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Nok - AI-generated fantasy Character

Nok

Tabaxi · Bard · Level 1 · Charlatan

Nok

Nok is quick-witted, theatrical, and intensely observant.
AC13
HP8/8
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 13 · HP 8 · 30 ft.
AlignmentChaotic NeutralGenderFemaleAge23 years old
STR
DEX
CON
INT
WIS
CHA

Saving throws

STRDEXCONINTWISCHA

Skills

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

Armor

Light armor

Weapons

Simple weapons,
Hand crossbows,
Longswords,
Rapiers,
Shortswords

Tools

Disguise kit,
Forgery kit,
Lute,
Flute,
Drum

Languages

Common,
Draconic

Features

14 features

Bonus action

  • Healing Word

    When When an ally within 60 feet needs immediate healing.

    A creature Nok can see regains 1d4 plus 3 hit points, and the spell can be cast as a bonus action.

  • Bardic InspirationLevel 1

    Nok can inspire an ally who can hear her within 60 feet. As a bonus action, the ally gains one Bardic Inspiration die, a d6, which can be added to one ability check, attack roll, or saving throw made within the next 10 minutes. She can use this feature a number of times equal to her Charisma modifier, and regains all expended uses after a long rest.

Always on

  • Vicious Mockery

    When When a creature Nok can see within 60 feet makes an attack or otherwise presents an opening for ridicule.

    Nok delivers an unsettling phrase layered with magical spite. The target must succeed on a Wisdom saving throw or take 1d4 psychic damage and have disadvantage on its next attack roll before the end of its next turn.

  • Minor Illusion

    When When Nok needs a distraction, false clue, whispered voice, or small visual decoy.

    Nok creates a sound or image within range that lasts for up to 1 minute with concentration. The illusion is purely sensory and can be investigated to reveal its false nature.

  • Dissonant Whispers

    When When Nok wants to break an enemy's position or force it to flee.

    One creature within range must make a Wisdom saving throw or take 3d6 psychic damage and immediately use its reaction to move as far as its speed allows away from Nok.

  • Faerie Fire

    When When Nok needs to expose hidden enemies or set up her allies for accurate attacks.

    Each creature in a 20-foot cube must make a Dexterity saving throw. Creatures that fail are outlined in colored light, granting advantage on attack rolls against them and preventing them from benefiting from invisibility.

  • Charm Person

    When When Nok needs to persuade, distract, or temporarily disarm a humanoid's suspicion.

    One humanoid must make a Wisdom saving throw or become charmed by Nok for 1 hour or until harmed by Nok or her companions.

  • SpellcastingLevel 1

    Nok can cast bard spells using Charisma as her spellcasting ability. She knows two bard cantrips and four 1st-level bard spells. She can use a musical instrument as a spellcasting focus.

  • DarkvisionTabaxiNok can see in dim light within 60 feet as if it were bright light, and in darkness as if it were dim light.
  • Feline AgilityTabaxiWhen Nok moves on her turn in combat, she can double her speed until the end of that turn. She cannot use this trait again until she moves 0 feet on one of her turns.
  • Cat's ClawsTabaxiNok has climbing claws that grant her a climbing speed of 20 feet. Her claws deal 1d4 slashing damage plus her Strength modifier when used for an unarmed strike.
  • Cat's TalentTabaxiNok is proficient in the Perception and Stealth skills.
  • LanguagesTabaxiNok can speak, read, and write Common and one other language.
  • False IdentityCharlatan

    Nok has established a second identity, complete with convincing documents, familiar acquaintances, and practiced habits. She can move through settlements under her false persona and produce forged papers when an official document is required.

Spells

6 spells

Spellcasting. Nok casts with Charisma (spell save DC 13, to hit with spell attacks).

Cantrips (at will): ,

1st level (2 slots): , , ,

Gear

9 items

Weapons

  • Rapier
    A light, flexible blade suitable for both dueling and theatrical flourishes.
  • Dagger
    A narrow blade kept in a concealed boot sheath.

Armor

  • Leather armor
    Studded leather armor beneath a travel coat.

Tools

  • Lute
    A compact lute with painted mountain motifs and a repaired neck.
  • Disguise kit
    A kit of cosmetics, wigs, false facial hair, padding, and other disguise materials.
  • Forgery kit
    Ink, parchment, sealing wax, and imitation seals used to create convincing documents.

Gear

  • Diplomat's pack
    Includes a bedroll, mess kit, tinderbox, ten torches, ten days of rations, and a waterskin.
  • Fine clothes
    A tailored outfit designed to support her false identity.

Purse

  • 15×
    Gold pieces
    Small coins left after purchasing her initial gear.

Appearance

Nok is a lean, russet-furred tabaxi woman with dark ear tips, a cream muzzle, and bright amber eyes. A narrow scar cuts through one eyebrow, and her long striped tail rarely holds still. She favors a well-worn leather coat, a crimson scarf, fingerless gloves, and several mismatched silver rings. Her lute is small enough to carry easily and decorated with painted mountain patterns.

Mannerisms

Nok speaks with her hands and tail, punctuating important statements with a slow sweep of her whiskers. When lying, she becomes unusually formal and addresses people by their full names.

Personality

Nok is quick-witted, theatrical, and intensely observant. She treats conversation like a performance, always watching for the moment when a listener leans closer. Beneath her confidence is a sincere affection for outsiders, runaways, and anyone trying to escape an unwanted past.

Ideals

Freedom. No one should be trapped by the name, station, or story assigned to them. People deserve the chance to become someone new.

Bonds

She carries the stolen ledger that could bring down the smugglers who threatened her family. She will protect her caravan and anyone who reminds her of the frightened children she left behind.

Flaws

She cannot resist improving a simple lie until it becomes an elaborate deception, even when honesty would be safer. She also has a deep fear of being ordinary and sometimes takes reckless risks simply to remain memorable.

Quirks

Collects discarded signet rings and invents owners for them.
Names every alias after a kind of bread.
Sleeps with one hand wrapped around her lute strap.
Clicks her tongue softly when considering whether someone is lying.

Background

Nok was born among a traveling tabaxi caravan that followed trade roads from crowded river towns to high mountain passes. She learned early that people heard what they expected to hear, especially when a bright smile, a graceful bow, and a well-timed song accompanied the words. Her first performances were harmless entertainments, but she soon discovered that a forged seal or borrowed name could open doors that claws never could. By adolescence, she was alternating between singing in roadside inns and selling carefully constructed fortunes, cures, and lucky charms to those who wanted to believe. Her luck changed when one of her identities became entangled with a real smuggling ring. The criminals wanted her forged travel papers and threatened her caravan when she refused to cooperate. Nok escaped with a stolen ledger, a battered lute, and the conviction that charm without courage was only another kind of cowardice. She now travels as herself more often, though she keeps several aliases ready. She performs for coin, lies when necessary, and quietly uses her talents to expose the sort of predators she once helped create.

“Her luck changed when one of her identities became entangled with a real smuggling ring.”
From their backstory
Background
Charlatan

Connections

Species

Tabaxi

Media

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