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Tekstil - AI-generated fantasy Character

Tekstil

Aarakocra · Paladin (Oath of Vengeance) · Level 3 · Sailor

Tekstil

Tekstil is direct, energetic, and fiercely protective.
AC19
HP32/32
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 19 · HP 32 · 50 ft., fly 50 ft.
AlignmentChaotic GoodGenderMaleAge25 years old
STR
DEX
CON
INT
WIS
CHA

Saving throws

WISCHASTRDEXCONINT

Skills

  • Animal HandlingWIS
  • ArcanaINT
  • AthleticsSTR
  • DeceptionSTR
  • HistoryINT
  • InsightWIS
  • IntimidationCHA
  • InvestigationINT
  • MedicineWIS
  • NatureINT
  • PerceptionWIS
  • PerformanceCHA
  • PersuasionCHA
  • ReligionINT
  • Sleight of HandDEX
  • StealthDEX
  • SurvivalWIS

Armor

All armor,
Shields

Weapons

Simple weapons,
Martial weapons

Tools

Navigator's tools,
Vehicles, water

Languages

Common,
Auran

Features

19 features

Action

  • Lay on HandsLevel 1

    Tekstil can expend 5 points from a healing pool to restore a total of 15 hit points. As an action, he can touch a creature and restore any number of points from the pool, up to the remaining amount. He can also use 5 points to cure one disease or neutralize one poison affecting the target.

  • Channel Divinity: Abjure EnemyLevel 3

    As an action, Tekstil can present his holy symbol and choose one creature within 60 feet that he can see. The target must make a Wisdom saving throw. Fiends and undead have disadvantage. On a failed save, the target is frightened for 1 minute. Its speed is 0, and it can repeat the saving throw at the end of each of its turns. On a successful save, its speed is halved for 1 minute.

Bonus action

  • Channel Divinity: Vow of EnmityLevel 3

    As a bonus action, Tekstil can choose one creature within 10 feet and gain advantage on attack rolls against it for 1 minute or until it drops to 0 hit points or falls unconscious.

Always on

  • Abjure Enemy

    When As an action, targeting one creature within 60 feet

    Tekstil can present his holy symbol and force one creature within 60 feet to make a Wisdom saving throw. Fiends and undead have disadvantage. On a failure, the creature is frightened, its speed becomes 0, and it can repeat the save at the end of each turn.

  • Vow of Enmity

    When As a bonus action, targeting one creature within 10 feet

    Tekstil gains advantage on attack rolls against one creature within 10 feet for 1 minute, or until it drops to 0 hit points or falls unconscious.

  • Divine SmiteLevel 2

    When After hitting with a melee weapon attack

    Tekstil adds radiant damage to a melee weapon hit by expending a spell slot. A 1st-level slot deals 2d8 radiant damage, with an additional 1d8 per slot level above 1st, plus 1d8 against undead or fiends.

  • Divine SenseLevel 1

    Tekstil can detect the location of any celestial, fiend, or undead within 60 feet that is not behind total cover. He knows the type of any creature detected, but not its identity. He can use this feature a number of times equal to 1 plus his Charisma modifier, and regains all uses after a long rest.

  • Divine Sense and Martial TrainingLevel 1

    Tekstil has proficiency with all armor and shields, simple weapons, and martial weapons.

  • Fighting Style: DefenseLevel 2

    Tekstil gains a Fighting Style. He chose Defense, gaining a +1 bonus to AC while wearing armor.

  • SpellcastingLevel 2

    Tekstil is a 3rd-level half-caster. He uses Charisma for spellcasting, prepares three paladin spells after each long rest, and can use a holy symbol as a spellcasting focus.

  • Sacred Oath: Oath of VengeanceLevel 3

    Tekstil swears the Oath of Vengeance, committing himself to punishing those who cause grievous harm. He gains the Channel Divinity options Abjure Enemy and Vow of Enmity. He also always has Bane and Hunter's Mark prepared as oath spells.

  • Channel DivinityLevel 3

    Tekstil can use Channel Divinity once between rests, regaining its use after a short or long rest.

  • Oath SpellsLevel 3

    Tekstil's oath spells, Bane and Hunter's Mark, are always prepared and do not count against his number of prepared paladin spells.

  • FlightAarakocraTekstil has a flying speed of 50 feet. He cannot fly while wearing medium or heavy armor.
  • TalonsAarakocraTekstil has talons that are natural weapons, dealing 1d4 slashing damage on a hit.
  • Aarakocra ProficienciesAarakocraHe is proficient with the Perception skill.
  • AuranAarakocraTekstil can speak, read, and write Auran.
  • Aarakocra Ability Score IncreaseAarakocra+2 Dexterity and +1 Wisdom.
  • Ship's PassageSailor

    Tekstil can secure free passage on sailing vessels for himself and his adventuring companions in exchange for service. He knows the operation of sailing ships and can identify common maritime hazards, routes, and weather patterns.

Spells

3 spells

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

1st level (3 slots): , ,

Gear

11 items

Weapons

  • Longsword
    A martial melee weapon suitable for a paladin.
  • 5×
    Javelin
    Simple thrown weapons useful aboard ship.
  • Belaying Pin
    A wooden belaying pin that functions as a club.

Armor

  • Chain Mail
    A suit of chain mail armor.
  • Shield
    A shield bearing a white gull emblem.

Tools

  • Belaying Pin
    A wooden belaying pin that functions as a club.

Gear

  • Holy Symbol
    A holy symbol used for paladin spellcasting.
  • Explorer's Pack
    A backpack containing bedroll, mess kit, tinderbox, torches, rations, and waterskin.
  • Silk Rope
    A sturdy coil of silk rope.
  • Lucky Charm
    A small fishbone charm, kept despite Tekstil's hatred of fish.
  • Common Clothes
    Plain common clothing suitable for travel.

Purse

  • 10×
    Gold Pieces
    Starting currency from his paladin and sailor equipment.

Appearance

Tekstil is a broad-shouldered male aarakocra with rust-red and cream plumage, a dark hooked beak, and bright amber eyes. His feathers are carefully preened around a battered steel helm, though a few always spring loose above his brow. He wears practical chain mail beneath a weather-stained blue cloak, carries a shield painted with a white gull, and keeps one hand near the small fishbone charm tied to his belt. Within a minute of meeting him, most people notice the soft clicking sound he makes with his beak whenever he is anxious. His normally brisk voice becomes breathy and unusually quiet when angered, while his wings tense and partially spread.

Mannerisms

Tekstil constantly checks the knot securing his fishbone charm, usually without realizing he is doing it. When listening, he tilts his head sharply like a hunting bird and makes faint beak-clicks. When excited, his wings lift and his speech speeds up. When frightened or furious, his voice drops into a breathy whisper while his wings lock rigidly against his sides.

Personality

Tekstil is direct, energetic, and fiercely protective. He treats every ship's deck, tavern floor, and cliffside path as if it were a place where lives depend on competent seamanship. He is quick to laugh at dry humor, slow to forgive betrayal, and deeply uncomfortable with quiet water. Despite his abrasive opinions about fish, he is gentle with frightened travelers and will give away his own rations before allowing a shipwreck survivor to go hungry.

Ideals

Justice should arrive like a storm from a clear sky. Those who prey upon the helpless, whether on land or sea, deserve no safe harbor.

Bonds

The wreck of the Gull's Mercy lies somewhere beneath the coastal waters, and Tekstil intends to recover his family's names, belongings, and holy keepsake from it. He also protects sailors and shipwreck survivors with fierce devotion, because no one should be left to vanish beneath the waves as his family did.

Flaws

Tekstil's hatred of fish is irrational, immediate, and often inconvenient. He refuses to eat seafood, distrusts anyone who praises fishing, and may abandon sound judgment when confronted by a large or unfamiliar aquatic creature. He also confuses stubbornness with courage, especially when admitting fear would require him to trust someone else.

Quirks

He calls all fish by the same name, 'the enemy.'
He refuses to sleep in a room with an aquarium, fish tank, or fishing trophies.
He collects bits of wrecked ships and labels them with the names of people he intends to remember.
He salutes seabirds but glares at gulls that approach his food.
He tests the strength of every rope, strap, and belt knot he encounters.

Background

Tekstil was raised among the wind-carved cliffs of an aarakocra roost overlooking a busy coastal harbor. His family served aboard the merchant vessel Gull's Mercy, where they taught him to read clouds, judge currents, and tie knots faster than most sailors could name them. He was still young when an enormous predatory fish, driven into the shallows by a storm, smashed through the ship's lower hull. The vessel sank in minutes. Tekstil survived by taking to the air, but his parents and younger sister did not. He has never forgiven fish as a category, from minnows to sea monsters, and insists that the ocean is merely a sky that happens to be facing the wrong direction.

“He was still young when an enormous predatory fish, driven into the shallows by a storm, smashed through the ship's lower hull.”
From their backstory
Background
Sailor

Connections

Species

Aarakocra

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