Rudeus
Rudeus
Sheet
AC 12 · 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
Weapons
Languages
Features
22 featuresAction
- Find Familiar
When He needs a scout, messenger, or magical assistant.
Rudeus can sense the presence of magic within 30 feet and use an action to see a faint aura around visible magical creatures or objects and learn the school of magic involved.
Always on
- Fire Bolt
When An enemy is within 120 feet and Rudeus needs a damaging attack.
Rudeus releases a mote of fire that streaks toward a creature or object within range. The target must make a Dexterity saving throw or take 1d10 fire damage. The fire can ignite a flammable object that is not being worn or carried.
- Minor Illusion
When He needs a distraction, signal, or simple deception.
Rudeus creates a harmless sensory effect, such as a faint sound, a small image, a scent, or a brief sensation, lasting up to 1 minute.
- Mage Hand
When He needs to interact with something at a distance.
Rudeus manipulates a small object, opens an unlocked container, cleans or soils an object, or creates a harmless sensory effect within 30 feet.
- False Life
When Before danger, when he expects to endure physical hardship.
A creature Rudeus can see within range gains 1d4 plus 5 temporary hit points for 1 hour.
- Detect Magic
When He suspects an object, creature, or area is affected by magic.
A willing creature Rudeus touches can see normally in darkness, including magical darkness, for 1 hour.
- Identify
When He examines a magical item or effect during a ritual.
Rudeus creates a magical servant that takes the form of a chosen spirit, such as an owl, raven, cat, or weasel. The familiar obeys his commands, acts independently, and can deliver touch spells.
- Charm Person
When He needs to persuade or temporarily disarm a humanoid.
A creature within range must succeed on a Wisdom saving throw or become charmed by Rudeus for 1 hour. The spell ends if Rudeus or his companions harm it.
- Fog Cloud
When He needs concealment, an escape route, or battlefield control.
Rudeus creates a 20-foot-radius sphere of fog centered on a point within range. The area is heavily obscured for the duration or until a strong wind disperses it.
- Magic Missile
When He needs reliable damage against one or more targets.
Rudeus launches a glowing dart of magical force that automatically hits its target and deals 1d4 plus 1 force damage. He creates three darts and can direct them at one or several creatures.
- Mage Armor
When Before entering combat when he expects to face physical attacks.
Rudeus surrounds himself with invisible magical armor, setting his base AC to 13 plus his Dexterity modifier for 8 hours.
- Cause Fear
When He needs to frighten or control a dangerous creature.
A creature Rudeus can see within range must succeed on a Wisdom saving throw or become frightened of him for 1 minute. The creature can repeat the save at the end of each of its turns.
- SpellcastingLevel 1
You have a spellbook containing six 1st-level wizard spells of your choice. You prepare a number of wizard spells equal to your Intelligence modifier plus your wizard level. Intelligence is your spellcasting ability for your wizard spells.
- Arcane RecoveryLevel 1
You can perform a ritual with a wizard spell in your spellbook even if you do not have the spell prepared. You can use an arcane focus as a spellcasting focus for your wizard spells.
- Arcane RecoveryLevel 1
You regain some of your expended magical energy by studying your spellbook. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level equal to or less than half your wizard level, rounded up. For a 1st-level wizard, this allows you to recover one expended 1st-level spell slot.
- Ability Score IncreaseHumanYour ability scores each increase by 1.
- AgeHumanHumans reach adulthood in their late teens and live less than a century.
- AlignmentHumanHumans tend toward no particular alignment. The best and worst are found among them.
- SizeHumanHumans vary widely in height and build. Your size is Medium.
- SpeedHumanYour base walking speed is 30 feet.
- LanguagesHumanYou can speak, read, and write Common and one extra language of your choice.
- ResearcherSage
When you attempt to learn or recall a piece of lore, you often know where and from whom you can obtain the information. Usually, this information comes from a library, a scriptorium, a fellow scholar, or another learned person or creature.
Spells
11 spellsSpellcasting. Rudeus casts with Intelligence (spell save DC 13, to hit with spell attacks).
Cantrips (at will): , ,
1st level (2 slots): , , , , , , ,
Gear
10 itemsWeapons
- QuarterstaffA simple wooden staff used for travel and as an arcane instrument.
Gear
- Arcane focusA crystal set in a brass frame, used as a spellcasting focus.
- Scholar's packContains a backpack, a book of lore, a bottle of ink, an ink pen, ten sheets of parchment, a little bag of sand, and a small knife.
- SpellbookA leather-bound collection of magical notes and six 1st-level wizard spells.
- InkA small glass bottle of black ink.
- QuillA finely pointed writing quill.
- Small knifeA small knife suitable for cutting parchment and sharpening quills.
- Letter from a dead colleagueA letter from a dead colleague posing a question Rudeus has not yet solved.
- Common clothesSimple clothing suitable for travel and study.
Purse
- 10×Gold piecesStarting currency from the Sage background.
Appearance
Rudeus is a lean young human man with pale skin, sharp gray-blue eyes, and unruly dark brown hair marked by a single premature silver streak. His travel-worn blue coat is stitched with protective symbols, and a weatherproof spellbook hangs from a reinforced leather harness across his chest. His fingers are stained with ink and powdered crystal, while a brass astrolabe and several tightly labeled vials hang from his belt.
Mannerisms
Rudeus speaks quickly when discussing magic and pauses mid-sentence to revise his own wording. He frequently taps his thumb against his fingers while calculating spell components, adjusts his spectacles even when they are perfectly positioned, and writes brief observations in the margins of nearly every scrap of paper.
Personality
Rudeus is intensely curious, methodical, and protective of those he considers part of his expedition. He treats every mystery as a problem that can be solved with enough observation, preparation, and persistence. In conversation he may appear absent-minded because he is mentally comparing the subject at hand to obscure magical theories. Despite his academic intensity, he is gentle with frightened people and quick to place himself between danger and an ally.
Ideals
Knowledge should be pursued relentlessly, but its purpose is to protect people and make the world safer, not to serve vanity or power.
Bonds
I must uncover the truth behind the unnatural storms around the Isle of Storms, and I will not abandon the allies who help me reach it.
Flaws
When faced with an unexplained magical phenomenon, I will risk sleep, safety, and common sense to study it firsthand. I also have difficulty admitting that I do not know something.
Quirks
Background
Rudeus was born in a provincial town where most people regarded magic as a superstition practiced by distant nobles and eccentric hermits. His gift became apparent when, as a child, he accidentally reproduced a weathered cantrip from a damaged family manuscript. Rather than fear the talent, a traveling scholar recognized his potential and arranged for him to study under a reclusive arcanist. Rudeus proved brilliant, tireless, and nearly impossible to distract from a difficult theorem. He copied every text by hand, memorized obscure magical diagrams, and spent sleepless nights testing the limits of spells that wiser apprentices would have left alone. His research eventually led him to scattered accounts of the Isle of Storms, south of Verdinverno. The records describe unnatural tempests that move against the prevailing winds, lightning that strikes the same empty stretches of sea, and voices heard within the thunder. Rudeus suspects that these storms conceal a powerful magical anomaly, perhaps the remnant of an ancient experiment or a breach between worlds. He has left his studies behind to investigate the island, determined to uncover its secrets while protecting the companions who have agreed to travel with him. Though his obsession sometimes makes him seem cold or distracted, Rudeus genuinely believes knowledge is valuable only when it is used to prevent suffering.
“His gift became apparent when, as a child, he accidentally reproduced a weathered cantrip from a damaged family manuscript.”
- Background
- Sage
Connections
Species
Human
Media
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