Kezha Mictlan
Kezha Mictlan
Sheet
AC 9 · HP 5 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingWIS
- ArcanaINT
- AthleticsSTR
- DeceptionCHA
- HistoryINT
- InsightWIS
- IntimidationCHA
- InvestigationINT
- MedicineWIS
- NatureINT
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- ReligionINT
- SurvivalWIS
Weapons
Languages
Features
9 featuresAlways on
- SpellcastingLevel 1
As a wizard, you have a spellbook containing six 1st-level wizard spells. You can prepare a number of wizard spells equal to your Intelligence modifier plus your wizard level, with a minimum of one. Intelligence is your spellcasting ability. You can use an arcane focus or component pouch for material components when appropriate.
- Arcane RecoveryLevel 1
Once per day when you finish a short rest, you can recover expended spell slots with a combined level of 1. You can recover one expended 1st-level spell slot.
- TraitHalf-OrcDarkvision, you can see in dim light within 60 feet as if it were bright light, and in darkness as if it were dim light.
- TraitHalf-OrcMenacing, you gain proficiency in the Intimidation skill.
- TraitHalf-OrcRelentless Endurance, when reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. This can be used once per long rest.
- TraitHalf-OrcSavage Attacks, when you score a critical hit with a melee weapon attack, you can roll one of the weapon's damage dice one additional time and add it to the extra damage.
- TraitHalf-OrcHalf-orc ability score increase, +2 Strength and +1 Constitution.
- TraitHalf-OrcLanguages, you can speak, read, and write Common and Orc.
- Shelter of the FaithfulAcolyte
You command the respect of those who share your faith, and you can perform the religious ceremonies of your temple. You and your companions can expect free, basic support from your temple, provided you remain in good standing and do not endanger it.
Spells
9 spellsSpellcasting. Kezha Mictlan casts with Intelligence (spell save DC 9, to hit with spell attacks).
Cantrips (at will): , ,
1st level (2 slots): , , , , ,
Gear
10 itemsWeapons
- QuarterstaffA plain wooden staff used as both walking aid and arcane implement.
Gear
- Component pouchA leather case containing the mundane materials needed for wizard spells.
- Scholar's packA pack containing a bedroll, mess kit, tinderbox, torches, rations, waterskin, and rope.
- SpellbookA leather-bound book containing six 1st-level wizard spells.
- Holy symbolA small iron sun-disc bearing the emblem of her temple.
- Prayer bookA book of prayers and devotional instruction.
- 5×Incense sticksA bundle of incense used in temple rites.
- VestmentsCeremonial garments worn during worship.
- Common clothesSimple everyday clothing.
Purse
- Pouch of goldCoins saved from temple stipends and small donations.
Appearance
A broad-shouldered half-orc woman with moss-green skin, a blunt lower tusk, a shaved temple, and coarse black hair braided with red thread. Her gray-brown eyes are usually lowered in concentration, and faint ink stains mark her fingers. She wears practical brown robes beneath a patched traveling cloak, with a small iron sun-disc hanging at her throat.
Mannerisms
She traces invisible letters on her palm while thinking, pauses before answering as though consulting an internal index, and addresses dangerous magical phenomena with the formal politeness used for honored guests.
Personality
Quiet, observant, and intensely methodical. Kezha listens more than she speaks, but once a subject touches on magic, theology, or forgotten history, her restraint gives way to precise and sometimes overwhelming enthusiasm. She dislikes being underestimated and works twice as hard whenever someone assumes her tusks make her incapable of delicate thought.
Ideals
Knowledge should be used to shelter the vulnerable. A spell has no virtue if its caster refuses to use it when people need help.
Bonds
The missing senior priest who gave her the spellbook is still alive somewhere, and Kezha will risk almost anything to find him. She also feels responsible for the small border temple that raised her and sends part of every reward home.
Flaws
Kezha treats ignorance as a moral failure, including her own, and becomes defensive when corrected in public. She is also dangerously reluctant to abandon a problem once she has decided it can be solved through study.
Quirks
Background
Kezha was born in a border settlement where her human mother served as a keeper of records and her half-orc father repaired farm tools. The village temple accepted her as an acolyte after a childhood accident left a prayer hall filled with sparks and blue fire. The priests discovered that she could not yet read the sacred texts fluently, but she could feel patterns in the letters, as though every line concealed a road leading somewhere else. They gave her ink, parchment, and eventually a battered spellbook rescued from a dead traveling scholar. Her education was never graceful. Kezha memorized formulae by chanting them during dawn services, copied diagrams in the margins of prayer books, and learned that patience could accomplish what force could not. When the temple's senior priest vanished while investigating strange lights beneath an abandoned watchtower, Kezha inherited his unfinished notes and the duty of finding out what happened. She now travels as both acolyte and novice wizard, seeking knowledge that might protect her community while trying to prove that scholarship belongs to those willing to endure its demands, not merely those born with polished manners and easy talent.
“The village temple accepted her as an acolyte after a childhood accident left a prayer hall filled with sparks and blue fire.”
- Background
- Acolyte
Connections
Species
Half-Orc
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