Tzicqet
Tzicqet
Sheet
AC 12 · HP 11 · 30 ft., climb 20 ft.Saving throws
Skills
- AcrobaticsDEX
- ArcanaINT
- AthleticsSTR
- DeceptionCHA
- HistoryINT
- InsightWIS
- IntimidationCHA
- InvestigationINT
- MedicineWIS
- NatureINT
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- ReligionINT
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
13 featuresAction
- Minor Illusion
When Action
You create a sound or image within range that lasts for up to 1 minute and can be dismissed as an action. The illusion ends if you cast it again or dismiss it.
Always on
- Eldritch Blast
When Action
You make a ranged spell attack against one creature within 120 feet. On a hit, the target takes 1d10 force damage.
- Hex
When Bonus action
You place a curse on a creature you can see within 90 feet. Until the spell ends, you deal an extra 1d6 necrotic damage to the target whenever you hit it with an attack, and you gain advantage on ability checks made to find it. The spell lasts up to 1 hour with concentration.
- Armor of Agathys
When Action
A protective force surrounds you, granting 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 Patron, The Great Old OneLevel 1
You have made a pact with a mysterious entity from the Far Realm. Your patron grants you the Awakened Mind feature and determines the nature of your supernatural gifts.
- Pact MagicLevel 1
You know two warlock cantrips and two 1st-level warlock spells. You regain your one expended spell slot when you finish a short or long rest. Charisma is your spellcasting ability.
- Awakened MindLevel 1
You can telepathically speak to any creature you can see within 30 feet of you. The creature need not share a language with you, but it must be able to understand at least one language to respond telepathically.
- DarkvisionTabaxiYou can see in dim light within 60 feet as if it were bright light, and in darkness as if it were dim light. You cannot discern color in darkness, only shades of gray.
- Feline AgilityTabaxiWhen you move on your turn in combat, you can double your speed until the end of that turn. You cannot use this trait again until you move 0 feet on one of your turns.
- Cat's ClawsTabaxiYour claws are natural weapons that deal 1d4 slashing damage on a hit. You have a climbing speed of 20 feet.
- Cat's TalentTabaxiYou have proficiency in the Perception and Stealth skills.
- LanguagesTabaxiYou can speak, read, and write Common and one other language.
- City SecretsUrchin
You know the secret patterns and shortcuts of cities. You can find passages through urban areas that others would miss, and you can locate other urchins who can provide information about local people and places.
Spells
4 spellsSpellcasting. Tzicqet casts with Charisma (spell save DC 13, to hit with spell attacks).
Cantrips (at will): ,
1st level (1 slot): ,
Gear
13 itemsWeapons
- Light crossbowA light crossbow suitable for ranged attacks.
- QuarterstaffA sturdy quarterstaff used as a simple melee weapon.
- 2×DaggersSimple blades kept for utility and defense.
Armor
- Leather armorStudded and reinforced leather protection.
Gear
- 20×BoltsAmmunition for the light crossbow.
- Component pouchA pouch containing the material components for your spells.
- Scholar's packA scholar's pack containing a backpack, a book of lore, a bottle of ink, an ink pen, ten sheets of parchment, a little bag of sand, and a small knife.
- Small knifeA small knife from his childhood in the alleys.
- Map of hometownA crude map of the city district where he was raised.
- Pet mouseA tame mouse named Cinder, kept in a vented wooden box.
- Token of parentsA broken copper button that belonged to his unknown parents.
- Common clothesA battered set of ordinary clothing.
Purse
- 10×Starting goldCoins saved from thefts and odd jobs.
Appearance
A lean male tabaxi with charcoal-gray fur, pale ochre eyes, and a long ringed tail marked by a single white tip. His ears are nicked from alley fights, and a narrow scar cuts across his left muzzle. He wears patched leather armor beneath a weather-stained green coat, with copper wire charms braided into his whiskers and a dull iron ring hanging from one ear.
Mannerisms
He crouches on the balls of his feet when listening, keeps his head angled toward distant sounds, and taps one claw against his thumb when calculating a risk. He rarely sits with his back to a door.
Personality
Tzicqet is watchful, dryly humorous, and intensely curious about anything hidden, forbidden, or expensive. He can be charming when he wants information, but he dislikes prolonged attention and prefers to observe from rafters, balconies, and shadowed corners. He is generous with food and suspicious of gifts.
Ideals
Freedom. No creature should own another's choices, not a street gang, not a noble, and certainly not the thing that whispers through my dreams.
Bonds
I will protect the street children who taught me how to survive, even if they hate me for leaving. I also intend to uncover the identity of the voice behind my pact before it can claim more than I agreed to give.
Flaws
I assume every kindness has a hidden price, and I often ruin genuine friendships by searching for the trap. When frightened, I lie reflexively, even when the truth would serve me better.
Quirks
Background
Tzicqet grew up beneath the market bridges of a sprawling river city, where the gutters ran warm in winter and every rooftop belonged to someone dangerous. His first lessons came from other abandoned children, who taught him how to lift a purse without breaking stride, sleep beneath carts, and recognize which guards could be bribed. He survived by carrying messages, stealing food, and guiding travelers through alleys that did not appear on any official map. The city became his den, but never his home. He kept a small mouse named Cinder for company, convinced that caring for one fragile creature was proof he had not become entirely feral. One night, while hiding in a collapsed shrine beneath the oldest district, Tzicqet found a black glass shard etched with symbols that seemed to move when he blinked. The voice behind it offered no grand promises, only answers to questions he had never been able to ask, such as why some people were born with doors open before them while others were left in the mud. He accepted the bargain with a presence from beyond the stars, gaining the power to bend minds and call eldritch light from his claws. Tzicqet does not worship his patron, nor does he fully trust it. He treats the pact as another dangerous arrangement, one that might someday buy him freedom, if he can discover what his unseen benefactor truly wants.
“He survived by carrying messages, stealing food, and guiding travelers through alleys that did not appear on any official map.”
- Background
- Urchin
Connections
Species
Tabaxi
Media
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