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Vezsdrin Kharad - AI-generated fantasy Character

Vezsdrin Kharad

Elf · Sorcerer · Level 1 · Criminal

Vezsdrin Kharad

Quietly observant and wry, Vezsdrin treats conversation like a card game, revealing only what is useful.
AC11
HP6/6
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 11 · HP 6 · 30 ft.
AlignmentChaotic NeutralGenderNonbinaryAge118 years old
STR
DEX
CON
INT
WIS
CHA

Saving throws

STRDEXCONINTWISCHA

Skills

  • AcrobaticsDEX
  • Animal HandlingSTR
  • ArcanaINT
  • AthleticsSTR
  • DeceptionCHA
  • HistoryINT
  • InsightWIS
  • IntimidationCHA
  • InvestigationINT
  • MedicineWIS
  • NatureINT
  • PerceptionWIS
  • PerformanceCHA
  • PersuasionCHA
  • ReligionINT
  • Sleight of HandDEX
  • StealthDEX
  • SurvivalWIS

Weapons

Daggers,
Darts,
Slings,
Quarterstaffs,
Light crossbows,
Longswords,
Shortswords,
Shortbows,
Longbows.

Tools

Thieves' tools,
One type of gaming set

Languages

Common,
Elvish,
Draconic,
Undercommon

Features

14 features

Always on

  • Fire Bolt

    When Action

    You make a ranged spell attack against one creature within 120 feet. On a hit, the target takes 1d10 lightning damage. The spell's damage increases at higher character levels.

  • Mage Hand

    When Action

    A spectral hand appears at a point within 30 feet and can manipulate objects, open unlocked doors, stow or retrieve items, and perform other simple tasks. It cannot attack or activate magic items.

  • Prestidigitation

    When Action

    You create one of several minor magical effects, such as a harmless sensory effect, a small flame, a sound, or the ability to clean or soil an object.

  • Guidance

    When Action

    You touch one willing creature other than yourself. Until the spell ends, once before the spell ends the target can roll a d4 and add the number rolled to one ability check of its choice.

  • Charm Person

    When Action

    A creature you can see within 60 feet makes a Wisdom saving throw. On a failed save, it is charmed by you for 1 hour or until you or your companions harm it. The creature regards you as a friendly acquaintance while charmed.

  • Chromatic Orb

    When Action

    A shimmering, multicolored beam of light flashes toward a creature within 90 feet. Make a ranged spell attack. On a hit, the target takes 3d8 radiant damage, and you roll a d8 to determine the beam's color and additional effect.

  • SpellcastingLevel 1

    You can speak, read, and write Common and two other languages of your choice. You can choose any two languages for this character, in addition to Common and Elvish.

  • Sorcerous OriginLevel 1

    Your innate magic comes from a magical origin that cannot be fully explained. You know four sorcerer cantrips of your choice. You also know two 1st-level sorcerer spells of your choice.

  • DarkvisionElfYou can see in dim light within 60 feet as if it were bright light, and in darkness as if it were dim light, though you cannot discern color in darkness.
  • Keen SensesElfYou have proficiency in the Perception skill.
  • Fey AncestryElfYou have advantage on saving throws against being charmed, and magic cannot put you to sleep.
  • TranceElfYou do not need to sleep. Instead, you meditate deeply for 4 hours a day, gaining the same benefit that a human gains from 8 hours of sleep.
  • Elf Weapon TrainingElfYou are proficient with the longsword, shortsword, shortbow, and longbow.
  • Criminal ContactCriminal

    You have a reliable and trustworthy contact who acts as your liaison to a network of other criminals. You know how to get messages to and from your contact, even over great distances, though you do not know the identity of the person who passes messages along.

Spells

6 spells

Spellcasting. Vezsdrin Kharad casts with Charisma (spell save DC 10, to hit with spell attacks).

Cantrips (at will): , , ,

1st level (2 slots): ,

Gear

9 items

Weapons

  • Light crossbow
    A light crossbow with ammunition for ordinary ranged attacks.

Tools

  • Thieves' tools
    A set of weighted tools used to manipulate locks and disable traps.
  • Gaming set
    A set of marked knucklebones used for games of chance.

Gear

  • 20×
    Crossbow bolts
    Ammunition for the light crossbow.
  • Component pouch
    A small container holding the mundane materials needed to cast spells.
  • Dungeoneer's pack
    A pack containing useful adventuring supplies, including a bedroll, mess kit, tinderbox, torches, rations, and waterskin.
  • Crowbar
    A metal bar useful for prying open doors, chests, and other objects.
  • Dark common clothes with hood
    Common clothing with a hood, suitable for blending into crowds and concealing one's identity.

Purse

  • 15×
    Gold pieces
    Loose coins carried in a small belt pouch.

Appearance

A slender high elf with warm bronze skin, sharply cut cheekbones, and dark auburn hair worn in a loose braid threaded with small copper rings. Their gray-green eyes show faint amber sparks when their magic stirs. They dress in practical charcoal travel clothes beneath a weathered blue-gray cloak, with a slim crossbow case and a polished arcane focus hidden among ordinary thieves' tools.

Mannerisms

Vezsdrin taps two fingers against their thumb whenever studying a lock, spell, or stranger. They rarely sit with their back to a door and habitually inspect every cup before drinking from it.

Personality

Quietly observant and wry, Vezsdrin treats conversation like a card game, revealing only what is useful. They are protective of outcasts, suspicious of authority, and unexpectedly gentle with animals and people who admit they are afraid. Their confidence is genuine until their magic becomes unpredictable, at which point humor becomes a shield.

Ideals

Freedom. No law, bloodline, guild, or magical force has the right to decide what a person may become.

Bonds

I owe my freedom to the former partner who took the blame for my first uncontrolled magical outburst. I will find them and repay the debt, even if they now hate me.

Flaws

I cannot resist proving that I am the cleverest person in the room, especially when someone questions my competence. When frightened, I lie first and think afterward.

Quirks

Keeps a private list of doors that defeated them.
Names every lockpick and replaces one whenever a spell misfires.
Collects broken keys from places where they narrowly escaped.
Whistles the same three-note phrase before attempting anything dangerous.

Background

Vezsdrin Kharad was born in a crowded elven quarter where old bloodlines mattered less than knowing which doors opened after midnight. Their mother copied contracts for merchants, while their father repaired locks and insisted that every mechanism had a rhythm. Vezsdrin learned both trades, first by carrying messages and later by entering places where they had no invitation. During a burglary beneath a wealthy magistrate's estate, they found a sealed crystal holding a fragment of living starlight. When Vezsdrin touched it, the crystal shattered, and raw arcane power surged through their body. The alarm was blamed on them, but the magic was something no lockpick or forged signature could explain.

“Their mother copied contracts for merchants, while their father repaired locks and insisted that every mechanism had a rhythm.”
From their backstory
Background
Criminal

Connections

Species

Elf

Media

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