Teg
Teg
Sheet
AC 9 · HP 2 · 30 ft., fly 50 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingWIS
- ArcanaINT
- AthleticsSTR
- DeceptionCHA
- HistoryINT
- InsightWIS
- IntimidationCHA
- MedicineWIS
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Weapons
Tools
Languages
Features
14 featuresAlways on
- Fire Bolt
When Action
Make a ranged spell attack. On a hit, the target takes 1d10 fire damage.
- Mage Hand
When Action
A spectral, floating hand appears at a point within range and can manipulate objects, open doors, retrieve items, or perform similar simple tasks.
- Minor Illusion
When Action
Create a sound or an image of an object within range that lasts for up to 1 minute and can be dismissed early.
- Prestidigitation
When Action
Create one of several minor sensory effects, such as a harmless breeze, a small sound, or the scent of a flower, for up to 1 hour.
- Charm Person
When Action
One humanoid within range must succeed on a Wisdom saving throw or be charmed by you for 1 hour. The spell ends if you or your companions harm it.
- Shield
When Reaction
When a creature hits you with an attack, you gain a bonus to AC, including against the triggering attack, and may avoid magic missile until the start of your next turn.
- SpellcastingLevel 1
You are a font of powerful arcane magic. Your magic comes from an innate source, such as a magical bloodline or an inexplicable cosmic influence. You know four cantrips and two 1st-level sorcerer spells, using Charisma as your spellcasting ability.
- Sorcerous Origin, Wild MagicLevel 1
Your magic is influenced by the unpredictable forces of wild magic. When you cast a sorcerer spell of 1st level or higher, the DM can have you roll a d20. On a roll of Wild Magic Surge can occur, as determined by the DM, and you then roll on the Wild Magic Surge table.
- Tides of ChaosLevel 1
You can manipulate the forces of chance and gain advantage on one attack roll, ability check, or saving throw. Once you do so, you must finish a long rest before using this feature again, unless the DM has you roll on the Wild Magic Surge table after you cast a sorcerer spell of 1st level or higher, after which you regain the use of this feature.
- Ability Score IncreaseAarakocraDexterity increases by 2 and Wisdom increases by 1.
- FlightAarakocraYou have a flying speed of 50 feet. To use this speed, you cannot be wearing medium or heavy armor.
- TalonsAarakocraYour talons are natural weapons, which you can use to make unarmed strikes. On a hit, they deal 1d4 + your Strength modifier slashing damage instead of the normal bludgeoning damage.
- Aarakocra trainingAarakocraYou are proficient with the javelin.
- City SecretsUrchin
You know the secret patterns and shortcuts of the cities you grew up in, allowing you to find passage through urban environments at twice the speed of strangers. When you are not in combat, you and your companions can travel between any two locations in a city twice as fast as normally possible.
Spells
6 spellsSpellcasting. Teg casts with Charisma (spell save DC 9, to hit with spell attacks).
Cantrips (at will): , , ,
1st level (2 slots): ,
Gear
12 itemsWeapons
- Light crossbowA light crossbow with 20 bolts.
Tools
- Small knifeA small blade useful for cutting cords, food, or purses.
- Thieves' toolsA small leather kit containing picks and other tools for opening locks.
- Disguise kitA collection of pigments, false facial hair, and simple disguise materials.
Gear
- 20×Crossbow boltsAmmunition for the light crossbow.
- Component pouchA small container holding the material components for sorcerer spells.
- Explorer's packA backpack containing a bedroll, mess kit, tinderbox, ten torches, ten days of rations, and a waterskin.
- Map of the cityA rough map of the city and nearby districts, marked with hidden passages.
- Pet mouseA one-eyed white mouse that rides in his coat pocket.
- Token of his parents or unknown familyA copper ring left by the aarakocra travelers who saved him.
- Common clothesSimple patched clothing suitable for a street urchin.
Purse
- 10×Gold piecesLoose coins saved from errands, thefts, and occasional honest work.
Appearance
A small, wiry aarakocra with rust-red and cream feathers, a hooked slate beak, and bright amber eyes. One wing bears a ragged line of darker feathers from an old snare wound. He wears a patched blue-gray coat cut open at the back for his wings, a belt of scavenged pouches, and a copper ring tied to a cord around his neck.
Mannerisms
Teg tilts his head sharply when listening, like a bird judging a distant sound. He clicks his beak when thinking, flexes his wings whenever nervous, and rarely sits with his back to an open door.
Personality
Teg is quick-witted, suspicious of authority, and intensely curious about anything that glows, sings, or breaks the rules of nature. He pretends to be fearless, but he is deeply uncomfortable indoors without a clear route to the sky. Once he trusts someone, he becomes fiercely protective and surprisingly generous.
Ideals
Freedom. No one should be owned, trapped, or forced to live beneath another person's boot. The sky belongs to everyone who can reach it.
Bonds
He keeps a copper ring that belonged to the pair of traveling aarakocra who once rescued him from a trap. He is determined to find them or learn what became of them, and he will risk himself for any child surviving alone in a city.
Flaws
He cannot resist proving that he is cleverer than people who underestimate him. He also hoards food and small valuables, even when he has no immediate need for them, and becomes reckless when someone threatens to take away his freedom.
Quirks
Background
Teg was hatched far from the open cliffs his kind call home, in the crowded alleys beneath a merchant district where an overturned cargo crate became his first shelter. He learned quickly that humans were more willing to toss scraps to a street bird than to a child, so he cultivated both disguises. He stole buttons, copied accents, and carried messages through chimneys and attic windows, using his wings only when the rooftops were empty. His closest companion was a one-eyed alley mouse named Kip, who lived in his coat pocket and helped him find food in places too small for Teg to reach.
“He learned quickly that humans were more willing to toss scraps to a street bird than to a child, so he cultivated both disguises.”
- Background
- Urchin
Connections
Species
Aarakocra
Media
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