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Hegi - AI-generated fantasy Character

Hegi

Supernatural Beastkin · Hunter/Wizard · Level 1 · Cursed Wanderer

Hegi

Quietly observant and difficult to surprise, Hegi speaks in short, gentle sentences that contrast with his intimidating size.
AC17
HP13/13
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 17 · HP 13 · 30 ft.
AlignmentChaotic GoodGenderMaleAge18
STR
DEX
CON
INT
WIS
CHA

Saving throws

STRDEXCONINTWISCHA

Skills

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

Weapons

Simple weapons,
Martial weapons,
Longswords,
Scythes

Languages

Common,
Beastkin Cant,
Draconic

Features

11 features

Always on

  • Hunter's MarkLevel 1

    When Bonus action, one visible creature within 90 feet.

    Mark one creature as prey, granting extra damage, tracking advantage, and directional awareness within 1 mile for 1 hour.

  • SpellcastingLevel 1

    Hegi can cast wizard spells using Intelligence as his spellcasting ability. He knows three cantrips and has a spellbook containing six 1st-level wizard spells. He can prepare a number of wizard spells equal to his Intelligence modifier plus his wizard level, five spells at level 1.

  • Hunter's InstinctLevel 1

    Hegi has advantage on Wisdom (Survival) checks made to track supernatural creatures and Wisdom (Perception) checks involving movement, footprints, blood trails, or unusual disturbances.

  • Predatory SensesLevel 1

    Hegi has darkvision out to 60 feet, advantage on Wisdom (Perception) checks relying on hearing or smell, and advantage on saving throws against being frightened.

  • Occult SpellbookLevel 1

    Hegi carries an awakened spellbook and can use it as an arcane focus. His magic manifests as dark supernatural energy, often resembling black sparks, ember-colored veins, or ghostly animal silhouettes.

  • Ability Score IncreaseSupernatural BeastkinDexterity increases by 2 and Intelligence increases by 1.
  • DarkvisionSupernatural BeastkinYou can see in dim light within 60 feet as if it were bright light, and in darkness as if it were dim light.
  • Keen Hearing and SmellSupernatural BeastkinYou have advantage on Wisdom (Perception) checks that rely on hearing or smell.
  • Fright-HardenedSupernatural BeastkinYou have advantage on saving throws against being frightened.
  • Bestial BearingSupernatural BeastkinYour unusual ears, tail, eyes, and supernatural presence make you visibly nonhuman, granting advantage on checks made to identify you as beastkin but disadvantage on attempts to pass as an ordinary human without concealment.
  • Roadside RecognitionCursed Wanderer

    People who live on the road recognize the signs of a hunted soul. In settlements, Hegi can usually find a modest place to hide, basic food, and rumors about strange activity by asking travelers, ferrymen, shrine keepers, or other outsiders. He is not offered comfort, only a wary chance to keep moving.

Spells

9 spells

Spellcasting. Hegi casts with Intelligence (spell save DC 15, to hit with spell attacks).

Cantrips (at will): , ,

1st level (2 slots): , , , , ,

Gear

9 items

Weapons

  • Unbreakable Sword
    A supernatural blade with a dark metal edge that never chips or loses its balance. It functions as a longsword and deals 1d8 slashing damage when used one-handed, or 1d10 when used with two hands.
  • Blood Scythe
    A hooked martial weapon resembling a compact war scythe. It deals 1d10 slashing damage, has the heavy and two-handed properties, and leaves a cold burning sensation on creatures struck by it.

Gear

  • Occult Spellbook
    A spellbook bound in dark hide, containing Magic Missile, Shield, Detect Magic, Find Familiar, Mage Armor, and Chromatic Orb.
  • Black Cloak
    A black cloak with torn tails, useful for concealing Hegi's silhouette and protecting his spellbook from rain.
  • Boots
    Sturdy travel boots suited to long-distance pursuit.
  • Leather Armband
    A worn brown leather armband tied around the lower portion of Hegi's right arm.
  • 5×
    Bandages
    Clean wrappings used to replace damaged bandages and bind injuries.
  • Wanderer's Kit
    A small hunting knife, a steel mirror, flint and steel, trail rations, and a waterskin.
  • Belt Pouch
    A belt pouch containing 10 gold pieces.

Appearance

Hegi is a towering, lean young man standing 6 feet 9 inches tall, with a skinny but muscular build and a habit of resting most of his weight on the balls of his feet, as though the ground might suddenly become unsafe. His light gray hair falls around a pair of light gray dire-wolf ears, while an orange-and-black coyote tail moves with restrained, almost thoughtful precision. His black eyes have narrow slit pupils. A scar crosses over his left eye, another marks the corner of his mouth, and a pale scar circles his neck. Two scars cross his chest, with another running across the back of his left hand. He wears a black cloak with torn tails, boots, a brown leather armband around the lower portion of his right arm, and bandages around his upper body, both arms, and left shin.

Mannerisms

Hegi stands too close without realizing it, then abruptly steps back when he notices the other person's discomfort. His ears angle toward every new sound, and his tail goes perfectly still whenever he is lying. Before entering a room, he pauses to smell the air and count the exits.

Personality

Quietly observant and difficult to surprise, Hegi speaks in short, gentle sentences that contrast with his intimidating size. He is patient with frightened animals, suspicious of confident adults, and unexpectedly protective of anyone who is being treated as monstrous. He rarely raises his voice. When truly angry, he becomes almost motionless.

Ideals

A curse is not an excuse to become cruel. If something must be hunted, it should be hunted because it threatens the helpless, not because it is strange.

Bonds

The ruined wayside chapel still contains the black iron reliquary that began his curse. Hegi believes someone he loved is trapped inside it, alive enough to dream and call to him. He will risk almost anything to return there with the knowledge and power needed to open it without releasing what lies beneath the voice.

Flaws

Hegi assumes every kind gesture has a hidden price, and he becomes cold or threatening when someone tries to care for him. He is also dangerously unwilling to abandon a supernatural creature once he has identified it as connected to his curse, even when retreat would be wiser.

Quirks

He names every unfamiliar supernatural creature before deciding whether to kill it.
He quietly counts footsteps when walking behind someone.
He sleeps with one hand touching the spellbook and one foot pointed toward the nearest exit.
He collects small pieces of colored glass from places where magic has gone wrong.

Background

Hegi was born among the Vešek, a scattered beastkin people who measured adulthood by the first successful hunt rather than by a birthday. His supernatural blood gave him the ears of a dire wolf, the tail of a coyote, and senses too sharp for ordinary village life. As a child, he learned to read bent grass, disturbed ash, and the tiny changes in a creature's breathing. His first true quarry was not an animal but a pale thing that wore the voices of missing travelers. Hegi tracked it beneath an abandoned wayside chapel, where he found a sealed black iron reliquary and heard something inside whisper his name.

“His supernatural blood gave him the ears of a dire wolf, the tail of a coyote, and senses too sharp for ordinary village life.”
From their backstory
Background
Cursed Wanderer

Connections

Species

Supernatural Beastkin

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