Narek Tsitsishvili
Narek Tsitsishvili
Sheet
AC 18 · HP 144 · 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
29 featuresBonus action
- VanishLevel 14
Narek can use the Hide action as a bonus action.
- Slayer's PreyLevel 3
Narek can focus on one creature he can see within 60 feet as a bonus action. Until the spell ends or the creature dies, he gains a bonus to Wisdom (Perception) and Wisdom (Survival) checks against it, and once per turn he deals an extra 1d6 damage to it when he hits with a weapon attack.
Always on
- Mark the Quarry
When Bonus action, one creature within 60 feet
Narek designates one creature as his Slayer's Prey, marking it with a faint silver glimmer only he can perceive. His next weapon strike against it is deliberately measured and merciless.
- Guild Execution Shot
When When making a ranged weapon attack
Narek fires a longbow shot with exceptional precision. He may accept a -5 penalty to the attack roll to deal +10 damage, ignoring half and three-quarters cover.
- Vanish into the Ordinary
When Bonus action, when attempting to Hide
Narek disappears into urban clutter, rubble, smoke, or crowds, then reappears from a new angle.
- Writ of Pursuit
When When the target begins fleeing, hiding, or resisting capture
Narek uses a prepared spell to pin down, expose, or outlast a dangerous quarry.
- Favored EnemyLevel 1
Choose humanoids and one type of monstrous creature as favored enemies. Narek has favored humans, monstrosities, and aberrations. He has advantage on Wisdom (Survival) checks to track them and Intelligence checks to recall information about them.
- Natural ExplorerLevel 1
Gain benefits in one favored terrain. Narek favors urban environments, granting improved navigation, tracking, travel, stealth, and foraging there. He also has a second favored terrain, roads and ruins, with the same benefits.
- Fighting Style, ArcheryLevel 2
Narek can fight effectively with a ranged weapon. He gains a +2 bonus to attack rolls with ranged weapons.
- SpellcastingLevel 2
Narek is a third-level spellcaster using Wisdom as his spellcasting ability. He knows 11 ranger spells and can use a druidic focus or component pouch for them.
- Primeval AwarenessLevel 3
Narek can communicate with beasts and sense whether certain creatures are present within 1 mile, though the feature does not reveal their exact location or number.
- Extra AttackLevel 5
Narek can make two attacks whenever he takes the Attack action.
- Land's StrideLevel 8
Nonmagical difficult terrain does not slow Narek, and he can pass through nonmagical plants without taking damage from them. He has advantage on saving throws against magically created or manipulated plants.
- Hide in Plain SightLevel 10
Narek can spend 1 minute camouflaging himself. While motionless against a suitable surface, he gains a +10 bonus to Dexterity (Stealth) checks until he moves or takes an action.
- Feral SensesLevel 18
Narek's heightened senses allow him to see invisible creatures within 30 feet, provided they are not behind total cover.
- Foe SlayerLevel 20
Once on each of his turns, Narek can add his Wisdom modifier to the attack or damage roll of an attack against his favored enemy.
- Supernatural DefenseLevel 7
Narek can use his reaction to subtract 1d6 from a saving throw made by a creature affected by his Slayer's Prey, provided the creature is within 60 feet.
- Magic-User's NemesisLevel 11
When Narek casts a spell that targets his Slayer's Prey, the target has disadvantage on its saving throw against the spell.
- Slayer's CounterLevel 15
When Narek or a creature within 30 feet of him is frightened, charmed, or possessed by his Slayer's Prey, Narek can use his reaction to end the effect on that creature.
- Ability Score ImprovementLevel 4
Increase Dexterity by 2, raising it to 18.
- Ability Score ImprovementLevel 8
Increase Wisdom by 2, raising it to 16.
- Ability Score ImprovementLevel 12
Increase Dexterity by 2, raising it to 20.
- SharpshooterLevel 16
Narek gains the Sharpshooter feat. His ranged attacks ignore half and three-quarters cover, do not suffer disadvantage at long range, and can take a -5 attack penalty for +10 damage.
- AlertLevel 19
Narek gains the Alert feat. He gains +5 initiative, cannot be surprised while conscious, and unseen attackers do not gain advantage against him merely for being unseen.
- TraitHalf-ElfDarkvision, allowing sight in dim light within 60 feet as if it were bright light, and in darkness as if it were dim light.
- TraitHalf-ElfFey Ancestry, granting advantage on saving throws against being charmed, and immunity to magical sleep.
- TraitHalf-ElfSkill Versatility, granting proficiency in Animal Handling and Persuasion.
- LanguagesHalf-ElfCommon, Elvish, and one additional language.
- Ear to the GroundUrban Bounty Hunter
Narek can reliably locate a particular person or, when necessary, a person who knows where the target is. He knows which taverns, ferries, shrines, gambling dens, and message runners serve as the city's informal information network.
Spells
11 spellsSpellcasting. Narek Tsitsishvili casts with Wisdom (spell save DC 18, to hit with spell attacks).
1st level (4 slots): , ,
2nd level (3 slots): , , ,
3rd level (3 slots):
4th level (3 slots): ,
5th level (2 slots):
Gear
10 itemsWeapons
- LongbowA finely balanced martial ranged weapon, used for long-distance pursuit and silent takedowns.
- 2×ShortswordsPair of light, curved martial blades favored for close pursuit and fighting in alleys.
Armor
- BreastplateProtective medium armor fitted with hidden pockets and guild alterations.
- ShieldA shield bearing the understated brass knot of the Bounty Hunters Guild of Askia.
Tools
- Thieves' ToolsThieves' tools in a narrow oilskin roll, including picks, tension tools, files, and a tiny mirror.
- Gaming SetA set of weighted bone knucklebones used to gamble, question informants, and pass time during stakeouts.
Gear
- 20×ArrowsA bundle of 20 arrows carried in a reinforced leather quiver.
- Explorer's PackA practical explorer's pack containing a bedroll, mess kit, tinderbox, torches, rations, waterskin, and 50 feet of hempen rope.
- Bounty Hunter's KitA dark guild cloak, three blank warrants, sealing wax, charcoal, parchment, and a set of colored bounty cords.
Purse
- 20×Gold PiecesA purse containing the standard funds of an experienced urban bounty hunter.
Appearance
Narek Tsitsishvili is a lean half-elf with weather-browned skin, dark copper hair worn in a short, uneven braid, and steady gray-green eyes. His face is ordinary enough to be forgotten, which is precisely how he prefers it. His hands are distinctive, with thickened fingertips, pale rope burns around the wrists, and nails kept brutally short from years of climbing, binding, and handling bowstrings. He stands with his weight slightly forward on the balls of his feet, as if every quiet moment is only the breath before pursuit. He wears a well-fitted breastplate beneath a weather-darkened cloak, with a recurved longbow, paired shortswords, and several differently colored warrant cords at his belt.
Mannerisms
When waiting, Narek angles his body toward the nearest exit and rests two fingers against the inside of his wrist as though checking an invisible pulse. He repeats important names once under his breath, then never mispronounces them. When someone lies, he does not interrupt. He simply begins tying and untying a short length of cord.
Personality
Narek is patient, observant, and professionally courteous, even when threatening someone. He remembers small kindnesses for decades and small betrayals for even longer. He dislikes grand speeches, flashy heroics, and anyone who describes a person as simply good or evil. To him, every target is a pattern of choices that can still be interrupted.
Ideals
Accountability. A promise must have a cost, a name, and a consequence. No one, noble or criminal, should be allowed to vanish behind power.
Bonds
The Bounty Hunters Guild of Askia gave him purpose, status, and the truth about his father's disappearance. He will protect its honest members, even from its own corrupt leadership.
Flaws
Narek trusts written terms more than living people. He can become cold and inflexible when a contract is breached, even when mercy would be wiser. He also cannot leave an unresolved trail alone, and powerful enemies have learned to bait him with fragments of his father's old case.
Quirks
Background
Narek was raised between two worlds in the crowded river districts of Askia, where his elven mother copied contracts for caravan houses and his human father tracked debtors who believed city streets could swallow them. He learned early that pursuit was less about speed than attention. A loose shutter, a missing dog, a market seller who suddenly stopped gossiping, each detail could reveal a trail. When his father disappeared while hunting a protected noble's runaway heir, Narek joined the Bounty Hunters Guild of Askia, not to continue the family trade, but to learn who had bought the silence surrounding it. Decades of work turned Narek into one of the Guild's elite field agents. He specializes in targets who cross borders, change names, or hide behind respectable institutions. His reputation was made during the Three-Market Fugitive Hunt, when he tracked a shapeshifting murderer through a citywide festival without drawing a weapon until the final moment. He now accepts contracts only after inspecting the wording himself. A bounty is a promise, he believes, and careless promises create more monsters than they remove. Beneath his professional calm, he still follows fragments of his father's vanished trail, convinced that the old case is connected to a network of influential criminals the Guild has never dared name.
“He learned early that pursuit was less about speed than attention.”
- Background
- Urban Bounty Hunter
Connections
Species
Half-Elf
Media
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