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Kertuk Arslan - AI-generated fantasy Character

Kertuk Arslan

Human · Sorcerer (Draconic Bloodline) · Level 20 · Acolyte

Kertuk Arslan

Kertuk is controlled, observant, and unfailingly polite.
AC12
HP162/162
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 12 · HP 162 · 30 ft.
AlignmentLawful EvilGenderMaleAge47 years old
STR
DEX
CON
INT
WIS
CHA

Saving throws

STRDEXCONINTWISCHA

Skills

  • AcrobaticsDEX
  • Animal HandlingSTR
  • ArcanaINT
  • AthleticsSTR
  • DeceptionCHA
  • HistoryINT
  • InsightWIS
  • InvestigationINT
  • MedicineWIS
  • NatureINT
  • PerceptionWIS
  • PersuasionCHA
  • ReligionINT
  • Sleight of HandDEX
  • StealthDEX
  • SurvivalCHA

Weapons

Daggers,
Darts,
Slings,
Quarterstaffs,
Light crossbows

Languages

Common,
Draconic

Features

21 features

Action

  • SpellcastingLevel 1

    When On his turn

    Kertuk can cast a sorcerer cantrip or make a weapon attack as an action.

Always on

  • MetamagicLevel 3

    When When casting a spell

    Kertuk can spend sorcery points to apply Careful, Heightened, Quickened, or Subtle Spell to a spell.

  • Draconic PresenceLevel 18

    When As an action

    Kertuk can release a terrifying draconic aura in a 60-foot radius by spending 5 sorcery points.

  • Draconic ResilienceLevel 1

    Kertuk's innate magic is drawn from a draconic bloodline. He gains one additional hit point per sorcerer level and has chosen Draconic as his additional language.

  • Font of MagicLevel 2

    Kertuk has 20 sorcery points. He can convert spell slots into sorcery points and sorcery points into spell slots using Font of Magic.

  • Ability Score ImprovementLevel 4

    Kertuk gains an Ability Score Improvement at this level. His long training has been devoted to increasing his Charisma, though this character record retains the requested ability scores before optional improvements.

  • Font of Magic ExpansionLevel 6

    Kertuk can spend 5 sorcery points to restore a fifth-level spell slot, or 7 sorcery points to restore a sixth-level slot, under the normal Font of Magic restrictions.

  • Flexible CastingLevel 6

    Kertuk can spend sorcery points to create spell slots up to fifth level, with costs determined by the Font of Magic table.

  • Ability Score ImprovementLevel 8

    Kertuk gains an Ability Score Improvement at this level. His long training has been devoted to increasing his Charisma, though this character record retains the requested ability scores before optional improvements.

  • Ability Score ImprovementLevel 12

    Kertuk gains an Ability Score Improvement at this level. His long training has been devoted to increasing his Constitution, though this character record retains the requested ability scores before optional improvements.

  • Ability Score ImprovementLevel 16

    Kertuk gains an Ability Score Improvement at this level. His long training has been devoted to increasing his resilience, though this character record retains the requested ability scores before optional improvements.

  • Ability Score ImprovementLevel 19

    Kertuk gains an Ability Score Improvement at this level. His long training has been devoted to perfecting his force of personality, though this character record retains the requested ability scores before optional improvements.

  • Human VersatilityLevel 1

    Kertuk can speak, read, and write Common and Draconic. His human upbringing also gives him the normal human language of Common.

  • Cautious OpportunistLevel 1

    Kertuk can choose to reroll a failed saving throw once per long rest, a benefit represented by the Lucky feat he has cultivated through ruthless caution.

  • Ability Score IncreaseHuman+1 to all six ability scores.
  • SizeHumanMedium.
  • SpeedHuman30 feet.
  • LanguagesHumanCommon and one additional language, Draconic.
  • TraitHumanHuman adaptability and versatility.
  • Lucky featHumanOnce per long rest, reroll a failed attack roll, ability check, or saving throw.
  • Shelter of the FaithfulAcolyte

    Kertuk can invoke the aid of temples, shrines, and religious communities of his faith. Fellow believers will usually provide basic shelter, food, and assistance, though they will not risk their lives for him.

Spells

21 spells

Spellcasting. Kertuk Arslan casts with Charisma (spell save DC 17, 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 (3 slots): ,

6th level (2 slots):

7th level (2 slots):

8th level (1 slot):

9th level (1 slot):

Gear

11 items

Weapons

  • 2×
    Dagger
    A simple dagger used for ritual cutting, food, and emergencies.
  • Light crossbow
    A light crossbow with twenty bolts.

Gear

  • Arcane focus
    A light wooden arcane focus carved with draconic scale patterns.
  • 20×
    Crossbow bolts
    A leather case containing twenty crossbow bolts.
  • Component pouch
    A component pouch for material spell components.
  • Dungeoneer's pack
    A dungeoneer's pack containing a backpack, crowbar, hammer, ten pitons, ten torches, tinderbox, ten days of rations, waterskin, and fifty feet of hempen rope.
  • Prayer book
    A prayer book belonging to the temple that Kertuk once ruled.
  • Holy symbol
    A symbol of his faith mounted on bronze and black cord.
  • 5×
    Incense
    Five sticks of incense used in temple rites and negotiation ceremonies.
  • Vestments
    Vestments appropriate to an ordained acolyte.

Purse

  • Pouch of gold
    A small pouch containing 15 gold pieces.

Appearance

Kertuk is a tall, spare human with a long-backed posture and a habit of standing with most of his weight on one heel, as though prepared to step aside from trouble rather than meet it. His dark hair is cut close at the sides and tied at the nape with a strip of red temple cord. He wears layered charcoal and rust-colored robes beneath a fitted traveling coat, with bronze prayer plates sewn along the collar. Within a minute of meeting him, people notice that his eyes rarely settle on faces. They move instead to hands, exits, door hinges, and anyone who seems socially important. His voice is low, precise, and almost gently courteous, even when delivering a threat.

Mannerisms

When waiting, Kertuk rests his weight on one heel and keeps his hands loosely folded behind his back. He watches doorways and wrists before faces. He taps a fingernail against his holy symbol when calculating a response, and he uses people's full names only when he intends to reward or condemn them.

Personality

Kertuk is controlled, observant, and unfailingly polite. He asks questions that sound pastoral but are really tests of loyalty. He prefers bargains to violence, not because he is merciful, but because a person who chooses obedience becomes a more useful possession than a corpse. He is patient with incompetence only when it can be corrected.

Ideals

Order. Freedom is the luxury of those protected by someone else's discipline. Every person should know their place, and every place should have a keeper.

Bonds

The ruined temple that made him still holds the original relic, and Kertuk will destroy cities rather than let it fall into the hands of someone he considers less disciplined. He maintains a quiet network of former acolytes who owe their positions to him.

Flaws

He cannot leave a slight unanswered. If someone disobeys him publicly, he will spend disproportionate time arranging a lesson that proves obedience is safer. He also mistakes fear for respect whenever the distinction is inconvenient.

Quirks

He counts the number of steps between himself and every exit.
He corrects minor breaches of etiquette even during emergencies.
He gives coins to beggars only after asking who controls the street.
He keeps a private ledger of favors, insults, and unpaid debts.

Background

Kertuk was born to a poor human family attached to a remote temple where offerings were counted more carefully than prayers. He proved useful before he proved devout. He could remember every tithe, every rule of precedence, and every whispered dispute among the clergy. During a winter famine, a sealed relic beneath the temple began speaking to him in dreams. It did not offer wisdom or comfort. It offered power, and it taught him that law is merely obedience made permanent. When the temple elders tried to destroy the relic, Kertuk released the force within it. The resulting surge saved the shrine from raiders, but it also killed three senior priests and left the temple under his control. He spent the following years traveling between courts, monasteries, and provincial shrines, presenting himself as a disciplined servant of divine order. In truth, his sorcery is an inherited draconic force awakened through the relic, a bloodline he now treats as proof that hierarchy is written into the world itself. Kertuk gathers secrets, debts, and grateful dependents wherever he goes. He does not seek chaos or simple cruelty. He seeks a society so orderly that nobody can resist him without first admitting that they are breaking the rules.

“He could remember every tithe, every rule of precedence, and every whispered dispute among the clergy.”
From their backstory
Background
Acolyte

Connections

Species

Human

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