Perrin Brassbuckle
Perrin Brassbuckle
Sheet
AC 10 · HP 121 · 25 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingWIS
- ArcanaINT
- AthleticsSTR
- DeceptionSTR
- HistoryINT
- InsightWIS
- IntimidationCHA
- InvestigationINT
- MedicineWIS
- NatureWIS
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- ReligionINT
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Weapons
Tools
Languages
Features
24 featuresAction
- Fireball
When You need decisive area damage.
As an action, launch a fiery burst at a point within 150 feet. Creatures in a 20-foot-radius sphere make a Dexterity saving throw, taking 8d6 fire damage on a failure, or half as much on a success.
Bonus action
- Misty Step
When You need immediate repositioning.
As an action, teleport up to 30 feet to an unoccupied space you can see.
Reaction
- Shield
When You are hit by an attack or targeted by Magic Missile.
As a reaction, create an invisible barrier that gives you a +5 bonus to AC until the start of your next turn, including against the triggering attack, or negate the triggering Magic Missile spell.
- Counterspell
When A creature within 60 feet casts a spell.
As a reaction, attempt to interrupt a creature within 60 feet that is casting a spell. Make an ability check using your spellcasting ability for spells of 4th level or higher.
- Projected WardLevel 6
When a creature within 30 feet makes a saving throw, you can use your reaction to grant it a bonus equal to your proficiency bonus. You can use this feature after seeing the roll but before the outcome is determined.
Always on
- Arcane RecoveryLevel 1
You recover expended spell slots during a short rest. The recovered slots can have a combined level equal to half your wizard level, rounded up, and none can be 6th level or higher.
- SpellcastingLevel 1
You have a spellbook containing your known wizard spells. You can prepare a number of wizard spells equal to your Intelligence modifier plus your wizard level, and you can cast wizard spells as rituals when they have the ritual tag and are in your spellbook.
- SpellbookLevel 1
You can copy wizard spells into your spellbook, add two wizard spells to it whenever you gain a wizard level, and learn additional spells through research and adventuring.
- Arcane WardLevel 2
You can cast abjuration spells as a ritual if they have the ritual tag. When you cast an abjuration spell of 1st level or higher, you can create an Arcane Ward that absorbs damage. The ward has hit points equal to twice your wizard level plus your Intelligence modifier, and it can be replenished when you cast abjuration spells.
- Gnome Cunning EnhancementLevel 8
You have advantage on saving throws against spells and other magical effects.
- Spell ResistanceLevel 14
You can add two spells from any school of magic to your spellbook. The chosen spells must be of a level for which you have spell slots.
- Ability Score ImprovementLevel 4
You gain two Ability Score Improvements or feats. Perrin increased Intelligence by 2 at wizard level 4, Constitution by 2 at wizard level 8, Intelligence by 2 at wizard level 12, Constitution by 2 at wizard level 16, and Wisdom by 2 at wizard level 19.
- Spell MasteryLevel 18
You can cast one 1st-level wizard spell and one 2nd-level wizard spell in your spellbook without expending a spell slot. You must choose the spells when gaining this feature, and can change them after a long rest. Chosen spells: Shield and Misty Step.
- Signature SpellsLevel 20
You can cast two 3rd-level wizard spells from your spellbook once each without expending a spell slot. You must choose the spells after finishing a long rest. Chosen spells: Counterspell and Fireball.
- Ability Score IncreaseGnome (Rock)Intelligence increases by 2 and Constitution increases by 1.
- AgeGnome (Rock)Gnomes reach adulthood around age 40 and commonly live to about 350 years.
- AlignmentGnome (Rock)Gnomes are usually good, and those who tend toward law are often inventors, scholars, and tinkerers.
- SizeGnome (Rock)Small.
- SpeedGnome (Rock)25 feet.
- DarkvisionGnome (Rock)You can see in dim light within 60 feet as if it were bright light, and in darkness as if it were dim light.
- Gnome CunningGnome (Rock)You have advantage on Intelligence, Wisdom, and Charisma saving throws against magic.
- Artificer's LoreGnome (Rock)You have proficiency with Intelligence (History) checks related to magic items, alchemical objects, or technological devices.
- TinkerGnome (Rock)You have proficiency with tinker's tools and can spend 1 hour and 10 gp worth of materials to construct a Tiny clockwork device.
- Position of PrivilegeNoble
People of high birth recognize the gnome's family name and are inclined to offer him a respectful audience, though they may expect him to behave according to noble custom.
Spells
17 spellsSpellcasting. Perrin Brassbuckle casts with Intelligence (spell save DC 15, to hit with spell attacks).
1st level (4 slots): ,
2nd level (3 slots):
3rd level (3 slots): , ,
4th level (3 slots): , ,
5th level (3 slots): , ,
6th level (2 slots):
7th level (2 slots): ,
8th level (1 slot): no spells
9th level (1 slot): ,
Gear
9 itemsWeapons
- QuarterstaffA polished ash staff capped with a brass gear and used as Perrin's arcane focus.
Gear
- Component PouchA battered but carefully repaired component pouch containing powdered metals, bits of glass, and miniature clockwork parts.
- Scholar's PackA scholar's pack containing a backpack, a book of lore, ink, a pen, ten sheets of parchment, a little bag of sand, and a small knife.
- SpellbookA spellbook bound in blue leather, reinforced with thin plates of copper and covered in protective diagrams.
- Fine ClothesFine noble clothing with embroidered Brassbuckle heraldry.
- Signet RingA signet ring bearing the Brassbuckle family crest.
- Scroll of PedigreeA scroll of pedigree proving Perrin's noble lineage.
- Three-Dragon Ante SetA decorated gaming set used for diplomacy, gambling, and extracting secrets from bored aristocrats.
Purse
- Purse of GoldA purse containing the 25 gp granted by the noble background.
Appearance
A small, sharp-eyed rock gnome with copper-brown skin, unruly silver hair, and a neatly waxed mustache braided with tiny brass gears. He wears deep-blue wizardly robes beneath a finely embroidered noble coat, sturdy leather boots, and a crystal monocle that glows faintly when magic is near. His hands are stained with ink, alchemical soot, and occasionally glittering traces of transmutation dust.
Mannerisms
Perrin taps his thumb against his forefinger while calculating, adjusts his crystal monocle whenever someone lies, and addresses magical phenomena as if they were stubborn colleagues. When excited, he speaks faster, begins sketching diagrams in the air, and forgets that everyone else cannot see them.
Personality
Perrin is unfailingly polite, intensely curious, and most comfortable when surrounded by books, diagrams, and problems that everyone else considers impossible. He treats every conversation as a potential lesson and every dangerous ruin as an invitation to conduct field research. Beneath his cultivated noble manners is a warm, protective heart, though he often expresses affection by repairing someone's equipment without asking.
Ideals
Protection. Knowledge has value only when it is used to keep people safe. The strongest wizard is not the one who destroys the most, but the one who prevents destruction from happening.
Bonds
The Brassbuckle family name must become synonymous with protection rather than privilege. Perrin also carries the academy's damaged wardstone and will risk almost anything to restore it and discover who sabotaged it.
Flaws
Perrin cannot resist correcting an incorrect explanation, even when doing so is dangerous or socially disastrous. He is also terrified of being ordinary and sometimes takes reckless risks merely to prove that he is still the cleverest person in the room.
Quirks
Background
Perrin Brassbuckle was born into a minor gnomish noble house whose fortune came from clockwork instruments, precision locks, and magical surveying devices. His family expected him to inherit the workshop and spend his life improving mechanisms that measured time, distance, and temperature. Perrin instead became fascinated with the invisible rules beneath reality. He discovered that a spell was not merely a command to the world, but an argument, a proof, and sometimes a loophole. His first successful experiment turned his father's heirloom signet into a singing beetle, an incident that earned him both a month of confinement and an invitation to study under a renowned archmage. At the academy, Perrin distinguished himself as an obsessive researcher and a tireless defender of his fellow students. He specialized in abjuration after witnessing a senior apprentice lose control of a summoning circle. Perrin survived by instinctively raising a shield around the entire chamber, saving dozens of lives and permanently burning a ring-shaped scar into his left palm. He now travels as a courtly adventurer, offering protection to the vulnerable while pursuing ancient wards said to have been designed to seal away a threat that even the oldest wizards refuse to name. He insists that his quest is scholarly, but privately fears that the wards are weakening because someone, somewhere, has begun answering from the other side.
“His family expected him to inherit the workshop and spend his life improving mechanisms that measured time, distance, and temperature.”
- Background
- Noble
Connections
Species
Gnome (Rock)
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