Kata Gutierrez
Kata Gutierrez
Sheet
AC 12 · HP 8 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- ArcanaINT
- AthleticsSTR
- DeceptionSTR
- HistoryINT
- InsightWIS
- IntimidationCHA
- InvestigationINT
- MedicineWIS
- NatureWIS
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- ReligionINT
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
11 featuresBonus action
- Hex
When As a bonus action against a creature within 90 feet
As a bonus action, curse one creature you can see within range. Until the spell ends, you deal an extra 1d6 necrotic damage to it whenever you hit it with an attack, and you gain advantage on ability checks made to find it. The target also has disadvantage on ability checks using the ability chosen when the spell is cast. If it dies, you can move the curse to another creature.
Always on
- Eldritch Blast
When When you make a ranged spell attack against a creature
You can cast eldritch blast as a ranged spell attack. On a hit, the target takes 1d10 force damage.
- Mage Hand
When When you need to manipulate a distant object
You create a spectral, floating hand that can manipulate objects, open unlocked containers, retrieve or stow items, and pour contents at range.
- Armor of Agathys
When When you need temporary hit points before entering danger
A protective force surrounds you. You gain 5 temporary hit points. If a creature hits you with a melee attack while you have these temporary hit points, it takes 5 cold damage.
- Otherworldly PatronLevel 1
You have forged a pact with a mysterious otherworldly entity. Your choice of Otherworldly Patron determines additional features at 1st level and later levels. This character has not yet selected a patron.
- Pact MagicLevel 1
Your arcane research and the magic bestowed on you by your patron give you facility with spells. Charisma is your spellcasting ability for your warlock spells.
- DarkvisionTieflingYou can see in dim light within 60 feet as if it were bright light, and in darkness as if it were dim light.
- Hellish ResistanceTieflingYou have resistance to fire damage.
- Infernal LegacyTieflingYou know the thaumaturgy cantrip. At 3rd level, you can cast hellish rebuke once per long rest. At 5th level, you can cast darkness once per long rest. Charisma is your spellcasting ability for these spells.
- LanguagesTieflingYou can speak, read, and write Common and Infernal.
- Ship's PassageSailor
You can secure free passage on a sailing ship for yourself and your adventuring companions, provided you offer your services in return. You are expected to assist with the vessel during the journey.
Spells
4 spellsSpellcasting. Kata Gutierrez casts with Charisma (spell save DC 12, to hit with spell attacks).
Cantrips (at will): ,
1st level (1 slot): ,
Gear
12 itemsWeapons
- Light crossbowA light crossbow with a salt-stained wooden stock.
- DaggerA plain shipboard blade useful for work, defense, and cutting rope.
- 2×DaggersTwo balanced backup knives kept in hidden belt sheaths.
- ClubA sturdy wooden cudgel issued as part of her sailor's kit.
Armor
- Leather armorA hardened leather cuirass and matching shoulder guards, worn beneath a weatherproof coat.
Gear
- 20×Crossbow boltsQuarrels carried in a waxed leather case.
- Arcane focusA black iron compass used as an arcane focus. Its needle points toward no known place.
- Scholar's packA compact pack containing ink, parchment, books, and other study supplies.
- Silk ropeA fifty-foot coil of silk rope, carefully tarred against damp.
- Lucky charmA small brass charm from the Vela Kestrel, kept for luck.
- Common clothesSimple practical clothing suitable for shore leave and shipboard work.
Purse
- 10×Starting goldCoins saved from wages, smuggling, and a few fortunate bets.
Appearance
Kata Gutierrez is a lean tiefling woman with deep umber-red skin, swept-back black hair, and compact charcoal horns that angle slightly backward from her brow. Her eyes are a clear molten gold, and her long tail is usually wrapped once around her thigh when she stands still. She smells faintly of tar, salt, clove oil, and old parchment, a scent she has stopped noticing but other people recognize immediately. Her clothing is meticulously maintained despite its hard use, with polished buckles, neatly tied cuffs, and a dark blue scarf knotted at her throat. A brass navigational charm hangs from one ear, and her arcane focus is a black iron compass whose needle points toward no earthly direction.
Mannerisms
Kata checks the position of doors, windows, and exits whenever she enters a room. When thinking, she rolls her iron compass across her knuckles and taps twice before answering. She speaks in clipped, practical sentences, but becomes unexpectedly poetic when describing tides or storms.
Personality
Kata is observant, dryly funny, and difficult to intimidate. She treats every conversation like a negotiation and every room like a ship that might suddenly list. She is generous with practical help but suspicious of grand declarations, preferring a person who repairs a torn sail to one who promises eternal loyalty. Beneath her guarded independence is a fierce need to remain useful and impossible to control.
Ideals
Freedom. No captain, church, devil, or mysterious voice has the right to decide where I go or what I become.
Bonds
The Vela Kestrel and its surviving crew are the closest thing I have to family. I will find the ship's missing captain, even if the trail leads beyond the mortal world.
Flaws
I cannot leave a mystery alone, especially when common sense says to walk away. I also make promises too quickly when someone challenges my competence.
Quirks
Background
Kata Gutierrez was born in a crowded riverside district where tiefling children learned early that people often judged the shape of their horns before they listened to their words. She found her first escape aboard the merchant sloop Vela Kestrel, beginning as a galley runner and climbing into the rigging because heights frightened her less than being trapped below deck. Kata became a capable sailor, navigator, and occasional smuggler, with a talent for knowing when a storm was about to turn and when a captain was lying about the cargo. Her pact began during a night crossing through waters that had no business being there. The ship passed beneath a sky without stars, and the compass Kata carried opened like an eye. A voice from somewhere beyond the black horizon offered her the power to never be helpless in the dark again. She accepted before the crew could see her hesitate. The bargain left her with eldritch power, an unknowable obligation, and a growing suspicion that the thing speaking through the compass has its own destination in mind. Now she travels from port to port, taking dangerous work, testing the limits of her magic, and quietly searching for a way to learn who truly holds the other end of the pact.
“Her pact began during a night crossing through waters that had no business being there.”
- Background
- Sailor
Connections
Species
Tiefling
Media
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