Saran Keld
Saran Keld
Sheet
AC 10 · HP 8 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingWIS
- ArcanaINT
- AthleticsSTR
- DeceptionCHA
- HistoryINT
- InsightWIS
- IntimidationCHA
- InvestigationINT
- MedicineWIS
- NatureINT
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- ReligionINT
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Weapons
Languages
Features
17 featuresAlways on
- Fire Bolt
When When Saran attacks a creature within 120 feet
A flickering mote of fire streaks toward a creature within range. Make a ranged spell attack. On a hit, the target takes 1d10 fire damage.
- Mage Hand
When When Saran needs to manipulate something at a distance
A spectral hand appears at a point within range and can manipulate objects, open unlocked doors, retrieve items, or pour out a container for up to 1 minute.
- Minor Illusion
When When Saran needs a brief distraction or sensory trick
Saran creates a harmless sensory effect, such as a sound, image, odor, or other brief phenomenon, lasting up to 1 minute.
- Mage Armor
When When Saran protects himself or an unarmored ally
A veil of force surrounds a willing creature, increasing its Armor Class by 3 until the spell ends or the target is incapacitated.
- Alarm
When When Saran wards a doorway, area, or camp
Saran gains advantage on initiative rolls for up to 8 hours, provided he is not incapacitated.
- Find Familiar
When When Saran summons a small spirit in animal form
Saran creates a magical servant that performs simple tasks, manipulates objects, and carries items for up to 1 hour.
- Charm Person
When When Saran attempts to influence a humanoid peacefully
A creature within range must make a Wisdom saving throw or become charmed for 1 hour. The spell ends if Saran or his companions harm it.
- Burning Hands
When When Saran releases a short cone of flame
A creature within range must make a Dexterity saving throw or take 3d6 fire damage, taking half damage on a successful save.
- Shield
When When Saran is hit by an attack or targeted by magic missile
A shimmering barrier surrounds Saran, granting a +5 bonus to AC until the start of his next turn and preventing the triggering magic missile spell from dealing damage.
- SpellcastingLevel 1
Saran is a 1st-level spellcaster. His spellcasting ability is Intelligence. He can use a spellbook as the source of his wizard spells and can cast prepared wizard spells using Intelligence as his spellcasting ability.
- Arcane RecoveryLevel 1
Once per day, when Saran finishes a short rest, he can choose expended spell slots to recover. The slots can have a combined level equal to or less than 1, and no slot can be 6th level or higher. At 1st level, this restores one expended 1st-level spell slot.
- TraitElfDarkvision, 60 feet.
- TraitElfFey Ancestry, advantage on saving throws against being charmed, and magic cannot put Saran to sleep.
- TraitElfTrance, Saran does not need to sleep and can complete a long rest in 4 hours of meditation.
- TraitElfKeen Senses, proficiency in the Perception skill.
- TraitElfElf Weapon Training, proficiency with the longsword, shortsword, shortbow, and longbow.
- ResearcherSage
If Saran does not know a piece of information, he usually knows where and from whom it can be obtained. He can locate libraries, scholars, scribes, or other repositories of lore, though the information may require payment, favors, or careful persuasion.
Spells
9 spellsSpellcasting. Saran Keld casts with Intelligence (spell save DC 12, to hit with spell attacks).
Cantrips (at will): , ,
1st level (2 slots): , , , , ,
Gear
11 itemsWeapons
- QuarterstaffA simple ash-wood staff used as both walking stick and arcane focus substitute for practical spellwork.
Tools
- Small knifeA small knife used for cutting parchment, cord, and occasionally food.
Gear
- Component pouchA small leather pouch containing the noncostly material components needed for Saran's spells.
- Scholar's packA backpack containing a bedroll, mess kit, tinderbox, ten torches, ten days of rations, and a waterskin.
- SpellbookA leather-bound book containing six 1st-level wizard spells and space for further study.
- InkA small bottle of black ink for copying and annotating texts.
- QuillA sharpened quill for writing arcane notes and mundane correspondence.
- Letter from a dead colleagueA letter from a dead colleague containing a warning about the vanished observatory.
- Common clothesPlain travel clothes suitable for an itinerant scholar.
Purse
- PouchCoin pouch containing the background's starting funds.
- 10×Gold piecesTen gold pieces.
Appearance
Saran Keld is a lean, weather-worn elf with tawny skin, straight dark-brown hair cut just below the jaw, and gray-green eyes that rarely stop measuring a room. His pointed ears are nicked from years of travel, and a thin scar crosses his left eyebrow. He dresses in patched charcoal robes beneath a practical brown wool coat, with ink stains on his cuffs and a battered spellbook tied shut with blue cord. His quarterstaff is plain ash wood, polished smooth by use rather than ornament.
Mannerisms
Saran pauses before answering even simple questions, as though checking the wording against an invisible index. He rubs his thumb along the edge of his spellbook when anxious and quietly counts doors, windows, and exits whenever he enters a new room.
Personality
Saran is patient, observant, and quietly helpful. He prefers repairing a problem to complaining about it, and he respects people who work with their hands as much as those who write books. He speaks plainly, but when discussing a subject he loves, his careful manner gives way to rapid questions and sharp, excited speculation.
Ideals
Knowledge should be useful. A truth locked away from everyone is only another kind of lie.
Bonds
I carry the unfinished research of my dead colleague and will risk much to discover what truly happened to the vanished observatory.
Flaws
I can become so absorbed in proving a point that I ignore obvious danger, social discomfort, and the possibility that I am simply wrong.
Quirks
Background
Saran Keld was raised in a small elven wayhouse where travelers, peddlers, and messengers stopped before crossing the high passes. His family repaired tack, copied letters, and kept records for people who could not read. Saran learned early that written words could preserve a promise, expose a lie, or bring help across a distance. His talent for noticing patterns in old ledgers eventually drew the attention of a wandering wizard, who taught him the foundations of arcane theory in exchange for years of patient copying and household work. While studying in a city archive, Saran found references to a vanished observatory whose records described a magical phenomenon that had recently begun appearing in the night sky. His mentor dismissed the matter as an old scholar's obsession, but Saran's research uncovered evidence that the observatory's disappearance was deliberate. He left the archive with a partial map, a dead colleague's final letter, and more questions than answers. Now he travels as a cautious apprentice wizard and practical researcher, gathering fragments of knowledge before someone else can erase them.
“His family repaired tack, copied letters, and kept records for people who could not read.”
- Background
- Sage
Connections
Species
Elf
Media
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