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Arkan - AI-generated fantasy Character

Arkan

Human · Wizard · Level 1 · Soldier

Arkan

Patient with frightened people and brisk with anyone who mistakes rank for wisdom.
AC12
HP7/7
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 12 · HP 7 · 30 ft.
AlignmentChaotic GoodGenderMaleAgeThirty-two
STR
DEX
CON
INT
WIS
CHA

Saving throws

STRDEXCONINTWISCHA

Skills

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

Weapons

Daggers,
Darts,
Slings,
Quarterstaffs,
Light crossbows

Tools

One gaming set,
Land vehicles

Languages

Common,
Goblin

Features

5 features

Always on

  • SpellcastingLevel 1

    Arkan is a 1st-level wizard with a spellbook containing six 1st-level wizard spells. He can prepare four wizard spells after a long rest, chosen from that book. Intelligence is his spellcasting ability. He can cast known wizard cantrips at will and can cast prepared 1st-level spells using his two 1st-level spell slots. He can use an arcane focus or a component pouch for material components.

  • Arcane RecoveryLevel 1

    Once per day, after a short rest, Arkan can recover expended spell slots with a combined level of up to 1. He can recover one expended 1st-level spell slot.

  • Ability Score IncreaseHumanEach ability score increases by 1.
  • LanguagesHumanArkan can speak, read, and write Common and one other language of his choice.
  • Military RankSoldier

    Arkan's former military rank gives him access to friendly military encampments and fortresses, where he can find basic shelter and support for himself and his companions, provided he is not a danger to the people there.

Spells

10 spells

Spellcasting. Arkan casts with Intelligence (spell save DC 13, to hit with spell attacks).

Cantrips (at will): , , , ,

1st level (2 slots): , , , ,

Gear

9 items

Weapons

  • Quarterstaff
    A practical walking stick that can serve as a simple weapon.

Tools

  • Gaming set
    A set of bone dice used to play a military game of chance.

Gear

  • Component pouch
    Contains the small materials needed for spells that do not have a specified cost.
  • Explorer's pack
    A pack containing a backpack, a bedroll, a mess kit, tinderbox, ten torches, ten days of rations, and a waterskin.
  • Spellbook
    Arkan's spellbook, with six 1st-level spells recorded inside.
  • Insignia of rank
    A small badge of rank kept from his regiment.
  • Trophy from a fallen enemy
    A token taken from a fallen enemy, kept as a sober reminder of the cost of battle.
  • Common clothes
    Serviceable clothes worn beneath his altered military coat.

Purse

  • Belt pouch with 10 gp
    A leather pouch containing his remaining starting coin.

Appearance

A lean, weather-browned human with close-cropped curls and an ink-smudged thumb. His voice is low and even, but when startled his breath catches in two quick sips before he can speak. He keeps his gaze moving around a room, checking doors, windows, and hands rather than meeting anyone's eyes for long. His military coat has been carefully altered to hold a spellbook and component pouch without restricting his movement.

Mannerisms

He quietly counts exits and likely lines of sight when entering a room. When unsettled, he draws a measured breath through his nose, pauses, then resumes speaking as if continuing a calculation.

Personality

Patient with frightened people and brisk with anyone who mistakes rank for wisdom. He is practical, observant, and more comfortable explaining a spell's limits than boasting about its power.

Ideals

No order is worth more than the lives it endangers. Those with the power to choose must answer for the people who cannot.

Bonds

He keeps the regiment's insignia as a reminder of the people who trusted him, and feels responsible for the villagers he helped evacuate. If either is threatened, careful plans become secondary.

Flaws

He distrusts orders that arrive without explanation and can mistake necessary compromise for cowardice. When plans fail, he tries to take every risk onto himself instead of trusting the people beside him.

Quirks

Counts under his breath when measuring distance or waiting for something to happen.
Turns dice over in his palm while thinking, but never wagers more than he can afford to lose.
Keeps a scrap of paper tucked into his spellbook with the names of people he helped evacuate.

Background

Arkan learned to read maps before he learned to read poetry. He served as a signaler and field clerk in a border regiment, where a soldier's ability to calculate distance, wind, and the time between flashes could keep a patrol alive. During a disastrous retreat, he used scraps of a captured officer's spellbook to turn a ruined watchpost into a beacon of blinding light. The trick bought his company time to escape, and left Arkan convinced that magic was another tool of survival, one best understood before someone else used it against you. He left the regiment after an order came down to abandon a village whose people had no part in the conflict. Arkan helped them evacuate instead, then stayed behind to misdirect the pursuing troops with a handful of crude illusions. Now he studies as a wizard, building his knowledge from borrowed texts and hard-won practice, while taking work that puts his skills between ordinary people and those who would sacrifice them for convenience. He still carries his old unit's insignia, though he no longer follows its orders.

“During a disastrous retreat, he used scraps of a captured officer's spellbook to turn a ruined watchpost into a beacon of blinding light.”
From their backstory
Background
Soldier

Connections

Species

Human

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