Ketevan Gogia
Ketevan Gogia
Sheet
AC 11 · HP 15 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingWIS
- ArcanaINT
- AthleticsSTR
- DeceptionCHA
- HistoryINT
- InsightWIS
- IntimidationCHA
- InvestigationINT
- MedicineWIS
- NatureINT
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- ReligionINT
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
18 featuresAction
- TraitAasimarHealing Hands, as an action, restore hit points equal to your level to a creature you touch, usable once per long rest
Always on
- Vicious Mockery
When A creature within 60 feet that can hear him
A harsh, magically sharpened insult that deals psychic damage to one creature that can hear him and fails a Wisdom saving throw.
- Light
When A touched object
He causes an object he touches to shine with bright light for 20 feet and dim light for another 20 feet.
- Charm Person
When One humanoid within 30 feet
He attempts to charm a humanoid that can hear him, causing it to regard him as a friendly acquaintance if it fails a Wisdom saving throw.
- Dissonant Whispers
When One creature within 60 feet that can hear him
A creature must make a Wisdom saving throw or take psychic damage and use its reaction, if available, to move away from him.
- Healing Word
When One creature within 60 feet
He chooses a creature within range, restoring a small amount of hit points to it.
- Faerie Fire
When Creatures in a 20-foot cube within 60 feet
He outlines creatures in shimmering light, making them easier to hit while the spell lasts.
- Thunderwave
When A 15-foot cube originating from him
Thunderous force erupts around him, damaging nearby creatures and pushing them away on a failed Constitution saving throw.
- SpellcastingLevel 1
You can use a musical instrument as a spellcasting focus. Your spellcasting ability is Charisma. You know two bard cantrips and five bard spells of 1st level.
- Bardic Inspiration, d6Level 1
You can inspire others through stirring words or music. A creature within 60 feet that can hear you gains one Bardic Inspiration die, a d6, usable within 10 minutes to add the die to one ability check, attack roll, or saving throw.
- Jack of All TradesLevel 2
Your proficiency bonus is added to any ability check you make that does not already include your proficiency bonus.
- Song of Rest, d6Level 2
You can use soothing music or oration to help revitalize your wounded allies during a short rest. Each creature that hears you regain hit points by spending Hit Dice during the rest regains an extra 1d6 hit points.
- TraitAasimarDarkvision, 60 feet
- TraitAasimarCelestial Resistance, resistance to necrotic damage and radiant damage
- TraitAasimarLight Bearer, you know the light cantrip; Charisma is your spellcasting ability for it
- TraitAasimarCelestial language
- TraitAasimarAasimar ability score increase, +2 Charisma
- Ship's PassageSailor
You can secure free passage on a sailing ship for yourself and your adventuring companions, provided you are not wanted by the authorities and your presence does not pose an obvious danger to the vessel.
Spells
7 spellsSpellcasting. Ketevan Gogia casts with Charisma (spell save DC 13, to hit with spell attacks).
Cantrips (at will): ,
1st level (3 slots): , , , ,
Gear
10 itemsWeapons
- RapierA well-maintained rapier with a plain basket hilt, suitable for close fighting aboard ship.
- DaggerA balanced fighting knife kept in an inside-the-coat sheath.
Armor
- Leather armorLight armor made from layered leather, patched in blue sailcloth.
Tools
- LuteA finely made lute with several repaired tuning pegs and a salt-darkened case.
Gear
- Diplomat's packA compact pack containing writing materials, sealing wax, travel utensils, and other diplomatic necessities.
- Belaying pinA heavy wooden belaying pin used as an improvised club and shipboard tool.
- Hempen ropeStrong hemp rope, coiled and tarred against seawater.
- Lucky charmA small brass token stamped with the mark of the Copper Kestrel.
- Common clothesSimple travel clothes, repeatedly mended with blue thread.
Purse
- 10×Gold piecesStarting currency retained from his last voyage.
Appearance
Ketevan is a lean, long-limbed aasimar man with warm brown skin, dark copper hair cut close at the sides, and pale gold eyes that catch the light like polished brass. His celestial heritage shows most clearly in the faint radiance beneath his skin when he is moved or angry. He wears a salt-stiffened leather coat over a patched sailor's shirt, with careful repairs in contrasting blue thread. His lute is plainly made but obsessively maintained, its bridge polished smooth by his thumb. Before speaking, he usually takes a quiet breath through his nose and presses his tongue briefly to one canine tooth.
Mannerisms
Ketevan pauses for one measured breath before answering difficult questions. He taps two fingers against his lute case when thinking, speaks in the clipped cadence of someone used to being heard over wind and rigging, and unconsciously checks nearby exits whenever he enters a room.
Personality
Ketevan is observant, dryly humorous, and patient with frightened people but not with bullies. He prefers practical kindness to grand speeches, yet he cannot resist turning an awkward truth into a memorable line. He is comfortable among strangers, especially in taverns and on ships, but keeps his own feelings behind professional courtesy and a sailor's habit of changing the subject.
Ideals
Freedom. No captain, church, kingdom, or prophecy owns a person's choices. A life should be steered by judgment, not by the current beneath it.
Bonds
The Copper Kestrel's surviving crew are his family, and he will cross oceans to repay a debt owed to any of them. He also keeps his father's brass navigation compass, though its needle has been unreliable since the night Ketevan first manifested his celestial power.
Flaws
He mistrusts anyone who speaks too confidently about destiny, including priests, captains, and sometimes himself. When forced to choose between a clear moral stand and continued freedom, he is prone to delay until the decision is made for him.
Quirks
Background
Ketevan was raised in the harbor districts of a western trade city, the son of a human mother who kept accounts for a chandlery and an aasimar father who vanished aboard a survey ship before Ketevan was old enough to remember his face. The sailors who knew his father taught him knots, weather signs, and the practical art of staying useful when the sea turns cruel. Ketevan learned music from the ship's old deckhand, who claimed every vessel had a voice and that a good bard merely helped it find the right key. He spent several years aboard the merchant brigantine Copper Kestrel, serving as lookout, interpreter, and shipboard entertainer. During a storm near a reef marked on no chart, Ketevan's voice carried through the wind with a strange golden resonance, calming a panicked crew long enough for them to reef the sails. Afterward, the captain called it a miracle. Ketevan called it luck, though he has since noticed that the light in his palms answers strongest when someone nearby is afraid. He left the ship after its owners began using the crew to smuggle weapons, unwilling to become part of a cause he did not believe in. Now he travels from port to port, taking work where it comes, collecting stories, and quietly searching for any trace of the survey ship that carried his father away.
“The sailors who knew his father taught him knots, weather signs, and the practical art of staying useful when the sea turns cruel.”
- Background
- Sailor
Connections
Species
Aasimar
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