Kertag Vezik
Kertag Vezik
Sheet
AC 13 · HP 10 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- AthleticsSTR
- DeceptionCHA
- InsightWIS
- IntimidationCHA
- InvestigationINT
- PerceptionWIS
- PersuasionCHA
- Sleight of HandDEX
- StealthDEX
Armor
Weapons
Tools
Languages
Features
14 featuresAlways on
- Exploit the Opening
When Advantage on the attack, or an eligible ally within 5 feet of the target, with no Disadvantage.
Make one weapon attack with a finesse or ranged weapon and, when the conditions are met, add 1d6 Sneak Attack damage once per turn.
- Read the Room
When Roll Initiative.
After rolling Initiative, add the Proficiency Bonus and optionally swap Initiative with a willing ally in the same combat.
- Resourceful
When Finish a Long Rest.
Gain Heroic Inspiration when finishing a Long Rest.
- Weapon MasteryLevel 1
When Attack with a chosen mastered weapon.
Use the mastery property of Daggers or Shortbows.
- ExpertiseLevel 1
You gain Expertise in two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make using either chosen proficiency. Kertag has Expertise in Sleight of Hand and Stealth.
- Sneak AttackLevel 1
Once per turn, when you hit a creature with an attack using a Finesse or Ranged weapon and have Advantage, or when an eligible ally is within 5 feet of the target, you can deal an extra 1d6 damage of the weapon's type. You cannot have Disadvantage on the attack roll when using the ally condition.
- Thieves' CantLevel 1
You know the secret language and coded signs used by criminal communities. Kertag also knows Elvish as his additional language from his rogue training.
- TraitHumanHumanoid
- TraitHumanMedium size, chosen for this character
- TraitHumanSpeed 30 feet
- ResourcefulHumangain Heroic Inspiration whenever you finish a Long Rest
- SkillfulHumanproficiency in one skill of your choice, here Insight
- VersatileHumangain an Origin feat of your choice, here Skilled, granting proficiency in Intimidation, Investigation, and Persuasion
- AlertCriminal
You gain proficiency in the Initiative skill. When you roll Initiative, you can add your Proficiency Bonus to the roll. In addition, you can swap your Initiative with that of a willing ally in the same combat immediately after rolling Initiative.
Gear
12 itemsWeapons
- 4×DaggerFinesse melee weapons with balanced blades, useful for close work and throwing.
- ShortswordA short, easily concealed finesse blade.
- ShortbowA compact ranged weapon suitable for rooftop work.
Armor
- Leather ArmorLight armor made from supple, dark brown leather.
Tools
- Thieves' ToolsTools for opening locks and disabling traps.
- CrowbarA sturdy iron bar useful for forcing doors and crates.
Gear
- 20×ArrowAmmunition for the shortbow.
- QuiverA container for the arrows.
- Burglar's PackA kit containing rope, hooks, sacks, and other burglary gear.
- 2×PouchSmall leather bags for coins, components, or concealed objects.
- Traveler's ClothesPlain, durable clothing suitable for blending into city crowds.
Purse
- 16×Gold PiecesUnspent money from the Criminal background equipment package.
Appearance
Kertag is a lean, medium-height human man with tawny skin, black hair worn short at the sides and longer on top, and a narrow face made expressive by sharp brows and a quick, crooked smile. He dresses in practical dark brown travel clothes beneath a well-kept leather jerkin, with a red thread bracelet tied around his left wrist by his grandmother. His most noticeable trait is the way he occupies very little space when entering a room, then gradually leans closer as though every conversation were a secret. His voice is normally low and clipped, but when rattled his breath catches between words and his sentences become unusually precise.
Mannerisms
Kertag checks door hinges, window latches, and ceiling height without seeming to look at them. He counts his breaths before entering a dangerous room, taps two fingers against his thumb when considering a lie, and addresses children and servants with direct courtesy while treating arrogant officials as puzzles to be solved.
Personality
Kertag is observant, dryly funny, and unfailingly courteous to people who are ignored by polite society. He dislikes grand speeches but remembers tiny details about everyone he meets. He is generous in practical ways, repairing a broken lock, leaving food where a hungry family will find it, or quietly returning something stolen by a wealthier thief. He trusts competence more readily than kindness, though he wants very badly to be proven wrong.
Ideals
Freedom. No law, guild, noble, or family has the right to decide what a person must become. If a rule exists only to protect the powerful, breaking it is a form of justice.
Bonds
The Vezik family red thread bracelet is the last thing he owns from his grandmother, and he will risk almost anything to learn whether she was imprisoned or killed after his exile.
Flaws
He assumes every promise has a hidden price and often tests people until they are exhausted by his suspicion. He cannot resist proving that he is the cleverest person in the room, especially when a relative or guild-trained criminal is watching.
Quirks
Background
Kertag Vezik was born in the Trades Ward of Waterdeep into a family whose members had been thieves, scouts, smugglers, and occasional informants for as long as anyone could remember. His grandmother taught him to read a room before he learned to read a book, while his father taught him the family trade by placing small objects in impossible hiding places and asking Kertag to find them. The Veziks did not steal from the hungry. Their rule was simple, take from the cruel, the careless, and anyone rich enough to make another person poor without noticing. Kertag learned the rule early, though he also learned that family rules could become excuses when coin was short. His first serious crime was a burglary arranged by an older cousin who planned to rob a widow of her savings. Kertag betrayed the job, hid the money beneath the widow's floorboards, and took the blame when the cousin discovered what he had done. The family cast him out for breaking their code of silence, but his grandmother secretly pressed her red thread bracelet into his hand before he left. Since then, Kertag has worked alone, choosing targets with care and using his inherited craft to protect people who cannot afford protection. He adventures now because Waterdeep's streets taught him that good intentions are not enough. Someone has to get through the locked door, find the hidden ledger, and put the stolen truth where ordinary people can reach it.
“Their rule was simple, take from the cruel, the careless, and anyone rich enough to make another person poor without noticing.”
- Background
- Criminal
Connections
Species
Human
Media
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