Skip to content
CreatePricing
Rune Baumann - AI-generated fantasy Character

Rune Baumann

Human · Warlock (The Fiend) · Level 1 · Noble

Rune Baumann

Rune is charming, provocative, and almost aggressively self-reliant.
AC11
HP7/7
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 11 · HP 7 · 30 ft.
AlignmentChaotic NeutralGenderNon-binaryAge24 years old
STR
DEX
CON
INT
WIS
CHA

Saving throws

STRDEXCONINTWISCHA

Skills

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

Armor

Light armor

Weapons

Simple weapons

Tools

Gaming set

Languages

Common,
Infernal

Features

11 features

Always on

  • Otherworldly Patron, The FiendLevel 1

    Rune has made a pact with a powerful extraplanar patron, gaining access to occult magic. Their patron is the Fiend, a calculating participant in the wager that seeks to forge Rune into a weapon.

  • Dark One's BlessingLevel 1

    When Rune reduces a hostile creature to 0 hit points, they gain temporary hit points equal to their Charisma modifier plus their warlock level. With Rune's current Charisma modifier, this grants 2 temporary hit points.

  • Pact MagicLevel 1

    Rune can cast known warlock spells using Charisma as their spellcasting ability. Their pact magic uses a small number of spell slots that return after a short or long rest.

  • Ability Score IncreaseHuman+1 to all six ability scores.
  • AgeHumanHumans reach adulthood in their late teens and commonly live less than a century.
  • AlignmentHumanHumans tend toward no particular alignment.
  • SizeHumanMedium.
  • SpeedHuman30 feet.
  • LanguagesHumanCommon and one extra language, Infernal chosen.
  • VersatilityHumanHumans adapt readily to many environments and cultures.
  • Position of PrivilegeNoble

    People are inclined to think the best of Rune, and they are welcome in high society. Common folk also make room for them because of their noble bearing. Rune may secure an audience with local nobility if needed, though they must still prove a legitimate reason for the meeting.

Spells

4 spells

Spellcasting. Rune Baumann casts with Charisma (spell save DC 9, to hit with spell attacks).

Cantrips (at will): ,

1st level (1 slot): ,

Gear

9 items

Weapons

  • Dagger
    A simple dagger with a narrow blade and an expensive jeweled pommel, chosen instead of a crossbow.

Armor

  • Leather armor
    Light armor suitable for a newly initiated warlock.

Gear

  • Fine clothes
    A fitted set of high-quality noble clothing, maintained with increasingly careful repairs.
  • Signet ring
    A family ring bearing the Baumann merchant crest, useful as proof of identity and status.
  • Scroll of pedigree
    A parchment recording Rune's lineage and connection to the Baumann estate.
  • Gaming set
    A leather-bound gaming set favored by Rune for dice games and wagers.
  • Scholar's pack
    A leather satchel containing parchment, ink, pens, chalk, sealing wax, and other practical scholarly supplies.
  • Arcane focus
    A polished black orb containing a faint ember-like glow, used as Rune's arcane focus and associated with their Fiend patron.

Purse

  • 25×
    Gold pieces
    A small purse containing starting funds from the Noble background.

Appearance

Rune is a slight, finely featured human with warm brown skin, dark auburn hair worn loosely to the shoulders, and an expressive face that rarely hides amusement. Their expensive noble garments have been repeatedly altered to fit a body that has changed with years of travel and indulgence. A beautifully maintained emerald-green waistcoat is the one item they refuse to replace, though its silver embroidery is beginning to tarnish. Rune wears several rings, checks each one before making a wager, and carries themself with the practiced poise of someone raised at formal tables, even when their boots are muddy and their purse is nearly empty.

Mannerisms

Rune rolls a coin across their knuckles whenever they are thinking, then abruptly closes their hand when someone notices. They adjust their emerald waistcoat before entering any room, inspect their rings before accepting a bargain, and address dangerous strangers with the same intimate courtesy they use at a formal dinner.

Personality

Rune is charming, provocative, and almost aggressively self-reliant. They treat conversation as a game, flirtation as a form of reconnaissance, and danger as an invitation to raise the stakes. Beneath the confidence is a desperate need to prove that their choices are truly their own. Rune is generous when the mood strikes, reckless when bored, and incapable of leaving a tempting opportunity untouched.

Ideals

Independence. I must prove that I can handle myself without the coddling of my family, even if I have to risk everything to do it.

Bonds

I will restore the Baumann fortune, not because my family deserves it, but because I refuse to let them say I failed.

Flaws

I cannot resist a wager, especially when refusing would be sensible. I also mistake desire for freedom and have little patience for anyone who tries to restrain my appetites or protect me from consequences.

Quirks

Names every significant wager after a person, place, or scandal.
Keeps a private ledger recording debts, favors, flirtations, and supernatural promises.
Always chooses the most expensive drink available, even when someone else is paying.
Collects unusual buttons and cufflinks from people they have outwitted.
Refuses to admit when they are frightened, instead becoming conspicuously flirtatious.

Background

Rune Baumann was born into the only story their family knew how to tell. Their grandparents had run a modest merchant company during the rebuilding of Dusklyte, and careful contracts, favorable marriages, and relentless patience had turned that company into a small estate. Rune was raised as the heir to this achievement, taught ledgers before letters and etiquette before self-defense. They learned to smile through dinners, memorize the value of every shipment, and accept that their future had already been arranged. Unfortunately for the Baumanns, Rune found the family business painfully dull. They preferred games of chance, illicitly high-stakes wagers, and any pleasure that made tomorrow feel less certain than today. Their appetite for risk became an embarrassment, then a financial liability, and finally grounds for estrangement. On the brink of exile from the family estate, Rune promised one final miracle. They would find an opportunity capable of doubling the Baumann fortune, restoring their place in the family and proving that instinct could accomplish what discipline never had. That was when their patron approached them with a wager. Two powerful beings had each chosen a pathetic mortal and challenged the other to turn their chosen creature into a personal weapon. Rune was offered wealth, influence, and the chance to win everything back, provided they accepted the pact and survived its consequences. The terms were outrageous, the odds were unknowable, and the potential payoff was enormous. Rune signed without reading the final clause.

“Rune was raised as the heir to this achievement, taught ledgers before letters and etiquette before self-defense.”
From their backstory
Background
Noble

Connections

Species

Human

Media

0 images

No images yet.

Visual sheet

Turn Rune Baumann into a sheet

A high-res, share-ready sheet you can post or print.