Ulrich
Ulrich
Sheet
AC 12 · HP 10 · 25 ft.Saving throws
Skills
- AcrobaticsSTR
- AthleticsSTR
- DeceptionCHA
- HistoryINT
- InsightWIS
- IntimidationCHA
- InvestigationINT
- MedicineWIS
- NatureINT
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- ReligionINT
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
10 featuresAlways on
- Awakened MindLevel 1
When When Ulrich chooses to communicate telepathically with a visible creature within 30 feet.
Ulrich can telepathically communicate with a creature he can see within 30 feet. The creature must understand at least one language to receive his telepathic messages.
- Otherworldly Patron, The Great Old OneLevel 1
Ulrich has entered into a pact with an otherworldly patron, the Great Old One, whose knowledge reaches beyond the mortal world. He gains the Awakened Mind feature.
- Pact MagicLevel 1
Ulrich can cast warlock spells using Charisma as his spellcasting ability. He knows two cantrips and two 1st-level warlock spells. He regains his expended spell slot when he finish a short or long rest.
- TraitDwarfDarkvision, 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.
- TraitDwarfDwarven Resilience, Ulrich has advantage on saving throws against poison and resistance against poison damage.
- TraitDwarfDwarven Combat Training, Ulrich is proficient with battleaxes, handaxes, light hammers, and warhammers.
- TraitDwarfDwarven Tool Proficiency, Ulrich is proficient with artisan's tools, specifically smith's tools, brewer's supplies, or mason's tools. He has chosen smith's tools.
- TraitDwarfStonecunning, 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 to the check.
- TraitDwarfDwarven Toughness is not included because no dwarf subrace was specified.
- WandererOutlander
Ulrich has an excellent memory for maps, terrain, and landmarks. He can find food and fresh water for himself and up to five other people each day, provided the land offers natural resources. He is also familiar with the customs and traditions of the wild regions through which he has traveled.
Spells
4 spellsSpellcasting. Ulrich casts with Charisma (spell save DC 13, to hit with spell attacks).
Cantrips (at will): ,
1st level (1 slot): ,
Gear
9 itemsWeapons
- StaffA simple wooden staff, useful as a walking stick and improvised weapon.
Armor
- Leather armorLight protective armor worn beneath Ulrich's cloak.
Gear
- Hunting trapA metal-jawed trap designed to restrain small or medium creatures, set according to the normal rules for hunting traps.
- Trophy from an animal killed by UlrichA preserved horn from a mountain ibex, taken as a keepsake from Ulrich's first solo hunt.
- Traveler's clothesRugged clothing suited for travel through wilderness and harsh weather.
- PouchA pouch containing starting funds from the Outlander background.
- Arcane focusA black iron pendant used as an arcane focus, marked with a symbol resembling an unblinking eye surrounded by mountain peaks.
- Dungeoneer's packA pack containing a bedroll, mess kit, tinderbox, torches, rations, waterskin, and rope, suitable for extended wilderness travel.
Purse
- 10×Gold piecesStarting currency.
Appearance
Ulrich is a broad-shouldered but surprisingly lean mountain dwarf with weather-darkened skin, a square auburn beard threaded with gray, and thick brows that give his thoughtful face a permanently skeptical cast. His beard is braided with bits of blue cord and tiny bone beads gathered during his travels. He smells faintly of pine smoke, damp wool, iron filings, and the bitter herbs he uses to keep insects away, though he insists the scent is merely practical. Years spent sleeping beneath open skies have roughened his hands and reddened his knuckles, while sun and wind have left his cheeks ruddy and dry. He wears a patched traveling cloak over worn leather armor and keeps a black iron charm of his patron hidden beneath his shirt.
Mannerisms
Ulrich pauses before answering difficult questions, tilting his head as if listening to a distant voice. He checks the direction of the wind whenever he steps outdoors, taps his staff three times before making camp, and refers to unfamiliar towns as if they were dangerous animals whose habits must be studied.
Personality
Ulrich is quiet, observant, and unexpectedly considerate. He notices who is cold, who has not eaten, and which traveler is pretending not to be afraid. He speaks plainly and dislikes boasting, but he becomes animated when discussing tracks, weather, old ruins, or strange celestial phenomena. Although he is comfortable alone, he is protective of companions and has a dry, understated sense of humor.
Ideals
Knowledge should be used to protect the vulnerable, not to elevate the powerful. The wild keeps no secrets out of cruelty, only because those who enter it have not learned how to listen.
Bonds
He carries a small iron compass that belonged to his older sister, who vanished while investigating strange lights beyond a remote mountain shrine. Ulrich believes she is still alive, and he will risk almost anything to learn what happened to her.
Flaws
Ulrich is so determined to uncover hidden truths that he sometimes treats ordinary secrecy as evidence of cosmic conspiracy. He also distrusts comfortable shelter, believing that anyone who sleeps too easily has forgotten how quickly the wilderness can turn against them.
Quirks
Background
Ulrich was born beneath the high stone halls of a dwarven settlement, but he never developed the patience for mines, ledgers, or inherited grudges. As a young dwarf, he joined hunting parties beyond the settled valleys and discovered that the wilderness spoke in patterns: bent grass, disturbed stones, bird calls, and the changing taste of a stream. He became an outlander by choice, guiding caravans through mountain passes and living for months at a time beneath fir trees and cold stars. His knowledge of the wild made him useful, but his habit of asking unsettling questions made him difficult to welcome permanently anywhere.
“He became an outlander by choice, guiding caravans through mountain passes and living for months at a time beneath fir trees and cold stars.”
- Background
- Outlander
Connections
Species
Dwarf
Media
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