Ulrich
Ulrich
Sheet
AC 12 · HP 11 · 25 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingSTR
- ArcanaINT
- AthleticsSTR
- DeceptionCHA
- HistoryINT
- InsightWIS
- InvestigationINT
- MedicineWIS
- NatureWIS
- PerceptionWIS
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- ReligionINT
- Sleight of HandDEX
- StealthDEX
- SurvivalCHA
Armor
Weapons
Tools
Languages
Features
13 featuresAlways on
- Eldritch Blast
When An enemy is within 120 feet
Ulrich releases a beam of crackling green and violet eldritch energy at a creature within 120 feet. He makes a ranged spell attack, dealing 1d10 force damage on a hit.
- Minor Illusion
When He needs a distraction, signal, or false trail
Ulrich creates a minor sound or image within 30 feet that lasts for up to 1 minute. The illusion ends if he dismisses it or casts it again.
- Hex
When He hits a significant foe or begins a dangerous pursuit
Ulrich marks a creature as his quarry for up to 1 hour. Until the spell ends, he deals an extra 1d6 necrotic damage whenever he hits the target with an attack, and he has advantage on Wisdom checks to find it. The spell requires concentration.
- Armor of Agathys
When He expects to enter close combat
Ulrich surrounds himself with spectral frost. He gains 5 temporary hit points, and a creature that hits him with a melee attack while those temporary hit points remain takes 5 cold damage.
- Fey Presence
When Several enemies close in or an ally needs an opening to escape
Ulrich releases a pulse of fey authority. Each chosen creature within 10 feet must succeed on a Wisdom saving throw or be charmed or frightened by him until the end of his next turn. He can use this once per short or long rest.
- Otherworldly Patron, The ArchfeyLevel 1
Ulrich's patron is an Archfey, a mysterious being of the fey realms. He can invoke Fey Presence, forcing creatures within 10 feet of him to make a Wisdom saving throw or become charmed or frightened by him until the end of his next turn. He can use this feature once per short or long rest.
- Pact MagicLevel 1
Ulrich knows two warlock cantrips and two 1st-level warlock spells. He has one 1st-level spell slot, which is regained when he finishes a short or long rest. Charisma is his spellcasting ability.
- TraitDwarf, Hill DwarfDarkvision, Ulrich can see in dim light within 60 feet as if it were bright light, and in darkness as if it were dim light, seeing only in shades of gray.
- TraitDwarf, Hill DwarfDwarven Resilience, Ulrich has advantage on saving throws against poison and resistance against poison damage.
- TraitDwarf, Hill DwarfDwarven Combat Training, Ulrich is proficient with battleaxes, handaxes, light hammers, and warhammers.
- TraitDwarf, Hill DwarfStonecunning, whenever Ulrich makes an Intelligence History check related to the origin of stonework, he is considered proficient in the History skill and adds double his proficiency bonus.
- TraitDwarf, Hill DwarfDwarven Toughness, Ulrich's hit point maximum increases by 1, and it increases by 1 every time he gains a level.
- WandererOutlander
Ulrich has an excellent memory for maps and geography. He can always recall the general layout of terrain, settlements, and other features around him, and he can find food and fresh water for himself and up to five other people each day, provided the land offers such resources.
Spells
2 spellsSpellcasting. Ulrich casts with Charisma (spell save DC 13, to hit with spell attacks).
1st level (1 slot): ,
Gear
9 itemsWeapons
- HandaxeA simple hand axe used for cutting brush, preparing camp, and defending himself.
Armor
- Leather armorA hardened leather breastpiece and reinforced leather bracers, suitable for a traveling scout.
Gear
- Component pouchA small case containing materials used to focus and perform his pact magic.
- Dungeoneer's packA pack containing bedroll, mess kit, tinderbox, torches, rations, and other adventuring necessities.
- StaffA wooden staff marked with trail signs and carved with the symbol of a crescent moon between two hills.
- Hunting trapA metal trap used to catch small or medium beasts, though Ulrich also uses it to secure doors and mark dangerous paths.
- Trophy from a slain animalThe antler of a white mountain stag, taken from a beast that led Ulrich out of an avalanche and now carried as his fey pact token.
- Traveler's clothesPractical clothes layered for changing weather, including a wool cloak and sturdy boots.
Purse
- 10×Gold piecesCoins saved from guiding expeditions and odd jobs.
Appearance
Ulrich is a broad, compact hill dwarf with a weather-darkened complexion, thick copper-brown beard, and steady gray eyes. His hands are rough from years of trail work, trap-setting, and cutting firewood. He wears his beard in two short braids bound with green thread, a quiet sign of his pact with the Archfey. He stands with his weight slightly forward, as if perpetually braced against a mountain wind, and his dark leather armor is decorated with tiny carved acorns and antler shapes.
Mannerisms
When waiting, Ulrich leans slightly into his staff and watches the horizon instead of the person speaking. He tests unfamiliar ground with the toe of his boot, counts doorways under his breath, and pauses before answering questions as though checking the words against an invisible map.
Personality
Ulrich is patient, observant, and quietly generous. He speaks plainly, prefers useful work to ceremony, and treats every campfire as a temporary community. He has a dry sense of humor that appears without warning, usually while everyone else is panicking. Although he dislikes crowds, he is remarkably attentive to anyone who seems lost, frightened, or excluded.
Ideals
Hospitality. No one should be left alone in hostile country. A warm meal, a clear trail, and a place beside the fire are duties, not favors.
Bonds
I owe my life and my magic to the hidden grove, and I will defend it from anyone who seeks to exploit it. I also carry a hand-drawn map of every person I have guided to safety, and I refuse to let any of their names become merely a memory.
Flaws
Ulrich is suspicious of comfort and assumes that easy kindness conceals a bargain. When frightened, he becomes stubbornly literal and may follow the exact wording of a promise even when common sense demands flexibility. He also cannot resist correcting inaccurate maps, even when doing so puts him in danger or irritates someone important.
Quirks
Background
Ulrich was raised in a remote hill-dwarf hold where the outer watch was as much a way of life as a military duty. He learned to read weather in the smell of stone, follow game over bare rock, and guide travelers through passes that vanished beneath snow. Though he was never strong enough for the forge or the shield wall, his patience made him an exceptional scout. He became the hold's outlander guide, leading caravans and rescuing lost prospectors from the high country. During one winter expedition, Ulrich followed a trail of luminous footprints into a hidden grove that had no place in the mortal mountains. There he met a radiant and capricious Archfey who offered him power in exchange for a promise, protect those who travel beyond the borders of the safe and familiar, especially those who have been abandoned by their own people. Ulrich accepted, and returned home changed. His magic now flickers like foxfire and cold starlight, but his pact has made him unwelcome among elders who distrust anything that cannot be measured, mined, or named. He wanders again, helping the lost, hunting threats that prey on isolated communities, and searching for the true meaning of the Archfey's promise.
“He learned to read weather in the smell of stone, follow game over bare rock, and guide travelers through passes that vanished beneath snow.”
- Background
- Outlander
Connections
Species
Dwarf, Hill Dwarf
Media
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