. Until the start of his next turn, his AC increases by 5, including against the triggering attack.
- SpellcastingLevel 1
Kunturkit is a 1st-level spellcaster. Charisma is his spellcasting ability for his sorcerer spells. He knows four cantrips and two 1st-level sorcerer spells. He can use an arcane focus as a spellcasting focus.
- Draconic BloodlineLevel 1
Kunturkit's innate magic comes from draconic blood in his lineage. He has chosen bronze dragon ancestry, granting him lightning as his associated damage type and Draconic as an additional language. When he later gains Metamagic, he may use his ancestry to shape the flavor of his magic around storms and charged air.
- Draconic ResilienceLevel 1
His draconic blood hardens his scales. His hit point maximum increases by 1, and increases by 1 again whenever he gains a level in this class. While he is not wearing armor, his base AC is 13 + his Dexterity modifier.
- BiteLizardfolkKunturkit can make an unarmed strike with his bite, dealing 1d6 + his Strength modifier piercing damage on a hit.
- Cunning ArtisanLizardfolkDuring a short rest, Kunturkit can harvest bone and hide from a slain beast, construct a shield, club, javelin, or 1d4 darts or blowgun needles.
- Hold BreathLizardfolkKunturkit can hold his breath for up to 15 minutes.
- Natural ArmorLizardfolkHis tough scales provide a base AC of 13 + his Dexterity modifier when he is not wearing armor. He cannot use this feature if wearing armor.
- Aquatic AdaptationLizardfolkKunturkit has a swimming speed of 30 feet.
- DiscoveryHermit
Kunturkit has discovered a unique and powerful truth during his isolation, a living connection between his draconic blood and the storm spirits he once studied. He can identify the supernatural nature of this phenomenon and understands its significance, though its full meaning remains unclear. His secluded life also grants him familiarity with herbs, medicines, and the rhythms of the wild.
Spells
6 spellsSpellcasting. Kunturkit casts with Charisma (spell save DC 12, to hit with spell attacks).
Cantrips (at will): , , ,
1st level (2 slots): ,
Gear
8 itemsWeapons
- DaggerA simple iron knife with a wrapped handle, suitable for cutting herbs, food, and rope.
Tools
- Herbalism kitA collection of dried plants, salves, bitter roots, and mineral powders used to prepare remedies.
Gear
- Arcane focusA small crystal set in a forked piece of polished driftwood, used as an arcane focus.
- Explorer's packA pack containing a bedroll, mess kit, tinderbox, ten torches, ten days of rations, a waterskin, and 50 feet of hempen rope.
- Winter blanketA plain wool blanket marked with stitched geometric patterns from Kunturkit's former shelter.
- Notes from seclusionA small collection of notes, charcoal rubbings, diagrams, and storm observations gathered during years of isolation.
- Common clothesA set of common travel clothes, patched repeatedly but carefully maintained.
- Belt pouchA belt pouch containing the remaining coins from his hermitage and the small gifts given by travelers he treated.
Appearance
A lean male lizardfolk with moss-green scales mottled by ochre and slate, a narrow wedge-shaped head, amber eyes, and a ragged ridge of darker scales running from brow to tail. His left forearm bears old burn scars in branching patterns, remnants of the first uncontrolled lightning surge that revealed his draconic bloodline. He wears a patched travel cloak over simple hide wrappings, with bone charms, dried herbs, and polished river stones tied along his belt.
Mannerisms
He tilts his head sharply when listening, blinks one eye at a time when suspicious, and tastes the air before answering questions about weather or unfamiliar places. When casting a spell, he presses two claws together and clicks his teeth once before releasing the magic.
Personality
Kunturkit is patient, intensely curious, and unexpectedly gentle with injured creatures. He speaks in direct observations rather than social hints, often describing people by their posture, scent, or breathing. He is more comfortable beside a cooking fire or a sickbed than at a feast, yet he quietly studies every group he travels with and remembers their needs with exacting care.
Ideals
Mercy. Knowledge is only worthwhile when it is used to preserve life. Even a dangerous power should be guided toward healing, protection, and the defense of those who cannot defend themselves.
Bonds
He carries a clay vessel containing blackened sand from the storm-struck shelf, and he will risk anything to return it to the clutch that sheltered him. He also feels responsible for a young healer who secretly helped him leave, believing that his power can become a gift rather than a danger.
Flaws
He treats fear as evidence that he must be right, and when challenged he becomes cold, literal, and stubborn. He also has difficulty understanding why others object to being studied, especially when he considers their reactions scientifically interesting.
Quirks
Background
Kunturkit was raised among reed marshes and warm stone banks, where his clutch learned to read the movements of fish, birds, and weather rather than the expressions of other peoples. He was always an observant hatchling, more interested in bones, shed skins, and the patterns of lightning than in hunting. During a season of violent storms, a bolt struck the limestone shelf where he slept. Kunturkit survived, but the air around him crackled, and every frightened instinct in the clutch told them that something ancient had awakened in his blood. The elders did not cast him out, but they sent him away before fear could become violence.
“He was always an observant hatchling, more interested in bones, shed skins, and the patterns of lightning than in hunting.”
- Background
- Hermit
Connections
Species
Lizardfolk
Media
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