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Nekuz Tavan - AI-generated fantasy Character

Nekuz Tavan

Kobold · Warlock · Level 2 · Criminal

Nekuz Tavan

Nekuz is bright, alert, and cheerfully suspicious.
AC14
HP15/15
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 14 · HP 15 · 30 ft.
AlignmentChaotic GoodGenderMaleAgeAbout 16 years old, young adult by kobold standards
STR
DEX
CON
INT
WIS
CHA

Saving throws

STRDEXCONINTWISCHA

Skills

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

Armor

Light armor

Weapons

Simple weapons

Tools

Thieves’ Tools

Languages

Common,
Draconic,
Goblin

Features

12 features

Bonus action

  • Draconic Cry

    When Bonus Action

    As a Bonus Action, you unleash a cry at enemies within 10 feet of you. Until the end of your next turn, you and your allies have Advantage on attack rolls against any of those enemies who can hear you. You can use this a number of times equal to your Proficiency Bonus, regaining all uses after a Long Rest.

  • TraitKoboldDraconic Cry, usable a number of times equal to your Proficiency Bonus per Long Rest. As a Bonus Action, creatures within 10 feet that can hear you grant Advantage on attack rolls against them until the end of your next turn.

Always on

  • Eldritch Blast with Agonizing Blast and Repelling Blast

    When When Eldritch Blast hits

    When you hit with Eldritch Blast, add your Charisma modifier to one damage roll of that spell. If the spell hits a creature, you can push it up to 10 feet away from you.

  • Pact MagicLevel 1

    You have learned to draw on the magic of an otherworldly patron. Charisma is your spellcasting ability for your Warlock spells, and you can use an Arcane Focus as a spellcasting focus.

  • Eldritch InvocationsLevel 1

    You learn two Eldritch Invocations of your choice at level 1 and gain a third at level 2. Your chosen invocations are Agonizing Blast, Repelling Blast, and Armor of Shadows.

  • Magical CunningLevel 2

    You can perform an esoteric rite for 1 minute. At the end of it, you regain expended Pact Magic spell slots, up to half your maximum number, rounded up. Once you use this feature, you cannot do so again until you finish a Long Rest.

  • TraitKoboldSmall size.
  • TraitKoboldSpeed of 30 feet.
  • TraitKoboldDarkvision out to 60 feet.
  • Kobold Legacy, Draconic Sorcery optionKoboldYou know one cantrip from the Sorcerer spell list, using Charisma as its spellcasting ability. The chosen cantrip is Fire Bolt.
  • TraitKoboldYou know Common, Draconic, and one additional language of your choice. This character knows Goblin.
  • AlertCriminal

    You have the Alert Origin feat. You add your Proficiency Bonus to Initiative rolls and, immediately after rolling Initiative, you can swap your Initiative with that of a willing ally in the same combat, provided neither of you is Incapacitated.

Spells

9 spells

Spellcasting. Nekuz Tavan casts with Charisma (spell save DC 12, to hit with spell attacks).

Cantrips (at will): , , , ,

1st level (2 slots): , , ,

Gear

11 items

Weapons

  • Sickle
    A curved harvesting blade suitable for close defense
  • 2×
    Dagger
    Small blades balanced for throwing or stabbing

Armor

  • Leather Armor
    Light armor made from dark, supple leather

Tools

  • Thieves’ Tools
    Tools for opening locks and disabling traps

Gear

  • Arcane Focus, Orb
    A polished black orb used as an arcane focus
  • Book, Occult Lore
    A book filled with copied occult symbols, patron signs, and coded notes
  • Scholar’s Pack
    A pack containing basic scholarly and adventuring supplies
  • Crowbar
    A heavy iron bar useful for forcing doors or bracing mechanisms
  • 2×
    Pouch
    Small bags for holding coins, components, and stolen objects
  • Traveler’s Clothes
    Plain travel clothing with many hidden inner pockets

Purse

  • 16×
    Gold Pieces
    Loose starting currency from the Warlock and Criminal equipment packages

Appearance

A small, wiry kobold with rust-red scales, a cream-colored throat, oversized amber eyes, and one chipped horn. He wears a fitted leather coat beneath a patched charcoal cloak, with thieves’ tools arranged in careful loops across his belt. A black iron ring hangs from one ear, etched with a symbol that resembles both a dragon’s eye and a keyhole. His hands are quick, stained with lampblack, and almost always hold a small piece of wire, chalk, or folded paper.

Mannerisms

Nekuz tilts his head sharply when listening, clicks his claws together while thinking, and whispers possible solutions to locks before touching them. When nervous, he bares his teeth in what he insists is a reassuring smile.

Personality

Nekuz is bright, alert, and cheerfully suspicious. He assumes every room has a secret entrance, every noble has a hidden debt, and every apparent threat can be redirected with the right distraction. He is generous toward frightened people and animals, but he becomes intensely competitive when someone dismisses him as weak or stupid. Beneath his bravado, he wants desperately to be trusted.

Ideals

Freedom. No one should be owned, cornered, or treated as disposable. I will break chains wherever I find them, even if I have to pick the lock first.

Bonds

The kobold clutch beneath the old market is my family. I send them coin, tools, and warnings, and I will return if anyone threatens their home.

Flaws

I cannot resist proving that I am the cleverest person in the room, even when silence would be safer. I also keep secrets from allies long after sharing them would help everyone.

Quirks

Names every lockpick and apologizes to them when one breaks.
Collects keys even when he does not know what they open.
Leaves tiny chalk dragons near doors he has successfully bypassed.
Claims his patron’s whispers are merely excellent advice from a very dramatic friend.

Background

Nekuz learned the city from underneath it. His clutch lived in a drainage vault beneath the old market, where kobolds repaired traps, scavenged broken locks, and sold information to anyone who paid in food, candles, or interesting metal. Nekuz became the clutch’s smallest and fastest burglar, slipping through chimneys and crawlspaces to retrieve ledgers, keys, and the occasional jewel. He told himself that stealing from merchants was harmless, especially when the merchants were cruel, but the distinction became harder to maintain after a burglary left an elderly shopkeeper facing ruin. During that job, Nekuz found a sealed coffer containing a shard of black glass that whispered in Draconic. The voice belonged to an unseen patron who offered him power in exchange for carrying messages and uncovering secrets. Nekuz accepted, partly from desperation and partly because the voice spoke to him as though he were clever rather than small. His first magical successes were awkward, bright bursts of force and borrowed words that made locks forget they were locked. He now travels as an adventurer, trying to use his criminal talents against predators, tyrants, and anyone who treats the helpless as disposable. He still takes valuables when nobody is looking, but he keeps a private ledger of every theft and intends to repay each one someday.

“Nekuz became the clutch’s smallest and fastest burglar, slipping through chimneys and crawlspaces to retrieve ledgers, keys, and the occasional jewel.”
From their backstory
Background
Criminal

Connections

Species

Kobold

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