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Easy Kill - AI-generated fantasy Character

Easy Kill

Air Genasi · Warlock (The Fiend) · Level 10 · Sailor

Easy Kill

Easy Kill is quick-witted, irreverent, and intensely independent.
AC13
HP80/80
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 13 · HP 80 · 30 ft.
AlignmentChaotic NeutralGenderNonbinaryAge31 years old
STR
DEX
CON
INT
WIS
CHA

Saving throws

STRDEXCONINTWISCHA

Skills

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

Armor

Light armor

Weapons

Simple weapons

Tools

Navigator's tools,
Vehicles, water

Languages

Common,
Primordial

Features

32 features

Always on

  • Eldritch Blast

    When Action

    Easy Kill fires a beam of crackling force that deals 1d10 force damage on a hit. At 10th level, they fire two beams whenever they cast the spell, and each beam can push a target up to 10 feet away because of Repelling Blast.

  • Hex

    When Bonus action

    Easy Kill marks a target for extra damage, dealing 1d6 necrotic damage whenever they hit it with an attack, with concentration lasting up to 1 hour.

  • Armor of Agathys

    When Action

    Easy Kill surrounds themselves with biting supernatural cold, gaining 25 temporary hit points and dealing 25 cold damage to creatures that hit them with a melee attack while the spell lasts.

  • Misty Step

    When Bonus action

    Easy Kill teleports up to 30 feet to an unoccupied space they can see.

  • Counterspell

    When Reaction

    Easy Kill interrupts a creature's spell as it is being cast. They can automatically stop spells of 4th level or lower, and make an ability check for higher-level spells.

  • Fireball

    When Action

    Easy Kill launches a fiery explosion at a point within range. Creatures in a 20-foot-radius sphere make Dexterity saving throws and take 8d6 fire damage on a failed save, or half as much on a success.

  • Fly

    When Action

    Easy Kill gains a flying speed of 60 feet for up to 10 minutes while concentrating.

  • Hunger of Hadar

    When Action

    Easy Kill creates a region of black void and grasping eldritch tendrils. Creatures inside take 2d6 cold damage at the start of their turns, and the area is difficult terrain.

  • Dimension Door

    When Action

    Easy Kill teleports themselves and up to one willing creature per three caster levels to a destination they can describe. At 5th-level casting, the spell can teleport up to eight creatures.

  • Hold Monster

    When Action

    Easy Kill attempts to magically charm and incapacitate a creature for up to 1 minute. The target repeats its Wisdom saving throw at the end of each of its turns.

  • Mass Suggestion

    When Action

    Easy Kill magically influences up to twelve creatures for 24 hours, issuing a reasonable course of activity that the targets follow unless they succeed on a Wisdom saving throw.

  • Mage Hand

    When Action

    Easy Kill creates a hand that manipulates objects, opens doors, retrieves items, or delivers touch spells from a distance.

  • Minor Illusion

    When Action

    Easy Kill creates a sound or image that lasts for up to 1 minute.

  • Prestidigitation

    When Action

    Easy Kill performs minor magical tricks, such as creating sparks, cleaning objects, marking surfaces, or harmlessly altering small sensory details.

  • Pact MagicLevel 1

    Easy Kill's pact magic is fueled by a supernatural bargain. They know four cantrips and ten warlock spells, use Charisma as their spellcasting ability, and regain their spell slots after a short or long rest. Their two spell slots are always cast at 5th level.

  • Otherworldly Patron, The FiendLevel 1

    Easy Kill chooses the Fiend as their otherworldly patron. Their patron grants access to additional spells and the Dark One's Blessing feature.

  • Dark One's BlessingLevel 1

    When Easy Kill reduces a hostile creature to 0 hit points, they gain 12 temporary hit points, equal to their Charisma modifier plus their warlock level.

  • Eldritch InvocationsLevel 2

    Easy Kill learns two eldritch invocations. Their invocations are Agonizing Blast, Repelling Blast, Devil's Sight, Book of Ancient Secrets, and Mask of Many Faces.

  • Pact Boon, Pact of the TomeLevel 3

    Easy Kill gains a Pact of the Tome. Their patron gives them a grimoire called the Book of Shadows, containing three additional cantrips from any class spell list.

  • Ability Score ImprovementLevel 4

    Easy Kill increases Charisma by 2, raising it from 8 to 10.

  • Eldritch Invocation ImprovementLevel 5

    Easy Kill gains an additional eldritch invocation.

  • Mystic Arcanum, 6th LevelLevel 6

    Easy Kill gains access to a 6th-level Mystic Arcanum. They can cast Mass Suggestion once per long rest without using a spell slot.

  • Eldritch Invocation ImprovementLevel 7

    Easy Kill gains an additional eldritch invocation.

  • Ability Score ImprovementLevel 8

    Easy Kill increases Charisma by 2, raising it from 10 to 12.

  • Eldritch Invocation ImprovementLevel 9

    Easy Kill gains an additional eldritch invocation, for a total of five invocations.

  • Dark One's Own LuckLevel 10

    Once per short or long rest, Easy Kill can add 1d10 to an ability check or saving throw after seeing the roll but before knowing whether it succeeds.

  • Ability Score IncreaseAir GenasiConstitution increases by 2 and Dexterity increases by 1.
  • DarkvisionAir GenasiEasy Kill can see in dim light within 60 feet as if it were bright light, and in darkness as if it were dim light.
  • Unending BreathAir GenasiEasy Kill can hold their breath indefinitely while not incapacitated.
  • Mingle with the WindAir GenasiEasy Kill can cast Levitate on themselves once per long rest without using a spell slot or material components. Constitution is their spellcasting ability for this spell.
  • Elemental natureAir GenasiEasy Kill does not need to eat, drink, or breathe, though they can do so if they wish.
  • Ship's PassageSailor

    Easy Kill can secure free passage on sailing ships for themselves and companions, provided they are willing to serve as crew or pay their way with useful labor. They know ships and the sea well enough to find food, water, and safe anchorage, and they can identify the major hazards of the open ocean.

Spells

15 spells

Spellcasting. Easy Kill casts with Charisma (spell save DC 15, to hit with spell attacks).

Cantrips (at will): , , ,

1st level: , ,

2nd level:

3rd level: , , ,

4th level:

5th level (2 slots):

6th level:

Gear

12 items

Weapons

  • Light crossbow
    A simple ranged weapon suitable for shipboard defense and hunting,
  • Scimitar
    A weapon chosen from the warlock starting equipment options
  • Club
    A belaying pin taken from the Tempest's Mercy

Armor

  • Leather armor
    Light protective armor made from worn black leather

Gear

  • 20×
    Crossbow bolts
    Ammunition for the light crossbow
  • Arcane focus
    A focus for channeling pact magic, shaped like a storm-dark brass compass
  • Dungeoneer's pack
    A pack containing a bedroll, mess kit, tinderbox, torches, rations, waterskin, and other adventuring necessities
  • Silk rope
    A length of silk rope used for rigging, climbing, and restraining prisoners
  • Amulet
    A lucky charm made from a broken piece of ship's wheel
  • Common clothes
    A set of common sailor's clothes
  • Book of Shadows
    The Book of Shadows granted by the Pact of the Tome

Purse

  • 10×
    Gold pieces
    Money earned through years of shipboard work

Appearance

Easy Kill is a tall air genasi with storm-gray skin, pale blue eyes that glow faintly in darkness, and long white hair that constantly drifts as if caught in an unseen breeze. Fine silver markings spiral across the throat and forearms like wind-carved runes. Easy Kill dresses in weathered sailor's clothing beneath a black leather coat, with a brass talisman hanging at the neck and a battered spellbook chained to the belt. Their smile is sharp, casual, and never entirely reassuring.

Mannerisms

Easy Kill constantly checks the wind by lifting two fingers, even indoors. They speak in the clipped rhythm of a deck officer giving orders, then soften their voice dramatically when making a threat. Before casting a spell, they tap the brass compass at their throat three times and whisper, "Mind the current."

Personality

Easy Kill is quick-witted, irreverent, and intensely independent. They treat danger like an old drinking companion, greeting it with a grin and asking what it wants. Beneath the swagger is a watchful survivor who notices exits, listens for changes in the wind, and remembers every debt. They are unexpectedly gentle with frightened sailors, abandoned children, and anyone who has been trapped under another person's control.

Ideals

Freedom. No captain, god, fiend, king, or prophecy owns me. I would rather risk damnation than live safely under someone else's command.

Bonds

The ship that raised Easy Kill, the Tempest's Mercy, is still missing beyond the black mist. They will abandon almost anything to find its surviving crew and learn what happened to the vessel.

Flaws

Easy Kill treats loyalty as a temporary arrangement and assumes every kindness hides a price. They are reckless when challenged, especially by anyone who mocks their intelligence or questions their right to choose their own fate. They also cannot resist testing dangerous magic, even when caution would clearly be wiser.

Quirks

Names every ship they board within the first hour.
Keeps a private list of people who have underestimated them.
Sleeps with one hand wrapped around the brass compass talisman.
Collects broken pieces of enemy weapons as reminders of unfinished business.

Background

Easy Kill was born during a hurricane aboard a merchant vessel that should have sunk. The crew found the infant lashed inside a floating barrel after the storm passed, surrounded by a circle of perfectly calm water. They were raised among sailors, learning knots, tides, rigging, and the practical truth that every promise made at sea eventually comes due. Their nickname began as a grim joke after Easy Kill survived a mutiny, a shipwreck, and a duel with a privateer captain who was certain the young sailor had no chance. The joke stuck because Easy Kill encouraged it. During a voyage through waters that appeared on no chart, the ship crossed into a bank of black mist. There, a voice spoke from the storm and offered survival in exchange for service. Easy Kill accepted before asking the voice's name. The entity was a powerful fiend who claimed dominion over the drowned and the damned, and the pact left a brand like a burning compass over Easy Kill's heart. Since then, Easy Kill has worked as a deckhand, smuggler, occult problem solver, and occasional saboteur. They seek freedom above all else, but every use of their magic tightens an invisible leash. Easy Kill intends to find the fiend's true name, then use it to bargain for release, revenge, or perhaps a better contract.

“The crew found the infant lashed inside a floating barrel after the storm passed, surrounded by a circle of perfectly calm water.”
From their backstory
Background
Sailor

Connections

Species

Air Genasi

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