Skip to content
CreatePricing
Ma'iq - AI-generated fantasy Character

Ma'iq

Human · Bard (College of Lore) · Level 3 · Criminal

Ma'iq

Ma'iq is the embodiment of relaxed opportunism.
AC14
HP24/24
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 14 · HP 24 · 30 ft.
AlignmentChaotic NeutralGenderMaleAge24
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

Armor

Light Armor

Weapons

Simple Weapons

Tools

Lute,
Flute,
Viol,
Thieves' Tools

Languages

Common,
Thieves' Cant

Features

10 features

Bonus action

  • Bardic InspirationLevel 1

    As a Bonus Action, you can inspire others through stirring words or music within 60 feet. They gain a d6 to add to one d20 roll.

Reaction

  • Cutting WordsLevel 3

    As a Reaction when a creature you can see within 60 feet makes an attack roll or an ability check, you can expend one use of Bardic Inspiration to subtract the number rolled from the creature's roll.

Always on

  • Musician Heroics

    When Finish a Short or Long Rest

    You can give Heroic Inspiration to a number of allies equal to your Proficiency Bonus.

  • SpellcastingLevel 1

    You can cast known spells using Charisma as your spellcasting ability.

  • ExpertiseLevel 2

    Your Proficiency Bonus is doubled for Deception and Stealth.

  • Jack of All TradesLevel 2

    You can add half your Proficiency Bonus (rounded down) to any ability check you make that doesn't already include your Proficiency Bonus.

  • ResourcefulHumanGain Heroic Inspiration after a Long Rest.
  • SkillfulHumanGain proficiency in one skill (Perception).
  • VersatileHumanGain one Origin feat of your choice (Musician).
  • AlertCriminal

    You add your Proficiency Bonus to your Initiative rolls. You can swap your initiative with a willing ally at the start of combat.

Spells

7 spells

Spellcasting. Ma'iq casts with Charisma (spell save DC 12, to hit with spell attacks).

Cantrips (at will): ,

1st level (4 slots): , ,

2nd level (2 slots): ,

Gear

5 items

Weapons

  • 2×
    Dagger
    A small concealable blade.

Armor

  • Leather Armor
    Light protection made of stiffened hide.

Tools

  • Lute
    A wooden stringed instrument used for bardic magic.
  • Thieves' Tools
    A set of tools for picking locks and disarming traps.

Gear

  • Entertainer's Pack
    A backpack containing a bedroll, costumes, 5 candles, 5 days of rations, a waterskin, and a disguise kit.

Appearance

Ma'iq is a lithe man who moves with a deliberate, slow grace that borders on feline. He wears mismatched robes and leather pieces that have seen too many dusty miles. He is often seen wearing a hooded cloak that partially obscuring his face, and he carries an old, well-loved lute across his back. His eyes are sharp and constantly scanning his surroundings for either trouble or profit.

Mannerisms

He has a habit of grooming his hair or smoothing his clothes with his tongue or a damp hand when he is nervous, and he tilts his head curiously like a predator watching prey whenever someone speaks of something expensive.

Personality

Ma'iq is the embodiment of relaxed opportunism. He speaks in short, often cryptic sentences and frequently refers to himself in the third person. He values his own comfort and leisure above all else, yet he possesses a razor-sharp wit used to navigate social circles and squeeze coin from unsuspecting travelers. He finds honesty to be a charming, if somewhat limiting, novelty.

Ideals

Freedom. Ma'iq goes where the wind blows, and he does not care for walls or rules that tell him where he cannot sleep.

Bonds

My lute is my only true companion. It does not judge Ma'iq for his stories, and it always makes the right sound when asked.

Flaws

I am incredibly lazy. If a problem can be solved by lying and waiting, Ma'iq will never pick up a weapon.

Quirks

Always speaks about himself in the third person.
Refuses to walk in a straight line if he can zig-zag.
Claims to know the secret to everything, but usually forgets it mid-sentence.

Background

Ma'iq was born into a family of traveling merchants, or so he says. He spent his youth learning that a well-placed lie is often worth more than a well-placed sword. He developed a habit of wandering away from caravans to explore ruins or simply nap under a particularly nice tree, picking up various bits of lore and music along the way. His 'criminal' record is mostly a collection of minor frauds, trespassing charges, and one incident involving a 'magic' rock that turned out to be ordinary granite. Eventually, his tall tales and sticky fingers got him exiled from his trade route, forcing him into a life of full-time adventuring. He claims he is only adventuring to find a specific type of rare silk, but most believe he is just looking for the path of least resistance to a warm hearth and a full purse. He treats every stranger as a potential audience member or a customer, and rarely both for long.

“He spent his youth learning that a well-placed lie is often worth more than a well-placed sword.”
From their backstory
Background
Criminal

Connections

Species

Human

Media

0 images

No images yet.

Visual sheet

Turn Ma'iq into a sheet

A high-res, share-ready sheet you can post or print.