Fleek Character in World of Wagakeya | World Anvil
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Fleek

Fleek

Fleek is a Kenku wizard traveling in Wagakeya.
Alignment
Chaotic Neutral
Current Location
Ethnicity
Birthplace
Children
Gender
Male

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Character Portrait image: by Jackie

Fleek

Divination Wizard 1 Class & Level
Acolyte/Revolutionist Background
Kenku Race
Any Alignment

Strength 12
+1
Dexterity 17
+3
constitution 14
+2
intelligence 17
+3
wisdom 12
+1
charisma 8
-1
Total Hit Dice 1
Hit Die 1d6+2
2 proficiency bonus
11 Passive perception
1 Strength
3 Dexterity
2 Constitution
5 Intelligence
3 Wisdom
-1 Charisma
saving throws
5 Acrobatics
1 Animal Handling
5 Arcana
1 Athletics
-1 Deception
3 History
3 Insight
-1 Intimidation
5 Investigation
1 Medicine
3 Nature
1 Perception
-1 Performance
-1 Persuasion
5 Religion
3 Sleight of Hands
5 Stealth
1 Survival
skills
13
AC
8
Hit Points
3
Initiative
30ft
Speed
Daggers, darts, light crossbows, quarterstaffs, slings

Common, Aarokocra, Sylvan, Gnomish
Proficiencies
Attacks
Light, Minor Illusion, Toll the Dead

Detect Magic, Find Familiar, Identify, Ice Knife, Magic Missile, Shield
Spellcasting

Equipment
I feel morally superior to those who worship the gods over other spirits.
I am thirsty for opportunities to prove myself and my accomplishments.
Personality Traits
Equality - every spirit is equal and there should be no class system dividing them
Ideals
I want to take down the gods and show the world that they should be removed from their pedestals.
Bonds
I am overconfident in my abilities and can be arrogant.
Flaws
Kenku (+2 Dexterity, +1 Intelligence)

Expert Forgery: Kenku can duplicate other creatures' handwriting and craftwork. I have advantage on all checks made to produce forgeries or duplicates of existing objects.

Mimicry: I can mimic any sounds I have heard, including voices, but can otherwise not speak. Creatures hearing these sounds can determine they are imitations with a successful Wisdom (Insight) check opposed by my Charisma (Deception).

Political Affiliation: In your travels, you could run into people or governments who support your revolution and/or political ideals. They might give you or your party members supplies, gossip, or currency, merchants might lower prices of their goods for you, or mercenaries might fight with you for a lower price. A government could inform guards to ignore minor crimes or even allow access to areas otherwise restricted to others (if the revolutionary army you associate with is influential, of course).

On the other hand, you might run into people or governments that oppose you. They might be extra cautious of what you do, blame you for crimes and misdemeanors that you may not even know happen, or dismiss you entirely. Opposing governments may be a bigger threat, arresting you on sight, or not allowing you into major cities.
Features & Traits

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