Bartholomew Chudly
Bartholomew Chudly
Sheet
AC 12 · HP 7 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingSTR
- ArcanaINT
- AthleticsSTR
- DeceptionCHA
- HistoryINT
- InsightWIS
- IntimidationCHA
- InvestigationINT
- MedicineWIS
- NatureWIS
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- ReligionINT
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Weapons
Languages
Features
13 featuresAlways on
- Mage Hand
When As an action
Bartholomew utters a sharp phrase and a spectral hand appears within range, manipulating an unattended object.
- Fire Bolt
When As an action
He launches a mote of magical energy that strikes a creature he can see within range.
- Minor Illusion
When As an action
He creates a harmless sensory effect that he uses to mark routes, test strangers, or add ominous emphasis to his stories.
- SpellcastingLevel 1
Bartholomew is a 1st-level wizard spellcaster. Intelligence is his spellcasting ability. He can prepare wizard spells from his spellbook, use a spellcasting focus or component pouch, and cast wizard spells using Intelligence.
- Arcane RecoveryLevel 1
Once per day after finishing a short rest, Bartholomew can recover expended spell slots with a combined level of 1. He can recover one expended 1st-level spell slot.
- DarkvisionElfBartholomew can see in dim light within 60 feet as if it were bright light, and in darkness as if it were dim light, treating darkness as dim light.
- Keen SensesElfBartholomew has proficiency in the Perception skill.
- Fey AncestryElfHe has advantage on saving throws against being charmed, and magic cannot put him to sleep.
- TranceElfHe does not need to sleep and can finish a long rest in 4 hours by meditating deeply.
- High Elf CantripElfHe knows one cantrip from the wizard spell list, using Intelligence as his spellcasting ability.
- Elf Weapon TrainingElfHe is proficient with the longsword, shortsword, shortbow, and longbow.
- Extra LanguageElfHe can speak, read, and write one additional language, chosen here as Draconic.
- WandererOutlander
Bartholomew has an excellent memory for maps, geography, and the layout of natural terrain. He can find food and fresh water for himself and up to five other people each day, provided the land offers such resources. He also knows the customs, stories, and communities of the wild places he has traveled.
Spells
9 spellsSpellcasting. Bartholomew Chudly casts with Intelligence (spell save DC 11, to hit with spell attacks).
Cantrips (at will): , ,
1st level (2 slots): , , , , ,
Gear
5 itemsWeapons
- QuarterstaffA simple but carefully maintained weapon, useful when a spell is inconvenient or when Bartholomew needs to appear less threatening than he is.
Gear
- Arcane FocusA small wooden implement used as an arcane focus, carved with a symbol that Bartholomew insists represents the seventh door.
- Explorer's PackA worn explorer's pack containing a bedroll, mess kit, tinderbox, torches, rations, waterskin, and fifty feet of hempen rope.
- SpellbookA spellbook containing six 1st-level wizard spells, extensive marginalia, and several maps whose destinations are not confirmed to exist.
- Outlander Starting EquipmentA staff, hunting trap, trophy from an animal, traveler's clothes, and a pouch containing 10 gp, representing Bartholomew's life beyond settled lands.
Appearance
Bartholomew is a tall, narrow-shouldered high elf with ash-blond hair tied in a severe knot and long fingers stained faintly with ink, chalk, and crushed blue herbs. He stands with his weight balanced on the balls of his feet, as if prepared to leave in the middle of any conversation. He occupies very little space when seated, but while standing he unconsciously arranges nearby objects into precise lines. His green eyes are alert and overfocused, often fixed on some distant point that seems meaningful only to him. His robes are practical but overpatched, and his battered spellbook is secured beneath his arm by a leather strap bearing several contradictory maps.
Mannerisms
He pauses before answering ordinary questions, as though consulting an invisible itinerary. When introducing himself, he glances over the listener's shoulder and quietly identifies the direction in which he expects to depart. He frequently says “That is exactly what I feared” before explaining what he supposedly feared.
Personality
Bartholomew is intensely polite, unnervingly certain, and perpetually in a hurry. He speaks as though every conversation is a brief interruption in a much larger narrative. He is observant and capable in the wilderness, but his practical competence is undermined by his tendency to reinterpret ordinary events as signs from his imaginary quest. He dislikes lingering, hates being asked for a clear destination, and becomes more confident whenever evidence against him accumulates.
Ideals
Order. The world is governed by hidden patterns, and those patterns must be obeyed, even when only Bartholomew is capable of seeing them.
Bonds
The standing stones in the unmapped valley are the beginning of a destiny that only Bartholomew can complete. He will protect the spellbook given to him by his former mentor, even though several pages appear to contradict his current theory.
Flaws
He treats uncertainty as proof that his theory is correct. Bartholomew invents explanations rather than admitting ignorance, and he may abandon useful plans if he suddenly decides that they conflict with the quest. He is also convinced that anyone who laughs at his prophecy has failed to understand an obvious danger.
Quirks
Background
Bartholomew Chudly was raised among elven trail-keepers who believed that every path had a purpose, even if that purpose was hidden for centuries. He learned to read weather, spoor, ruined waystones, and the silences of forests long before he learned to read a spellbook. During an expedition into a valley that appeared on no reliable map, he found a circle of standing stones and a single phrase carved into the largest monolith: “When the seventh door opens, the bearer must arrive.” Bartholomew became convinced that this was a prophecy meant for him. He returned from the valley with no proof, no clear destination, and a talent for minor magic that had manifested while he was trying to decipher the inscription. Under the instruction of a reclusive wizard, he studied arcane theory, but his mentor soon realized that Bartholomew was not pursuing knowledge so much as collecting evidence for a story he had already decided was true. Now he travels as an outlander and fledgling wizard, announcing that he must reach the next stage of his quest before an unnamed enemy catches up. The details change whenever circumstances demand it. If a ruin is found, it becomes the seventh door. If a stranger asks too many questions, that stranger may be an agent of the prophecy. Bartholomew is entirely sincere, dangerously self-assured, and always prepared to leave before anyone can ask him what the quest actually requires.
“He learned to read weather, spoor, ruined waystones, and the silences of forests long before he learned to read a spellbook.”
- Background
- Outlander
Connections
Species
Elf
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