Kateru Salk
Kateru Salk
Sheet
AC 12 · HP 7 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingWIS
- ArcanaINT
- AthleticsSTR
- DeceptionCHA
- HistoryINT
- InsightWIS
- IntimidationCHA
- InvestigationINT
- MedicineWIS
- NatureINT
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Weapons
Tools
Languages
Features
14 featuresReaction
- Shield
When When she is hit by an attack or targeted by magic missile
A shimmering veil surrounds Kateru, granting her a +5 bonus to AC until the start of her next turn as a reaction.
Always on
- Fire Bolt
When When a creature within 120 feet is a viable target
Kateru releases a trembling lance of fire that deals 1d10 fire damage on a hit.
- Minor Illusion
When When she needs a distraction or small sensory trick
Kateru creates a harmless sensory effect, such as distant music, a scent of saltwater, or the flicker of phantom lanterns.
- Shocking Grasp
When When a creature within touch range threatens her
Kateru sends a crackling touch of lightning that deals 1d8 lightning damage and prevents the target from taking reactions until the start of its next turn on a hit.
- Prestidigitation
When When she wants to clean, mark, chill, warm, flavor, or subtly alter something
Kateru briefly alters the appearance of a willing creature or herself for up to one hour.
- Magic Missile
When When she needs reliable damage against one or more creatures within 120 feet
Kateru launches three glowing darts of force, each dealing 1d4 + 1 force damage and automatically striking chosen targets she can see.
- SpellcastingLevel 1
Kateru is a 1st-level spellcaster. Her spellcasting ability is Charisma. She knows four sorcerer cantrips and two 1st-level sorcerer spells, and she uses an arcane focus as a spellcasting focus.
- Wild Magic SurgeLevel 1
Kateru's magic comes from unpredictable arcane forces. Once per turn, immediately after casting a sorcerer spell of 1st level or higher, the DM can have her roll a d20. On a roll of 1, she rolls on the Wild Magic Surge table.
- Tides of ChaosLevel 1
Kateru can potentially bend luck around herself. When another creature she can see makes an attack roll, ability check, or saving throw, she can use her reaction and expend her available Tides of Chaos benefit to give that roll advantage. After using this feature, the DM can have her roll for a Wild Magic Surge to restore the benefit.
- DarkvisionTieflingKateru can see in dim light within 60 feet as if it were bright light, and in darkness as if it were dim light.
- Hellish ResistanceTieflingKateru has resistance to fire damage.
- Infernal LegacyTieflingKateru knows Thaumaturgy. At 3rd level she can cast Hellish Rebuke once per long rest, and at 5th level she can cast Darkness once per long rest, using Charisma as her spellcasting ability.
- LanguagesTieflingKateru speaks Common and Infernal.
- All Eyes on YouFar Traveler
People are curious about Kateru's distant homeland and unfamiliar customs. She can secure food, lodging, and modest assistance by sharing stories of her travels, though strangers often expect her to provide unusual knowledge or entertainment in return.
Spells
6 spellsSpellcasting. Kateru Salk casts with Charisma (spell save DC 13, to hit with spell attacks).
Cantrips (at will): , , ,
1st level (2 slots): ,
Gear
11 itemsWeapons
- QuarterstaffA slim wooden staff capped with a brass ferrule, used as a walking stick and emergency spellcasting implement.
- Light CrossbowA light crossbow with a weatherproof case.
- 2×DaggerUseful for close combat and concealed defense.
Tools
- Musical InstrumentA small brass flute from Kateru's homeland.
Gear
- 20×Crossbow BoltsAmmunition for the light crossbow.
- Arcane FocusA polished blue glass shard mounted in brass, used as an arcane focus.
- Dungeoneer's PackA pack containing bedroll, mess kit, tinderbox, torches, rations, waterskin, and rope.
- Traveler's ClothesA carefully maintained travel outfit cut in a style uncommon on the mainland.
- Poorly Made MapsSeveral inaccurate but culturally valuable maps of distant islands and sea routes.
- Foreign TrinketA blue glass pendant worth 10 gp, given to Kateru by her younger brother.
Purse
- 5×Gold PiecesCoin carried in a reinforced travel pouch.
Appearance
Kateru is a lean tiefling woman with deep umber-red skin, swept-back black hair braided with small brass rings, and short, polished horns that curve slightly backward. She dresses with unusual precision despite long travel, keeping her coat brushed, her boots oiled, and her gloves spotless. Within moments of entering a room, she has usually inspected every exit, window, staircase, and unattended bag before looking directly at the people inside. A blue glass pendant hangs at her throat, glowing faintly whenever her emotions stir.
Mannerisms
Kateru speaks in concise observations, often pausing to translate local sayings into her own words. She checks the position of her pendant whenever someone mentions storms, and she tests unfamiliar chairs with one hand before sitting. When excited, she unconsciously taps complex rhythms against her thumb with a fingernail.
Personality
Curious, sharply observant, and socially fearless, Kateru treats every settlement as a puzzle of habits and hidden rules. She is generous with food, directions, and stories, but dislikes being treated as an exotic curiosity. She prefers practical kindness to grand declarations and trusts people who admit what they do not know.
Ideals
No border, law, or tradition is sacred enough to justify keeping the truth from those who seek it.
Bonds
I will return to my island with proof that the black-glass storm was real, and I will find out what happened to the ship that vanished after mine.
Flaws
I cannot resist correcting maps, customs, or people who confidently describe places they have never visited. When frightened, I make reckless bargains with forces I do not understand.
Quirks
Background
Kateru Salk was born in a volcanic chain of islands far beyond the trade routes most mainland maps bother to name. Her mother served as a keeper of navigational shrines, and her father repaired instruments for ships that crossed waters believed to be haunted. Kateru grew up learning that every journey had a cost, every coast had a superstition, and every stranger carried a story worth remembering. Her sorcery first appeared during a storm, when a burst of wild magic turned the sea around her family's vessel briefly into black glass. The ship survived, but Kateru became convinced that the strange power inside her was connected to the old spirits her people warned travelers never to bargain with. She left home carrying a collection of inaccurate maps, a little brass travel flute, and a blue glass pendant given to her by her younger brother. Since then, she has crossed deserts, river kingdoms, and imperial roads, earning meals by telling embellished stories and earning trouble by testing local taboos. She now travels toward the interior, following scattered accounts of people who have seen the same black-glass sea in visions. Kateru suspects that her magic is not merely wild. Something, or someone, may have noticed her on the night of the storm and has been waiting for her to come ashore.
“Her mother served as a keeper of navigational shrines, and her father repaired instruments for ships that crossed waters believed to be haunted.”
- Background
- Far Traveler
Connections
Species
Tiefling
Media
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