Bruk
Bruk
Sheet
AC 11 · HP 14 · 30 ft.Saving throws
Skills
- ArcanaINT
- HistoryINT
- InsightWIS
- InvestigationINT
- MedicineWIS
- NatureINT
- ReligionINT
- Sleight of HandDEX
- StealthDEX
Weapons
Tools
Languages
Features
14 featuresBonus action
- Adrenaline Rush
When When extra movement or temporary durability is needed.
Take the Dash action as a Bonus Action. When you do so, gain 2 Temporary Hit Points. You can use this trait twice, regaining all expended uses when you finish a Short or Long Rest.
- Adrenaline RushOrcDash as a Bonus Action and gain Temporary Hit Points equal to your Proficiency Bonus, twice per Short or Long Rest
Always on
- Relentless Endurance
When When damage would reduce you to 0 Hit Points.
When reduced to 0 Hit Points but not killed outright, drop to 1 Hit Point instead. Once used, this trait cannot be used again until you finish a Long Rest.
- Initiative Swap
When Immediately after rolling Initiative.
Immediately after rolling Initiative, swap your Initiative with that of a willing ally in the same combat, provided neither of you is Incapacitated.
- SpellcastingLevel 1
You have a spellbook containing your wizard spells, and you use Intelligence as your spellcasting ability. You can cast prepared wizard spells using spell slots and can use a spellcasting focus or components as required.
- Ritual AdeptLevel 1
You can cast a wizard spell as a Ritual if that spell has the Ritual tag and is in your spellbook, without needing to have the spell prepared.
- Arcane RecoveryLevel 1
Once per Long Rest, you can regain expended spell slots with a combined level equal to half your Wizard level, rounded up, and no slot regained can be level 3 or higher. At this level, you regain one expended level 1 spell slot.
- ScholarLevel 2
Choose one of the following areas of study: Arcana, History, Investigation, Medicine, Nature, or Religion. You gain proficiency in the chosen skill if you do not already have it, and you gain Expertise in that skill. Bruk chooses Investigation, doubling his Proficiency Bonus for Investigation checks.
- Creature TypeOrcHumanoid
- TraitOrcMedium size, generally 6 to 7 feet tall
- SpeedOrc30 feet
- DarkvisionOrcSee in dim light as if bright light and darkness as if dim light, within 120 feet
- Relentless EnduranceOrcDrop to 1 Hit Point instead of 0 Hit Points once per Long Rest
- Criminal ContactCriminal
Criminal Contact. Bruk knows how to find and communicate with people connected to criminal networks, even when those contacts are hidden or cautious. His background also grants the Alert Origin feat, allowing him to add his Proficiency Bonus to Initiative and swap Initiative with a willing ally immediately after rolling.
Spells
10 spellsSpellcasting. Bruk casts with Intelligence (spell save DC 14, to hit with spell attacks).
Cantrips (at will): , ,
1st level (3 slots): , , , , , ,
Gear
9 itemsWeapons
- QuarterstaffA simple martial walking staff used as an arcane focus.
- 2×DaggerA pair of light blades suitable for defense, utility, or concealment.
Tools
- Thieves' ToolsA set of tools for picking locks and disabling traps.
Gear
- SpellbookA spellbook containing Bruk's wizard spells and notes.
- RobeA set of robes worn over practical traveling clothes.
- Scholar's PackA pack containing a backpack, a book of lore, ink, a pen, parchment, a little sand, a small knife, and a tinderbox.
- CrowbarA sturdy iron bar useful for prying open doors and crates.
- Common ClothesPlain clothing intended to avoid notice in crowded streets.
Purse
- 21×Gold PiecesUnspent starting currency.
Appearance
Bruk is a tall, broad-shouldered orc with slate-gray skin, a heavy brow, and one lower tusk chipped from a childhood accident. His dark hair is shaved close on the sides and tied into a short knot at the back. Fine white chalk marks cover his fingers and forearms, remnants of spell diagrams he draws whenever he is thinking. He dresses in a weather-stained scholar's robe beneath a sleeveless leather coat, with a quarterstaff, spellbook, and thieves' tools always close at hand. His amber eyes are unusually focused and alert, giving him an intense, almost unsettling air when he studies someone.
Mannerisms
Bruk taps his tusk with the end of his quill while thinking, pauses before answering easy questions as if they deserve serious research, and quietly mutters corrections to signs, maps, and other people's explanations.
Personality
Bruk is intensely observant, dryly funny, and startlingly patient with genuine questions. He treats every problem as a system that can be understood, then becomes visibly offended when reality refuses to behave logically. Despite his arrogance, he is kind to outsiders, prisoners, apprentices, and anyone who has been dismissed as stupid. He speaks to Dreg with the careful tone of a tutor addressing a dangerous but beloved experiment.
Ideals
Liberation. Knowledge belongs in the hands of those who can use it to free people, not in the vaults of tyrants or the sermons of fools.
Bonds
His twin Dreg is the one person Bruk trusts without reservation. Bruk also carries the stolen relic's broken silver clasp as a reminder that knowledge is worthless if it is not used to protect someone.
Flaws
Bruk cannot resist proving that he is the smartest person in the room, especially when the smartest course would be to stay quiet. He overestimates his ability to control dangerous magic and becomes reckless when anyone insults Dreg.
Quirks
Background
Bruk and his twin brother, Dreg, were born during a thunderstorm in a crowded orc caravan that traveled between quarry camps and river markets. Dreg was enormous, cheerful, and spectacularly foolish. He once tried to intimidate a locked door, challenged a statue to a wrestling match, and mistook a written warning for a menu. Bruk, by contrast, learned to read before he learned to throw a spear. He became fascinated by the hidden patterns behind weather, fire, dreams, and the strange glowing symbols scratched into old ruins. Other orcs called him soft-headed for asking too many questions, until he began answering questions no one else understood. The twins eventually joined a small burglary crew in a human city. Dreg handled distractions, usually by being loud and confidently wrong, while Bruk mapped guard routes, decoded wards, and opened locks with mathematical precision. Their luck ended when Bruk discovered that their employer intended to sell an enchanted relic to a cruel warlord. Bruk stole the relic first, destroyed the payment ledger, and helped several imprisoned workers escape. The crew branded him a traitor, the city branded him a criminal, and Dreg proudly announced that Bruk had finally committed a crime worth bragging about. Now Bruk studies wizardry in earnest, hoping to become clever enough to protect people like his brother and reckless enough to do what clever people often refuse to do.
“Dreg was enormous, cheerful, and spectacularly foolish.”
- Background
- Criminal
Connections
Species
Orc
Media
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