Kantuq Tikari
Kantuq Tikari
Sheet
AC 11 · HP 12 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- AthleticsSTR
- HistoryINT
- InsightWIS
- IntimidationCHA
- MedicineWIS
- PerceptionWIS
- ReligionINT
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
13 featuresBonus action
- Awakened DomainLevel 1
As a bonus action, you can manifest your personal supernatural Domain for 1 minute. It ends early if you are incapacitated. You can use this feature once per long rest. The specific effects of the Domain are determined by the Domain Warden features and options you possess.
Always on
- Command Bound Shade
When Your turn
You direct your bound shade to move and act according to its shade statistics. It follows your commands and takes its turn during your turn.
- Manifest Domain
When Bonus action
You manifest your personal supernatural field of authority for 1 minute. The Domain ends early if you are incapacitated, and you can use this feature once per long rest.
- Grave-Hardened VitalityLevel 1
Your hit point maximum increases by 1, and increases by 1 again whenever you gain a level in this class. At 1st level, this grants +1 maximum hit point.
- Bound ShadeLevel 1
After completing a long rest, you can bind one shade to your service. The shade has AC 14, hit points 10, speed 30 feet, and uses your proficiency bonus where applicable. It obeys your commands and acts during your turn. Its signature attack is a Graveblade, as defined by the Domain Warden class.
- Martial TrainingLevel 1
You gain proficiency with martial weapons, light armor, medium armor, shields, thieves' tools, and one gaming set. You choose two skills from Acrobatics, Athletics, History, Insight, Intimidation, and Perception. Kantuq chose Insight and Intimidation.
- Ability Score IncreaseLightning Genasi+2 Constitution and +1 Dexterity.
- DarkvisionLightning GenasiYou can see in dim light within 60 feet as if it were bright light, and in darkness as if it were dim light. You cannot discern color in darkness, only shades of gray.
- Lightning ResistanceLightning GenasiYou have resistance to lightning damage.
- Unending BreathLightning GenasiYou can hold your breath indefinitely while you are not incapacitated.
- Lightning NatureLightning GenasiYou know the shocking grasp cantrip. Constitution is your spellcasting ability for it. This innate cantrip does not make you a spellcasting class.
- StormsparkLightning GenasiWhen you deal lightning damage with a genasi trait, the air around you briefly smells of rain and hot stone.
- DiscoveryHermit
You have discovered a unique and powerful truth during your seclusion. The exact nature of this discovery is determined by the character and the Dungeon Master. Kantuq's discovery was that the dead do not obey strength alone, but remember the shape of a promise.
Gear
10 itemsWeapons
- LongswordA sturdy battlefield weapon with a broad, practical blade.
Armor
- ShieldA compact shield faced with dark wood and edged in bronze.
- Studded leather armorA fitted leather cuirass reinforced with layered hide and metal studs.
Tools
- Thieves' toolsUsed for careful examination of remains, battlefield traces, and old inscriptions.
- Gaming set, knucklebonesA small set of carved knucklebones used for quiet games of chance and divination.
- Herbalism kitA roll of dried herbs, salves, and preserved mountain plants.
Gear
- Explorer's packA simple traveler’s pack containing bedroll, mess kit, tinderbox, ten torches, ten days of rations, waterskin, and 50 feet of hempen rope.
- Journal of the mountain deadNotes recording funerary rites, unusual deaths, and Kantuq's discovery about remembered promises.
- Hermit belongingsA woolen blanket, plain clothes, a small wooden bowl, and a flint knife from his hermitage.
Purse
- 5×Gold piecesMoney retained from his life before and after seclusion.
Appearance
Kantuq is a broad-shouldered lightning genasi with deep copper-brown skin traced by faint blue-white lines that glow beneath the surface whenever emotion or exertion stirs. His black hair rises in uneven, weightless locks, each strand lifting as though caught in a permanent updraft. His eyes are storm-gray with tiny sparks moving across the irises. He wears practical layered clothing beneath a weathered half-cloak, reinforced leather, and a bronze gorget etched with geometric Andean patterns. Within a minute of meeting him, most people notice his voice first. He pauses before speaking, takes a careful breath through his nose, and answers in a low, measured tone. When rattled, that breath catches and his words arrive with a faint crackle, as if each syllable is passing through charged air.
Mannerisms
Before answering, Kantuq inhales slowly through his nose and holds the breath for a heartbeat. He keeps his chin slightly lowered when listening, as though receiving distant thunder. His voice is calm until anger breaks through, at which point the final word of each sentence arrives with a dry electrical snap.
Personality
Kantuq is deliberate, observant, and unsettlingly attentive. He studies a room before entering it, counts exits without appearing to, and addresses even frightened people as though their choices still matter. He has a dry sense of humor that appears at inappropriate moments, usually when someone is being theatrical. He respects competence, but he respects restraint more.
Ideals
Order. The battlefield is chaos only until someone accepts responsibility for directing it. Power is justified by the care taken with those who must live under its consequences.
Bonds
The dead beneath the mountain trusted me before any living commander did. I will not allow their names, graves, or final wishes to be used as tools by tyrants.
Flaws
Kantuq treats hesitation as a moral failure, including his own. He is slow to forgive disobedience, especially from allies who endanger others through pride. When frightened, he becomes controlling and may issue commands before asking what his companions actually need.
Quirks
Background
Kantuq was born during a mountain storm, when lightning struck the stone shrine where his mother had taken shelter. The elders of his highland settlement said the storm had left a listening spark inside him. As a child, he could feel changes in the air before thunder arrived, and he learned to read the movements of birds, grass, and clouds as if they were a language. His gift became less welcome after a landslide buried a caravan road. Kantuq found the dead still gathered beneath the rubble, not restless, but waiting. When he spoke to them, a pale shade rose and moved a fallen beam aside. It vanished at dawn, leaving behind a single word in the voice of someone long dead: remember. He withdrew into an abandoned watchhouse above the tree line, where he spent years studying burial customs, battlefield reports, old command traditions, and the boundaries between duty and possession. His hermitage ended when grave robbers disturbed the mountain dead. Kantuq returned to the world with one bound shade at his side, determined to make his supernatural authority serve the living rather than replace them. He sees every battlefield as a dangerous conversation between the living, the dead, and whoever is arrogant enough to command both.
“The elders of his highland settlement said the storm had left a listening spark inside him.”
- Background
- Hermit
Connections
Species
Lightning Genasi
Media
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