Skip to content
CreatePricing
Wekst - AI-generated fantasy Character

Wekst

Tiefling · Fighter · Level 1 · Soldier

Wekst

Practical, dryly warm, and patient with people who are trying their best.
AC18
HP12/12
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 18 · HP 12 · 30 ft.
AlignmentChaotic GoodGenderMaleAgeThirty-two
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,
Medium armor,
Heavy armor,
Shields

Weapons

Simple weapons,
Martial weapons

Tools

One gaming set of your choice,
Vehicles (land)

Languages

Common,
Infernal

Features

6 features

Bonus action

  • Second WindLevel 1

    You can use a bonus action to regain 1d10 + 1 hit points. You must finish a short or long rest before using this feature again.

Always on

  • Fighting Style: DefenseLevel 1

    You adopt the Defense fighting style, gaining a +1 bonus to AC while wearing armor.

  • DarkvisionTieflingYou can see in dim light within 60 feet as if it were bright light, and in darkness as if it were dim light, discerning colors only as shades of gray.
  • Hellish ResistanceTieflingYou have resistance to fire damage.
  • Infernal LegacyTieflingYou know the thaumaturgy cantrip. Charisma is your spellcasting ability for this spell.
  • Military RankSoldier

    As a former soldier, Wekst can gain access to friendly military encampments and fortresses where his rank is recognized. Soldiers loyal to his former organization may offer shelter or assistance, though they will not risk their lives for him.

Spells

1 spell

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

Cantrips (at will):

Gear

12 items

Weapons

  • Longsword
    A serviceable longsword with a plain grip.
  • Light crossbow
    A light crossbow with a case of bolts.
  • 2×
    Handaxe
    Simple handaxes carried as practical tools and backup weapons.

Armor

  • Chain mail
    Worn chain mail, maintained carefully despite its age.
  • Shield
    A plain shield marked with old drill scratches.

Tools

  • Gaming set
    A set used to play dice, a game he learned in camp.

Gear

  • 20×
    Crossbow bolts
    Bolts for the light crossbow.
  • Dungeoneer's pack
    A pack containing a backpack, bedroll, mess kit, tinderbox, 10 torches, 10 days of rations, and a waterskin.
  • Insignia of rank
    A small token from his former regiment.
  • Trophy
    A trophy taken from a fallen enemy, kept wrapped in cloth.
  • Common clothes
    A set of common clothes.
  • Pouch and coins
    A small belt pouch containing 10 gp.

Appearance

Wekst stands broad through the shoulders, with dusky red-brown skin, swept-back horns, and a tail that curls around one boot when he is listening. His amber eyes keep moving around a room, checking doors, hands, and anyone left out of the conversation. His callused hands are nicked and flattened at the knuckles from years of drills and hauling gear. He wears well-kept chain mail over a plain dark shirt, with a battered shield and a longsword carried without ceremony.

Mannerisms

He checks the nearest exit when entering a room, then deliberately turns his attention back to whoever is speaking. Before answering a difficult question, he rubs his thumb over the edge of his shield.

Personality

Practical, dryly warm, and patient with people who are trying their best. He is quick to volunteer for unpleasant work and slow to admit when he is tired.

Ideals

No order is worth the lives of people it was meant to protect. Rules deserve respect only while they serve the living.

Bonds

He keeps the worn insignia from his old regiment and hopes to find the comrades who followed him back to the hamlet. He feels responsible for the people they saved, even though he has not seen them since.

Flaws

He treats retreat as a personal failure and will stay in danger too long rather than leave someone behind. He also has trouble accepting orders from anyone who has not earned his trust.

Quirks

He quietly counts heads whenever a group sets out or returns.
He remembers which companions dislike which foods and trades rations accordingly.
He rolls dice across his knuckles when thinking, but never wagers more than he can afford to lose.

Background

Wekst grew up near a lowland fort where his infernal features made strangers watch him twice and trust him once. He learned early that a uniform could make people look at the insignia instead of the horns. He enlisted for steady meals and a place in the world, then discovered he was good at keeping frightened recruits moving when plans broke down. In the ranks he earned respect less by shouting than by taking the difficult watch himself and remembering who needed a quiet word afterward. During a retreat, Wekst’s commander ordered the unit to abandon a hamlet so the column could escape faster. Wekst disobeyed, turning back with a handful of soldiers to lead families through a drainage cut beneath the road. The survivors got away, but the delay cost the army its supplies and Wekst his place in it. Now he travels as a soldier without a regiment, taking work that puts him between ordinary people and whoever has decided they are expendable. He keeps his old insignia, not as a claim to authority, but as a reminder of the order he refused.

“He learned early that a uniform could make people look at the insignia instead of the horns.”
From their backstory
Background
Soldier

Connections

Species

Tiefling

Media

0 images

No images yet.

Visual sheet

Turn Wekst into a sheet

A high-res, share-ready sheet you can post or print.