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Tess Merrigold - AI-generated fantasy Character

Tess Merrigold

Tabaxi · Warlock (The Fiend) · Level 1 · Urchin

Tess Merrigold

Tess is observant, impatient, and relentlessly opportunistic.
AC13
HP11/11
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 13 · HP 11 · 30 ft.
AlignmentChaotic EvilGenderFemaleAge24 years old
STR
DEX
CON
INT
WIS
CHA

Saving throws

STRDEXCONINTWISCHA

Skills

  • AcrobaticsDEX
  • Animal HandlingWIS
  • ArcanaINT
  • AthleticsSTR
  • DeceptionCHA
  • HistoryINT
  • InsightWIS
  • IntimidationSTR
  • InvestigationINT
  • MedicineWIS
  • NatureWIS
  • PerceptionWIS
  • PerformanceCHA
  • PersuasionCHA
  • ReligionINT
  • Sleight of HandDEX
  • StealthDEX
  • SurvivalWIS

Armor

Light armor

Weapons

Simple weapons,
Light crossbows

Tools

Thieves' tools,
Disguise kit

Languages

Common,
Undercommon

Features

13 features

Always on

  • Eldritch Blast

    When On your turn

    You point at a creature within range and unleash a beam of crackling eldritch energy. Make a ranged spell attack. On a hit, the target takes 1d10 force damage.

  • Mage Hand

    When On your turn

    You produce a spectral, floating hand that can manipulate objects, open doors, retrieve items, and perform other simple tasks within range.

  • Hex

    When On your turn

    You place a curse on a creature you can see within range. The target takes an extra 1d6 necrotic damage whenever you hit it with an attack, and you gain advantage on ability checks to find it. The curse lasts up to 1 hour with concentration.

  • Armor of Agathys

    When On your turn

    A protective force surrounds you, granting 5 temporary hit points. If a creature hits you with a melee attack while these temporary hit points remain, it takes 5 cold damage.

  • Otherworldly Patron, The FiendLevel 1

    You have made a pact with a fiendish entity. Your patron grants you magical powers and teaches you certain spells. At 1st level, you gain the Dark One's Blessing feature.

  • Pact MagicLevel 1

    Your arcane research and the magic bestowed on you by your patron give you facility with spells. You know two cantrips and two 1st-level warlock spells. You have one 1st-level spell slot, which is regained after a short or long rest. Charisma is your spellcasting ability.

  • Dark One's BlessingLevel 1

    When you reduce a hostile creature to 0 hit points, you gain temporary hit points equal to your Charisma modifier plus your warlock level, for a total of 5 temporary hit points at this level.

  • TraitTabaxiDarkvision, you can see in dim light within 60 feet as if it were bright light, and in darkness as if it were dim light.
  • TraitTabaxiFeline Agility, when you move on your turn in combat, you can double your speed until the end of that turn. You cannot use this trait again until you move 0 feet on one of your turns.
  • TraitTabaxiCat's Claws, your claws are natural weapons that deal 1d4 slashing damage on a hit, plus your Strength modifier.
  • TraitTabaxiCat's Talent, you have proficiency in Perception and Stealth.
  • TraitTabaxiLanguages, you can speak, read, and write Common and one other language.
  • City SecretsUrchin

    You know the secret patterns and shortcuts of cities, allowing you to find passages through urban areas that others would miss. When not in combat, you can move through any city twice as fast as someone unfamiliar with it.

Spells

4 spells

Spellcasting. Tess Merrigold casts with Charisma (spell save DC 14, to hit with spell attacks).

Cantrips (at will): ,

1st level (1 slot): ,

Gear

14 items

Weapons

  • Light crossbow
    A light crossbow suitable for ranged attacks, with a simple wooden stock and iron fittings.
  • Dagger
    A simple melee weapon chosen as a pact-bound street weapon, represented here by a dagger.
  • Small knife
    A small knife kept from her childhood on the streets.

Armor

  • Leather armor
    Studded leather armor reinforced with dark metal rivets.

Tools

  • Thieves' tools
    Tools for bypassing locks and manipulating small mechanisms.
  • Disguise kit
    Cosmetics, wigs, false facial hair, and other materials for changing her appearance.

Gear

  • 20×
    Crossbow bolts
    Ammunition for the light crossbow.
  • Component pouch
    A pouch containing material components for warlock spells.
  • Scholar's pack
    A scholar's pack containing a backpack, a book of lore, a bottle of ink, an ink pen, ten sheets of parchment, a little bag of sand, and a small knife.
  • Map of home city
    A crude map of the city where she grew up.
  • Pet mouse
    A tiny trained mouse that lives in a pocket-lined cage.
  • Token from parents
    A token from her parents, a cracked brass washer stamped with an unfamiliar merchant mark.
  • Common clothes
    A set of patched common clothes.

Purse

  • 10×
    Gold pieces
    Coins saved or stolen during her years as an urchin.

Appearance

A lean, long-limbed tabaxi woman with tawny brown fur, dark russet stripes, and a broad white patch under her chin. Her amber eyes are alert and appraising. She wears worn leather armor beneath a patched charcoal cloak, with a stolen silver button sewn near her collar as a personal charm. Her hands are unusually noticeable, the pads of her fingers are rough from years of climbing, lockwork, and scavenging, while the claws are carefully filed to avoid catching on tools. Within minutes of meeting her, most people notice that she repeatedly checks the small knife at her belt, even when she has no reason to draw it.

Mannerisms

Sable speaks in a low, practical voice and rarely answers a question directly if a half-truth would serve better. She keeps one hand near her belt, tilts her head when judging a person's value, and smiles only when someone else realizes too late that they have agreed to something.

Personality

Tess is observant, impatient, and relentlessly opportunistic. She studies every room for exits, valuables, and the person most likely to cause trouble. She can be protective toward vulnerable people, but her protection is possessive and often indistinguishable from control. She enjoys bargains, sharp tools, bitter tea, and watching arrogant people discover the cost of underestimating her.

Ideals

Freedom belongs to whoever has the power to take it. Laws are only threats written down by people who already won.

Bonds

The children of the river markets are hers to exploit, protect, or avenge. Anyone who threatens them becomes a problem she intends to solve permanently.

Flaws

She treats trust as a weakness and betrayal as the natural conclusion of every relationship. When frightened, she would rather make a cruel choice first than risk being shown mercy by someone else.

Quirks

She counts doors, windows, and visible weapons whenever she enters a room.
She taps her filed claws twice against wood before making a promise.
She gives her pet mouse tiny crumbs while negotiating, as though the mouse were her adviser.
She collects buttons, buckles, and keys from people who have wronged her.
She calls fire her most honest accomplice.

Background

Sable grew up beneath the market bridges of a crowded river city, where the gutters were warm in winter and every locked door represented a meal delayed. She learned early that people watched a tabaxi's face while ignoring her hands. By eleven, she could lift a purse, slip a latch, and vanish into a crowd before the owner finished cursing. Her closest companions were a one-eyed street dog, a sharp-tongued human girl named Ceri, and a collection of hungry children who treated Sable as their unofficial lookout. She never considered herself kind, but she understood the practical value of keeping useful people alive. Her pact began with a bargain made in a flooded cellar. Cornered after betraying a gang that had tried to claim the children as pickpockets, Sable found a black iron coin floating in the water. A voice from the coin offered power in exchange for a promise that she would never again kneel to anyone who could be made to fear her. The voice belonged to a fiend, and the first flame that answered her call burned the gang's warehouse from within. Sable escaped with Ceri and the children, but she kept the coin. She now travels as a thief, occult broker, and occasional arsonist, seeking leverage over the people who make laws for those who can afford them. Her patron wants souls and influence. Sable wants both, though she insists the distinction matters.

“She learned early that people watched a tabaxi's face while ignoring her hands.”
From their backstory
Background
Urchin

Connections

Species

Tabaxi

Media

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