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Alkeria - AI-generated fantasy Character

Alkeria

Tiefling · Bard (College of Lore) · Level 4 · Criminal

Alkeria

Alkeria is quick-witted, observant, and generous with a joke when a room grows tense.
AC13
HP24/24
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 13 · HP 24 · 30 ft.
AlignmentChaotic NeutralGenderMaleAge32
STR
DEX
CON
INT
WIS
CHA

Saving throws

STRDEXCONINTWISCHA

Skills

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

Armor

Light armor

Weapons

Simple weapons,
Hand crossbows,
Longswords,
Rapiers,
Shortswords

Tools

Thieves' Tools,
Gaming set,
Three musical instruments of choice: lute, flute, and drum

Languages

Common,
Infernal

Features

15 features

Action

  • Vicious Mockery

    When Action

    He can cast this cantrip as an action, delivering a cutting string of mockery that may distract and harm a creature.

Bonus action

  • Bardic InspirationLevel 1

    When Bonus Action

    He can use a Bonus Action to inspire an ally with a d6, three times per rest.

Reaction

  • Cutting WordsLevel 3

    When When a creature within 60 feet makes an attack roll, ability check, or damage roll

    He can use a reaction and expend Bardic Inspiration to undermine a nearby foe's attack, ability check, or damage roll.

Always on

  • Hellish Rebuke

    When When damaged by a creature within 60 feet

    He can invoke his infernal legacy to cast Hellish Rebuke once per Long Rest without a spell slot.

  • SpellcastingLevel 1

    Alkeria can cast bard spells using Charisma. He has three bard cantrips and can prepare seven bard spells of levels 1 and 2. He can use a musical instrument as a spellcasting focus.

  • Jack of All TradesLevel 2

    Alkeria adds half his Proficiency Bonus, rounded down, to ability checks using an ability in which he lacks proficiency. This does not apply to Initiative.

  • ExpertiseLevel 2

    Alkeria has Expertise in Performance and Stealth, doubling his Proficiency Bonus for checks with those skills.

  • Ability Score ImprovementLevel 4

    Alkeria gains proficiency with three additional skills from his Skilled feat: Investigation, Sleight of Hand, and Persuasion.

  • Bonus ProficienciesLevel 3

    Alkeria gains proficiency in three skills of his choice. He chooses Deception, Stealth, and Investigation. Deception and Stealth are already granted by his background, so he selects Acrobatics, Insight, and Performance as his additional class skill proficiencies.

  • DarkvisionTieflingAlkeria has Darkvision out to 60 feet.
  • Fiendish Legacy, InfernalTieflingHe knows the Thaumaturgy cantrip. Charisma is his spellcasting ability for spells granted by this legacy.
  • Infernal legacy spellTieflingHe can cast Hellish Rebuke once without a spell slot, regaining the ability to do so when he finishes a Long Rest. He can also cast it using spell slots he has of the appropriate level.
  • Creature typeTieflingHumanoid. Size: Medium.
  • SpeedTiefling30 feet.
  • AlertCriminal

    Alert is an Origin feat. Alkeria adds his Proficiency Bonus to Initiative, and immediately after rolling Initiative he can trade his Initiative with a willing ally in the same combat. His Initiative is +4 including this feat.

Spells

10 spells

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

Cantrips (at will): , ,

1st level (4 slots): , , ,

2nd level (3 slots): , ,

Gear

8 items

Weapons

  • Rapier
    A light, one-handed finesse martial weapon.
  • 2×
    Dagger
    A pair of easily concealed blades.

Armor

  • Leather armor
    Light armor, included in the AC calculation.

Tools

  • Lute
    Alkeria uses it as his spellcasting focus and for performances.
  • Crowbar
    A compact pry bar useful for opening stuck doors and crates.
  • Gaming set
    A set of marked cards used for games and practiced sleight of hand.

Gear

  • Entertainer's pack
    A travel-ready pack with ordinary performance and adventuring necessities.

Purse

  • 15 GP
    Starting currency from his criminal background.

Appearance

Alkeria keeps his dark hair combed back with fussy precision, though one stubborn curl always slips loose above his brow. His polished, swept-back horns frame a broad, expressive mouth; when he laughs, his slightly crowded teeth show, and he chews with quick, thoughtful little bites. He dresses in a weather-darkened leather coat over a vivid blue waistcoat, with a lute strap crossing his chest and a small infernal charm at his throat.

Mannerisms

He tests a room's echo with a quiet note before sitting down. When uneasy, he taps the rhythm of an old marching song against his lute case, then catches himself and changes the tune.

Personality

Alkeria is quick-witted, observant, and generous with a joke when a room grows tense. He distrusts grand promises but has begun to trust small acts repeated over time. He is more comfortable turning grief into a song than speaking of it plainly.

Ideals

Remembrance without surrender. The dead deserve to be remembered truthfully, but the living deserve choices not ruled by old grief.

Bonds

He keeps a scrap of the ruined shrine's hymn, written in his own hand, and will not let anyone turn the names of its victims into a joke. He also feels responsible for Sesh and the other companions who taught him to make a life beyond vengeance.

Flaws

When someone invokes the god he hunts, Alkeria's judgment narrows to a point. He can mistake a chance to strike at the god's influence for a duty, even when his companions need him elsewhere.

Quirks

Names every tune he writes after a meal he has not eaten in years.
Can imitate a door hinge's squeak convincingly, but refuses to demonstrate unless asked twice.
Straightens his cuffs before telling a lie, even when the lie is harmless.

Background

Alkeria learned early that a well-timed chorus can cover a quiet door latch. He grew up taking messages and lifting purses for a crew that worked the alleys around the town of Sedgewick, a place named for the reeds that choke its canals. He was useful because he could imitate a guard's whistle, flatter a mark, and vanish into a crowd before anyone thought to look for a horned tiefling. When the crew's patron, a priest of the exiled god Vathruk, turned a neighborhood shrine into a slaughterhouse, Alkeria lost the people who had made his first crooked home feel safe. His anger fixed on the god, and he swore to find a way to end its reach in the world. For a while, revenge was the only song he knew. That changed on the road, where he fell in with people who refused to let his fury decide every choice. Sesh, a soft-spoken herbalist who smelled of crushed thyme, helped him recognize that keeping the dead in memory was not the same as making every living person pay for them. Alkeria still hunts the god's surviving influence, but now he hopes to protect the people it would hurt next. He makes a living as a bard, trading songs, secrets, and theatrical distractions, and has learned that a performance can rally a village as surely as it can empty a pocket.

“He was useful because he could imitate a guard's whistle, flatter a mark, and vanish into a crowd before anyone thought to look for a horned tiefling.”
From their backstory
Background
Criminal

Connections

Species

Tiefling

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