Zurk
Zurk
Sheet
AC 13 · HP 7 · 30 ft.Saving throws
Skills
- ArcanaINT
- HistoryINT
- InsightWIS
- InvestigationINT
- MedicineWIS
- NatureINT
- PerceptionWIS
- ReligionWIS
- Sleight of HandDEX
Armor
Weapons
Tools
Languages
Features
9 featuresAlways on
- Magical TinkeringLevel 1
You know how to invest a tiny nonmagical object with one of several magical properties. The object can shed bright light, play a recorded sound, emit an odor or nonverbal sensation, display a static visual effect, or contain a short written message visible only to a specified creature. You can affect up to three objects at once, and an object retains the property until you use this feature again or until you stop carrying it.
- SpellcastingLevel 1
You have learned how to produce magical effects through your tools. You use Intelligence as your spellcasting ability. You can use thieves' tools or an artisan's tool with which you are proficient as a spellcasting focus. You can cast artificer spells as rituals when they have the ritual tag.
- Ability Score IncreaseHumanYour Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma scores each increase by 1.
- AgeHumanHumans reach adulthood in their late teens and live less than a century. Zurk is unusually young even by human adventuring standards.
- AlignmentHumanHumans tend toward no particular alignment. The best and worst are found among them.
- SizeHumanMedium.
- SpeedHumanYour base walking speed is 30 feet.
- LanguagesHumanYou can speak, read, and write Common and one extra language. Zurk also knows Celestial and Dwarvish from his acolyte background.
- Shelter of the FaithfulAcolyte
Zurk can receive free food and lodging at temples, shrines, and other religious communities of his faith. The faithful will assist him, though they will not risk their lives for him.
Spells
5 spellsSpellcasting. Zurk casts with Intelligence (spell save DC 13, to hit with spell attacks).
Cantrips (at will): ,
1st level (2 slots): , ,
Gear
11 itemsWeapons
- Light crossbowA simple ranged weapon with 20 bolts.
Armor
- Scale mailA suit of medium armor made from overlapping metal plates. Because Zurk has a Dexterity modifier of -1, his armor class is 13 while wearing it.
Tools
- Thieves' toolsA compact set of tools for picking locks and disabling traps.
Gear
- 20×Crossbow boltsAmmunition for the light crossbow.
- Dungeoneer's packA pack containing useful adventuring supplies, including a bedroll, mess kit, tinderbox, torches, rations, waterskin, and rope.
- Holy symbolA small symbol representing Zurk's faith.
- Prayer bookA collection of prayers and religious teachings.
- 5×IncenseScented materials used in temple ceremonies.
- VestmentsCeremonial clothing used during worship.
- Common clothesA simple set of ordinary clothing.
Purse
- 15×Gold piecesMoney saved from temple duties and gifts.
Appearance
Zurk is a small human boy with untidy brown hair, bright curious eyes, and round spectacles that are constantly sliding down his nose. He wears an oversized set of scale mail with several carefully labeled metal plates, a tool belt nearly as wide as his waist, and a patched blue cloak borrowed from the temple storeroom. His spectacles are held together by a tiny brass hinge of his own design, which he unconsciously adjusts whenever he is thinking. A little wind-up beetle named Professor Clicker usually rides on his shoulder.
Mannerisms
Zurk pushes his spectacles up with one finger whenever he is about to say something he thinks is clever. He whispers encouragement to his tools, gives every important object a name, and makes a tiny disappointed face whenever someone fails to laugh at one of his jokes.
Personality
Zurk is cheerful, excitable, and relentlessly curious. He speaks with the confidence of a veteran engineer despite being an eleven-year-old boy who has never successfully completed a maintenance task without making at least one new problem. He is kind-hearted and eager to help, but his attempts at humor are often terrible, especially when he is nervous.
Ideals
Curiosity. The world is a divine machine full of wonderful mysteries, and every mystery deserves to be examined, disassembled, and occasionally reassembled with fewer leftover parts.
Bonds
Zurk is devoted to the temple workshop that raised him and intends to return someday with enough knowledge and treasure to repair its ancient, failing bell. He also feels responsible for Professor Clicker, despite insisting that the beetle is an independent scholar.
Flaws
Zurk is easily distracted by anything mechanical, shiny, or mildly unusual. He tells jokes at the worst possible moments, becomes defensive when people criticize his inventions, and sometimes claims that a device is working perfectly while smoke is visibly coming out of it.
Quirks
Background
Zurk was raised in a busy temple workshop where devotional statues, broken bells, and ceremonial mechanisms were repaired alongside the prayer books. He was never the quiet, solemn acolyte the priests expected. At eleven, he had already built a self-stirring incense burner, a bell that rang whenever someone lied about being hungry, and Professor Clicker, a wind-up beetle that occasionally escaped during sermons. The temple elders eventually realized that Zurk's jokes were usually terrible, but his inventions were surprisingly useful.
“He was never the quiet, solemn acolyte the priests expected.”
- Background
- Acolyte
Connections
Species
Human
Media
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