Rune Baumann
Rune Baumann
Sheet
AC 11 · HP 8 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- ArcanaINT
- AthleticsSTR
- DeceptionCHA
- HistoryINT
- InsightWIS
- IntimidationCHA
- InvestigationINT
- MedicineWIS
- NatureINT
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- ReligionINT
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
11 featuresAlways on
- Eldritch Blast
When When Rune chooses to attack with their eldritch power.
Rune fires a beam of crackling, otherworldly energy. Make a ranged spell attack against one creature within 120 feet. On a hit, the target takes 1d10 force damage.
- Mage Hand
When When Rune needs to manipulate something at a distance.
Rune creates a spectral, floating hand that can manipulate objects, open unlocked doors, retrieve items, and perform other simple tasks within 30 feet.
- Otherworldly Patron, The FiendLevel 1
Rune has made a pact with a powerful fiend whose goals are only partly understood. The patron grants magical power and may impose demands, favors, or consequences as the pact develops. Rune's chosen patron is a wealthy, calculating fiend who treats mortal potential as a form of investment.
- Pact MagicLevel 1
Rune's magical power comes from a pact with an otherworldly being. They know two warlock cantrips and two 1st-level warlock spells. They use Charisma as their spellcasting ability, and regain their expended spell slot after a short or long rest.
- Ability Score IncreaseHumanAll ability scores increase by 1.
- 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 of the player's choice.
- Position of PrivilegeNoble
Rune can secure an audience with local nobility, and commoners are inclined to treat them as a person of high birth. They may call upon the support of their family or noble connections, though their estrangement makes such assistance uncertain and often conditional.
Spells
4 spellsSpellcasting. Rune Baumann casts with Charisma (spell save DC 10, to hit with spell attacks).
Cantrips (at will): ,
1st level (1 slot): ,
Gear
10 itemsWeapons
- Light crossbowA light crossbow suitable for discreet defense and ranged attacks.
- 2×DaggersA plain but well-balanced blade kept in each hand when Rune expects trouble.
Armor
- Leather armorA fitted suit of supple black leather armor, tailored to resemble fashionable formalwear.
Gear
- 20×Crossbow boltsAmmunition for the light crossbow.
- Component pouchA small pouch containing the mundane and occult materials used to cast spells.
- Scholar's packWriting materials, ink, parchment, and other supplies useful for research and record keeping.
- Fine clothesElegant clothing bearing subtle Baumann colors and fine stitching.
- Signet ringA silver ring bearing the Baumann family crest, useful as proof of noble birth and painful evidence of estrangement.
- Scroll of pedigreeA document recording Rune's noble lineage and family history.
Purse
- PurseThe family's traditional starting purse, though Rune has already risked and lost portions of it more than once.
Appearance
Rune is a slender human with warm brown skin, expressive dark eyes, and copper-black hair worn in a loose, fashionable braid. Their tailored clothing is expensive but deliberately mismatched, combining remnants of noble dress with practical travel wear. Fine rings and a silver signet mark them as an heir despite their estrangement. Their skin shows the dry, wind-touched texture of someone who has spent long days traveling between market towns, and they repeatedly adjust their cuffs, count their rings, or tap their signet against nearby surfaces without noticing. Their smile is charming, daring, and just a little too confident for someone with so little practical experience.
Mannerisms
Rune rolls their signet ring across their fingers while speaking, taps a coin against their teeth before making decisions, and leans closer when someone mentions money, secrets, or forbidden magic. They maintain eye contact during insults as though evaluating an opponent's creditworthiness.
Personality
Rune is bold, flirtatious, and theatrically self-assured. They love lavish surroundings, dangerous company, and conversations where everyone is pretending not to negotiate. Beneath the swagger is a deep fear of being ordinary, dependent, or pitied. Rune is quick to laugh at their own mistakes, provided nobody else does so first, and they become intensely focused whenever someone doubts their ability to succeed.
Ideals
Independence. I must prove that I can handle myself without the coddling of my family, even if proving it requires an outrageous risk.
Bonds
I will restore the Baumann family fortune, even if I must do it without their forgiveness. My patron's wager is now part of my reputation, and I refuse to let anyone call me the losing side of it.
Flaws
I mistake reckless confidence for independence, and I cannot resist a wager when the stakes are high. I pursue pleasure to avoid admitting fear, and I often treat affection, money, and danger as interchangeable forms of excitement.
Quirks
Background
Rune Baumann was raised amid ledgers, contracts, and polished promises. Their family had not always been wealthy. During the rebuilding of Dusklyte, the Baumanns turned a modest merchant company into a small estate, and Rune grew up as the presumed heir to that success. They were taught to read accounts before poetry, to recognize quality by touch, and to treat every conversation as a negotiation. Yet Rune never developed the ambition their family expected. They preferred the thrill of wagers, extravagant nights, and risky schemes that promised sudden fortune. When their losses and appetites threatened the family estate, Rune became estranged and stood on the brink of exile from the only home they had ever known. Desperate to prove their worth, Rune promised to double the family fortune through one final venture. That was when their patron appeared, offering wealth beyond any merchant's ledger and a wager between rival powers. Each patron would turn the most pathetic mortal they could find into a personal weapon. Rune, insulted by the description but intrigued by the prize, accepted immediately. They signed the pact with a drop of blood and a grin, convinced that any bargain was better than returning home defeated. Now their eldritch power burns beneath their skin like an unseen brand, and every success brings them closer to reclaiming their family's respect, or at least acquiring enough wealth that they will never need it again.
“They were taught to read accounts before poetry, to recognize quality by touch, and to treat every conversation as a negotiation.”
- Background
- Noble
Connections
Species
Human
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