Kethrik Arveth
Kethrik Arveth
Sheet
AC 11 · HP 6 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- ArcanaINT
- AthleticsSTR
- DeceptionSTR
- InsightWIS
- IntimidationCHA
- InvestigationINT
- MedicineWIS
- NatureINT
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- ReligionINT
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Weapons
Tools
Languages
Features
11 featuresAlways on
- Light
When When illumination is needed
Kethrik creates a small magical flame in his hand or on an object. The flame sheds bright light and can be dismissed at will.
- Fire Bolt
When When attacking a target within 120 feet
Kethrik launches a mote of fire at a creature or object within range, making a ranged spell attack for 1d10 fire damage on a hit.
- Minor Illusion
When When distraction, signaling, or a simple illusion is useful
Kethrik manipulates a harmless sensory effect, such as a faint sound, scent, image, or mark, within the spell's limitations.
- SpellcastingLevel 1
Kethrik is a 1st-level spellcaster. His spellcasting ability is Intelligence. He can use an arcane focus or component pouch, and he has a spellbook containing his wizard spells.
- Arcane RecoveryLevel 1
Once per day after finishing a short rest, Kethrik can choose to recover expended spell slots with a combined level of 1. He can recover one expended 1st-level spell slot.
- TraitElfDarkvision, able to see in dim light within 60 feet as if it were bright light, and in darkness as if it were dim light.
- TraitElfFey Ancestry, advantage on saving throws against being charmed, and magic cannot put Kethrik to sleep.
- TraitElfKeen Senses, proficiency in the Perception skill.
- TraitElfTrance, Kethrik does not need to sleep and can finish a long rest in 4 hours of meditation.
- TraitElfElven weapon training, proficiency with longswords, shortswords, shortbows, and longbows.
- Ship's PassageSailor
Kethrik can secure free passage on sailing ships for himself and companions, in exchange for working passage. He is also welcome in sailors' taverns and can find employment aboard a vessel.
Spells
9 spellsSpellcasting. Kethrik Arveth casts with Intelligence (spell save DC 11, to hit with spell attacks).
Cantrips (at will): , ,
1st level (2 slots): , , , , ,
Gear
9 itemsWeapons
- QuarterstaffA sturdy ash staff used both for walking ship decks and as an arcane focus.
- ClubA useful sailor's weapon, kept beneath his coat.
Gear
- Component pouchA small pouch containing the mundane components needed to cast spells.
- Scholar's packA pack containing a bedroll, mess kit, tinderbox, rations, waterskin, and other travel gear.
- SpellbookA leather-bound collection of arcane notes and copied formulae.
- Hempen ropeA coil of hempen rope, fifty feet long.
- Lucky charmA small carved piece of driftwood that Kethrik considers lucky.
- Common clothesPlain clothing suitable for shipboard work and travel.
Purse
- Belt pouch with 10 gpA belt pouch containing his remaining starting funds.
Appearance
Kethrik is a lean, copper-skinned high elf with straight ash-brown hair cut to the jaw and pale gray eyes flecked with green. His long fingers are stained with ink and salt, and the tips of his ears are notched from an old rigging accident. He dresses in a weathered navy coat over simple scholar's robes, with a spellbook sealed in oiled leather and a brass compass hanging at his throat.
Mannerisms
He taps the brass compass at his throat whenever he is thinking, pauses before speaking as if mentally checking a formula, and instinctively braces his feet whenever he enters an unfamiliar room.
Personality
Kethrik is observant, patient, and quietly compassionate. He treats every ship, ruin, and weather pattern as a puzzle worthy of study, but he is more comfortable with facts than with emotional conversations. He has a dry sense of humor, a deep respect for competent sailors, and a habit of collecting small pieces of unusual glass or sea-smoothed metal.
Ideals
Knowledge should serve the living. A spell is worthwhile only if it helps someone survive the storm.
Bonds
He will risk almost anything to recover his master's lost spellbook and the final logbook of the vanished expedition.
Flaws
When frightened or uncertain, he hides behind technical explanations and refuses to admit that he does not know the answer. He is also dangerously unwilling to abandon a mystery once he has decided it matters.
Quirks
Background
Kethrik Arveth was raised among the tide-houses of an elven harbor where ships were built according to star charts and old mathematical songs. He showed little interest in swordplay or courtly music, but he could spend hours studying knots, currents, and the strange blue sparks that sometimes danced across the mast during storms. An aging ship's mage recognized the pattern in those sparks and took Kethrik on as an apprentice, teaching him that magic was not merely inherited wisdom, but a discipline of careful observation and exact words. His apprenticeship ended abruptly when a coastal expedition vanished beneath a calm, moonlit sea. Kethrik survived by clinging to a broken spar, but his master's spellbook was lost with the ship. Since then, he has worked passage from port to port, combining sailor's instincts with unfinished arcane study. He believes the wreck was not an accident, and he now searches for the vessel's lost logbook, convinced that its final entries contain a warning about a power moving beneath the sea.
“His apprenticeship ended abruptly when a coastal expedition vanished beneath a calm, moonlit sea.”
- Background
- Sailor
Connections
Species
Elf
Media
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