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Kusq'ir Babalola - AI-generated fantasy Character

Kusq'ir Babalola

Tiefling · Sorcerer (Shadow Magic) · Level 15 · Sage

Kusq'ir Babalola

Kusq'ir is unfailingly courteous, intensely observant, and more comfortable with a locked door than an open conversation.
AC12
HP92/92
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 12 · HP 92 · 30 ft.
AlignmentLawful NeutralGenderNonbinaryAgeApproximately 151 years old, appearing in their late thirties
STR
DEX
CON
INT
WIS
CHA

Saving throws

STRDEXCONINTWISCHA

Skills

  • AcrobaticsDEX
  • Animal HandlingWIS
  • ArcanaINT
  • AthleticsSTR
  • DeceptionCHA
  • HistoryINT
  • InsightWIS
  • IntimidationSTR
  • InvestigationINT
  • MedicineWIS
  • NatureINT
  • PerceptionWIS
  • PerformanceCHA
  • PersuasionCHA
  • ReligionWIS
  • Sleight of HandDEX
  • StealthDEX
  • SurvivalWIS

Weapons

Daggers,
Darts,
Slings,
Quarterstaffs,
Light crossbows

Tools

Calligrapher's supplies

Languages

Common,
Infernal,
Draconic,
Abyssal,
Celestial,
Elven,
Dwarvish

Features

26 features

Action

  • Sorcerous Spellcasting

    When When a spell is cast

    Kusq'ir casts a spell using a spell slot or a sorcery point conversion.

Bonus action

  • Quickened Spell

    When When casting a spell with a casting time of 1 action

    Kusq'ir casts a spell as a bonus action instead of an action, while obeying the restriction on casting another leveled spell during the same turn.

  • Hound of Ill OmenLevel 6

    Kusq'ir can spend 3 sorcery points as a bonus action to summon a hound of ill omen in an unoccupied space within 30 feet. The hound lasts for up to 5 minutes, pursues one chosen target, and gives that target disadvantage on saving throws against Kusq'ir's spells.

  • Ability Score ImprovementLevel 12

    Kusq'ir can increase one ability score by 2, or two ability scores by 1. They chose the Telekinetic feat, increasing Charisma by 1 and learning the mage hand cantrip. Their mage hand is invisible, and they can shove a creature 5 feet as a bonus action after it fails a Strength saving throw.

Always on

  • Subtle Spell

    When When casting a spell

    Kusq'ir casts a spell without verbal or somatic components and without consuming non-costly material components.

  • Heightened Spell

    When When casting a spell that forces a saving throw

    One target of Kusq'ir's spell has disadvantage on its first saving throw against that spell.

  • Shadow WalkLevel 14

    When As a bonus action

    Kusq'ir teleports between dim light or darkness within 120 feet.

  • SpellcastingLevel 1

    Kusq'ir is a 15th-level spellcaster. Charisma is their spellcasting ability. They know six sorcerer cantrips and fifteen sorcerer spells, using a spellcasting focus or component pouch for material components.

  • Font of MagicLevel 2

    Kusq'ir has 15 sorcery points. They can convert spell slots into sorcery points or create spell slots by spending sorcery points. Creating a slot costs 2 points for 1st level, 3 for 2nd, 5 for 3rd, 6 for 4th, and 7 for 5th level. Slots created this way vanish after a long rest.

  • MetamagicLevel 3

    Kusq'ir knows three Metamagic options and can apply one to a spell when cast, unless the option says otherwise. Chosen options: Subtle Spell, Quickened Spell, and Heightened Spell.

  • Ability Score ImprovementLevel 4

    Kusq'ir can increase one ability score by 2, or two ability scores by 1. They chose the Ability Score Improvement option, increasing Charisma by 2.

  • Eyes of the DarkLevel 1

    Kusq'ir can see normally in darkness to 120 feet. Their darkvision penetrates magical darkness.

  • Strength of the GraveLevel 1

    When reduced to 0 hit points by an attack, Kusq'ir can make a Constitution saving throw with a DC of 5 plus the damage taken. On a success, they drop to 1 hit point instead. This can be used once per long rest.

  • Ability Score ImprovementLevel 8

    Kusq'ir can increase one ability score by 2, or two ability scores by 1. They chose the Resilient feat, increasing Constitution by 1 and gaining proficiency in Constitution saving throws.

  • Ability Score ImprovementLevel 12

    Kusq'ir can increase one ability score by 2, or two ability scores by 1. They chose the Linguist feat, increasing Intelligence by 1, learning three languages, and gaining the ability to create written ciphers.

  • TraitTieflingDarkvision to 60 feet
  • TraitTieflingFire resistance
  • TraitTieflingThaumaturgy cantrip
  • TraitTieflingHellish Rebuke once per long rest as a 2nd-level spell
  • TraitTieflingDarkness once per long rest as a 2nd-level spell
  • TraitTieflingInfernal Legacy
  • TraitTieflingAdvantage on saving throws against being frightened
  • TraitTieflingTelekinetic mage hand is invisible from the Telekinetic feat
  • TraitTieflingProficiency with Constitution saving throws from the Resilient feat
  • TraitTieflingCipher creation and three additional languages from the Linguist feat
  • ResearcherSage

    When the character does not know a piece of information, they usually know where and from whom it can be obtained. Their former connection to an immortal estate gives them access to obscure libraries, sealed archives, and occult correspondences.

Spells

15 spells

Spellcasting. Kusq'ir Babalola casts with Charisma (spell save DC 18, to hit with spell attacks).

Cantrips (at will): , , , , ,

1st level (4 slots): ,

2nd level (3 slots): ,

3rd level (3 slots): ,

4th level (3 slots): ,

5th level (2 slots): no spells

6th level (1 slot): no spells

7th level (1 slot):

8th level (1 slot): no spells

Gear

9 items

Weapons

  • Dagger
    A finely balanced dagger used for cutting sealing wax and defending the archive

Gear

  • Arcane focus
    A polished obsidian shard set in a silver frame, used as an arcane focus
  • Explorer's pack
    A pack containing bedroll, mess kit, tinderbox, ten torches, ten days of rations, and a waterskin
  • Ink
    A bottle of black ink
  • Quill
    A quill cut from a raven feather
  • Small knife
    A small knife
  • Unanswered letter
    A dead scholar's letter containing a question that has never been answered
  • Common clothes
    A set of common clothes

Purse

  • 10×
    Gold pieces
    Starting wealth from the Sage background

Appearance

A lean, long-limbed tiefling with deep umber-red skin, swept-back black horns, and tightly braided hair threaded with silver cataloging beads. Their eyes are dark amber and unusually still. Within a minute of meeting them, one notices their voice, normally low and precise, carries a faint dry rasp, while their breathing becomes almost inaudible when they are concentrating. When rattled, they inhale sharply through clenched teeth and speak in clipped bursts. Their broad, square teeth show prominently when they laugh, which is rare and unsettlingly sincere.

Mannerisms

They pause before answering as though searching an invisible index, tap two fingers against their thumb while evaluating a person, and pronounce names with careful attention to every syllable. When angry, their breathing stops entirely for several seconds before their voice becomes almost unnaturally gentle.

Personality

Kusq'ir is unfailingly courteous, intensely observant, and more comfortable with a locked door than an open conversation. They treat social interactions like research problems, quietly collecting details before offering a conclusion. Their loyalty is real, but it is directed toward preservation, knowledge, and chosen promises rather than toward authority.

Ideals

Knowledge must remain free from ownership. A secret that can be possessed can also be used as a chain, and no immortal has the right to decide who may read the truth.

Bonds

The estate library is the closest thing Kusq'ir has ever had to a home. They will risk almost anything to prevent its destruction, even if saving it means preserving the vampire lord's power for another generation.

Flaws

Kusq'ir cannot resist correcting an inaccurate citation, even when doing so is tactically foolish. They also believe every contract has a loophole, which makes them underestimate how much of themselves they have already surrendered.

Quirks

They number library shelves aloud under their breath when anxious.
They keep a separate index of every promise made in their presence.
They offer tea to undead guests, then record whether they accept it.
They dislike doors left ajar and close them without looking.
They laugh by showing all their teeth, startling strangers.

Background

Kusq'ir Babalola was born to a family of itinerant archivists who copied legal records, funerary hymns, and astronomical tables for wealthy households. Their infernal heritage made village employers wary, but their memory and disciplined hand eventually brought them to the estate of Lord Varkesh, a vampire whose library contained five centuries of forbidden theology. Kusq'ir became his advisor, librarian, and head of magical security, first cataloging the collection, then designing layered wards that could distinguish invited guests from enthralled intruders. For 125 years, Kusq'ir served without aging, sustained by sorcerous blood and the strange vitality of shadow magic. Varkesh taught them the ritual principles by which a living soul might become a lich, presenting the instruction as a path to independence from vampiric patronage. He neglected to mention that the rite was also a contract. Kusq'ir discovered the omission only after finding their own name written in an annex to the estate's oldest covenant. Now every spell they cast near the manor strengthens a bond they never knowingly accepted. They remain at their post, ostensibly to protect the library, while secretly searching for a loophole that will preserve their life, free their soul, and leave Varkesh with neither servant nor successor.

“For 125 years, Kusq'ir served without aging, sustained by sorcerous blood and the strange vitality of shadow magic.”
From their backstory
Background
Sage

Connections

Species

Tiefling

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