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Ketik Arvel - AI-generated fantasy Character

Ketik Arvel

Human · Warlock (Fiend Patron) · Level 8 · Acolyte

Ketik Arvel

Ketik is direct, watchful, and unexpectedly gentle with frightened people.
AC14
HP59/59
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 14 · HP 59 · 30 ft.
AlignmentChaotic GoodGenderMaleAge32 years
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

Weapons

Simple weapons

Tools

Calligrapher's Supplies

Languages

Common,
Celestial,
Infernal

Features

22 features

Action

  • Pact of the Chain Familiar

    When You summon your pact familiar

    You can use an action to call forth a spectral fiendish creature that serves you, following the Pact of the Chain rules.

Always on

  • Repelling Blast

    When A beam of Eldritch Blast hits a creature

    When you cast Eldritch Blast, one beam that hits can push its target up to 10 feet away from you.

  • Agonizing Blast

    When You cast Eldritch Blast

    When you cast Eldritch Blast, add your Charisma modifier to the damage of one beam you cast.

  • Devil's Sight

    When You are in darkness

    You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.

  • Pact of the Tome

    When You possess your pact tome

    You gain a Pact of the Tome containing three cantrips from any class and can use the tome as a spellcasting focus.

  • Whispers of the Grave

    When You need to question a corpse

    You can cast Speak with Dead without expending a spell slot.

  • Book of Ancient Secrets

    When You have a ritual spell in your pact tome

    You can inscribe ritual spells in your Book of Shadows and cast them as rituals when they are in the book.

  • Magic Initiate

    When You use your Origin feat

    You can cast the Magic Initiate spells chosen from the Cleric list. Wisdom is the spellcasting ability for these spells.

  • Eldritch InvocationsLevel 1

    You know three Eldritch Invocations. Your selected invocations are Agonizing Blast, Devil's Sight, Pact of the Tome, Repelling Blast, and Whispers of the Grave, plus one additional invocation from your level 8 allotment, Book of Ancient Secrets. Invocations grant supernatural abilities and can enhance cantrips or provide spells and magical powers.

  • Pact MagicLevel 1

    You gain two level 4 Pact Magic spell slots, which recover when you finish a Short or Long Rest. You prepare nine Warlock spells, and Charisma is your spellcasting ability.

  • Magical CunningLevel 2

    Once per Long Rest, you can perform a one-minute esoteric rite to regain expended Pact Magic spell slots, up to half your maximum number of slots, rounded up.

  • Warlock SubclassLevel 3

    You gain the Fiend Patron subclass. Your pact draws power from the Lower Planes and grants additional subclass features at later levels.

  • Ability Score ImprovementLevel 4

    You gain the War Caster feat. You have Advantage on Constitution saving throws to maintain Concentration, can perform Somatic components while holding weapons or a shield, and can cast a spell with a casting time of an action as an Opportunity Attack when its target is one creature.

  • Ability Score ImprovementLevel 8

    You gain the Inspiring Leader feat. After a Short or Long Rest, you can give a number of creatures temporary hit points equal to your level plus your Charisma modifier when you speak for at least 10 minutes.

  • Dark One's BlessingLevel 3

    When you reduce a hostile creature to 0 hit points, you gain temporary hit points equal to your Charisma modifier plus your Warlock level, currently 11 temporary hit points.

  • Fiendish ResilienceLevel 6

    When you finish a Short or Long Rest, choose one damage type from Acid, Cold, Fire, Lightning, or Thunder. You have Resistance to that damage type until you choose another with this feature.

  • ResourcefulHumanAfter a Long Rest, you gain Heroic Inspiration.
  • SkillfulHumanYou gain proficiency in one skill of your choice, represented here by Perception.
  • VersatileHumanYou gain an Origin feat of your choice, represented here by Alert.
  • TraitHumanMedium size, with a walking speed of 30 feet.
  • You know Common and one additional languageHumanYou also know two additional languages from your Acolyte background.
  • Shelter of the FaithfulAcolyte

    Ketik can perform religious ceremonies and receive free healing and care at temples, shrines, or other established presences of his faith. Those who share his religion support him at a modest lifestyle, and he retains access to a former temple residence when relations remain cordial.

Spells

18 spells

Spellcasting. Ketik Arvel casts with Charisma (spell save DC 14, to hit with spell attacks).

Cantrips (at will): , , , , , ,

1st level: , , , ,

2nd level: , , ,

3rd level:

4th level (2 slots):

Gear

12 items

Weapons

  • Sickle
    A curved harvesting blade used as a simple weapon and ritual knife.
  • 2×
    Dagger
    Light blades balanced for throwing or close combat.

Armor

  • Leather Armor
    Light armor made from boiled leather, suitable for travel and concealment.

Gear

  • Arcane Focus
    A polished black glass orb used as an arcane focus.
  • Book
    A collection of copied prayers, forbidden marginalia, and notes on planar boundaries.
  • Scholar's Pack
    A pack containing bedroll, mess kit, tinderbox, torches, rations, waterskin, and other travel necessities.
  • Book of Prayers
    A prayer book bound in gray cloth, with several pages deliberately torn out.
  • Holy Symbol
    A small iron symbol of the shrine's guardian deity.
  • 5×
    Incense
    Used during rites, funerals, and negotiations with the dead.
  • Robe
    Formal temple clothing worn beneath his traveling garments.
  • Common Clothes
    Everyday clothing for travel and anonymity.

Purse

  • 23×
    Gold Pieces
    Coins remaining from class and background equipment.

Appearance

Ketik Arvel is a broad-shouldered human with a compact, sturdy build and close-cropped black hair threaded with premature silver. He stands with his weight slightly forward, as if every conversation might become a negotiation or a challenge. His hands are ink-stained from years of copying prayers, while faint ember-red lines show beneath the skin of his palms when his patron's power stirs. He wears a dark traveling robe beneath well-maintained leather armor, with a small iron holy symbol hanging beside a blackened glass talisman.

Mannerisms

Ketik leans toward people when they speak, often standing a little too close without realizing it. He taps the iron holy symbol twice before answering difficult questions, then chooses his words with priestly precision.

Personality

Ketik is direct, watchful, and unexpectedly gentle with frightened people. He treats every conversation like a pastoral counseling session until someone threatens the helpless, at which point his calm becomes frighteningly absolute. He enjoys dry humor, dislikes vague promises, and has a habit of answering theological questions with practical ones.

Ideals

Knowledge is a lamp, not a throne. Any power worth wielding must be used to guide people through danger, never to make them kneel.

Bonds

The mountain shrine that raised me is my home, and I will protect its priests and pilgrims even if they never forgive what I have become.

Flaws

I believe I can control the fiend because admitting otherwise would mean admitting that the shrine's suffering began with my choice.

Quirks

He names every candle before lighting it, then apologizes when extinguishing it.
He keeps the first page of every book he reads, even if the book is stolen or burned.
He refuses to step over a sleeping person, calling it an insult to their dreams.
When angry, he begins reciting funeral prayers in a perfectly calm voice.

Background

Ketik Arvel was raised in a mountain shrine where human pilgrims came to pray before dangerous journeys through the high passes. He learned to read by copying burial prayers and to speak gently to frightened travelers, but his faith was never simple. The shrine's priests taught that the gods guarded the boundaries of the world. Ketik became fascinated by what waited beyond those boundaries, especially after finding a page of scripture written in a second, older hand that described a fire beneath creation itself. His search for the missing pages led him into a sealed crypt beneath the shrine, where he made contact with a fiend who called itself Varkesh, the Ember Regent. Ketik accepted power in exchange for carrying a fragment of the fiend's name into the mortal world, believing he could use the pact to protect the shrine and contain the entity. He was wrong about how much of the bargain had already been completed. The shrine still shelters him, but its priests watch him with fear, and Ketik now travels to find the remaining pages before Varkesh's name becomes whole.

“He learned to read by copying burial prayers and to speak gently to frightened travelers, but his faith was never simple.”
From their backstory
Background
Acolyte

Connections

Species

Human

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