Hector Argus
Hector Argus
Sheet
AC 12 · HP 11 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingWIS
- ArcanaINT
- AthleticsSTR
- DeceptionCHA
- HistoryINT
- InsightWIS
- IntimidationCHA
- InvestigationINT
- MedicineWIS
- NatureINT
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- ReligionINT
- Sleight of HandDEX
- Sleight of HandDEX
- StealthDEX
Weapons
Languages
Features
21 featuresReaction
- Shield
When A reaction when Hector is hit by an attack or targeted by magic missile
Hector gains a shimmering magical defense, increasing his AC by 5 until the start of his next turn as a reaction.
Always on
- Fire Bolt
When An action against a creature within 120 feet
Hector releases a spark of magical energy that deals 1d10 lightning damage to one creature within 120 feet.
- Mage Hand
When An action to create or manipulate with the spectral hand
Hector creates a spectral hand that can manipulate objects, open containers, retrieve items, or pour liquids within 30 feet.
- Minor Illusion
When An action to create a sound or image
Hector creates a harmless sensory effect, such as a sound, image, scent, or faint mark, within the spell's limitations.
- Magic Missile
When An action against creatures within range
Hector launches three glowing darts of force, each automatically striking a creature he can see for 1d4 + 1 force damage per dart.
- Longstrider
When An action when touching a willing creature
Hector touches a willing creature, increasing its speed by 10 feet and granting it additional benefits for 1 hour with concentration.
- Arcane Eye
When An action to create the magical sensor
Hector creates an invisible magical sensor that allows him to observe a distant location for up to 10 minutes with concentration.
- Detect Thoughts
When An action to sense thoughts within range
Hector reads the surface thoughts of creatures and can probe deeper into the mind with an action, subject to saving throws and resistance.
- Mage Armor
When An action when touching a willing creature
Hector surrounds himself with an invisible barrier that provides a +2 bonus to AC and increases his defenses against magic missile.
- Disguise Self
When An action to alter Hector's appearance
Hector influences the appearance of a creature or object for up to 1 hour with concentration, subject to the spell's limitations.
- SpellcastingLevel 1
Hector is a 3rd-level wizard. Intelligence is his spellcasting ability. He can use an arcane focus or component pouch, and he can prepare wizard spells from his spellbook after studying it.
- Arcane RecoveryLevel 1
Once per day after completing a short rest, Hector can recover expended spell slots with a combined level of up to 2. No recovered slot can be 6th level or higher.
- Divination SavantLevel 2
Hector has chosen the School of Divination as his arcane tradition. Copying divination spells into his spellbook costs him half the normal time and gold.
- PortentLevel 2
After finishing a long rest, Hector rolls two d20s and records the results. Before he or a creature he can see makes an attack roll, saving throw, or ability check, he can replace the roll with one of these foretelling rolls. He must decide before the roll, and each result can be used only once.
- Ability Score IncreaseHumanEach of Hector's ability scores increases by 1.
- AgeHumanHumans reach adulthood in their late teens and commonly live less than a century.
- AlignmentHumanHumans tend toward no particular alignment, allowing a wide range of moral and ethical outlooks.
- SizeHumanMedium.
- SpeedHumanHector's walking speed is 30 feet.
- LanguagesHumanHector can speak, read, and write Common and three additional languages from his human and Sage proficiencies.
- ResearcherSage
When Hector does not know a piece of information, he usually knows where and from whom that information can be obtained. Fellow scholars, libraries, guilds, sages, and academies often provide him with a path toward obscure knowledge, though assistance is not always free.
Spells
12 spellsSpellcasting. Hector Argus casts with Intelligence (spell save DC 14, to hit with spell attacks).
Cantrips (at will): , ,
1st level (4 slots): , , , , , ,
2nd level (2 slots): ,
Gear
11 itemsWeapons
- QuarterstaffA simple wooden staff used as a spellcasting implement and walking aid.
- DaggerA small bladed weapon suitable for close defense.
Tools
- Small knifeA small knife used for sharpening quills and preparing components.
Gear
- Component pouchA pouch containing the noncostly material components needed for Hector's spells.
- Scholar's packA collection of writing materials, reference notes, and practical supplies for extended travel and research.
- SpellbookA leather-bound volume containing Hector's known wizard spells.
- InkA small bottle of black ink for recording observations and magical formulae.
- QuillA fine quill used for copying spells and writing research notes.
- Letter from a dead colleagueA letter from a deceased colleague posing an unanswered question about the nature of prophecy.
- Common clothesPlain but serviceable clothing suitable for a traveling scholar.
Purse
- 10×Gold piecesMoney remaining from Hector's academic stipend and abandoned research grant.
Appearance
Hector is a lean human man with pale skin, sharp gray eyes, and dark brown hair beginning to silver at the temples. His fingers are stained with ink, and faint circles beneath his eyes reveal many sleepless nights spent studying. He wears a weathered scholar's robe beneath a practical traveling coat, with a brass monocle hanging from a cord and a spellbook secured to his belt. Small symbols and annotations cover nearly every visible scrap of fabric.
Mannerisms
Hector speaks in precise, measured sentences and often pauses to choose the technically correct word. When thinking, he taps a quill against his thumb, adjusts his monocle, and quietly recites fragments of obscure texts. He writes marginal notes on nearly everything, including maps, menus, and occasionally the backs of other people's hands.
Personality
Hector is solemn, inquisitive, and intensely focused. He asks detailed questions even in dangerous situations, listens carefully to unfamiliar viewpoints, and becomes visibly energized whenever he encounters a lost language, unexplained phenomenon, or incomplete magical theory. Beneath his academic seriousness is a compassionate man who believes learning should be used to protect people rather than impress institutions.
Ideals
Knowledge should illuminate the world, not serve as a chain around it. Every discovery must ultimately be judged by whether it expands freedom and prevents suffering.
Bonds
Hector carries the unfinished research of his deceased mentor and will risk almost anything to complete it. He is also determined to find the vanished observatory and preserve its knowledge before it falls into the hands of tyrants or reckless mages.
Flaws
Hector can become so absorbed in a mystery that he ignores immediate practical concerns, including hunger, danger, and the feelings of companions. He is also insufferably confident in the value of his research and sometimes treats people as sources of information before remembering that they have their own fears and desires.
Quirks
Background
Hector Argus was raised in a modest human household where books were treated as precious tools rather than luxuries. His unusual intelligence became apparent when, as a child, he reconstructed a damaged family ledger by comparing its fragments with records from a nearby temple. That achievement earned him a place among the scribes of an arcane college, where he studied history, natural philosophy, ancient languages, and the foundations of magic. He quickly became known as a serious and tireless scholar, more interested in discovering why a spell worked than in demonstrating that he could cast it. During his years at the college, Hector uncovered references to a vanished observatory that supposedly recorded possible futures in the movements of the stars. His research was dismissed as academic fantasy, but Hector believes the observatory was real and that its records may reveal how several magical disasters were deliberately caused. He left the college with a battered spellbook, a letter from a deceased mentor, and a growing conviction that knowledge belongs in the hands of those willing to use it responsibly. Though he follows his own path and distrusts rigid institutions, Hector is driven by a fundamentally generous desire to uncover dangerous truths before they can be used to harm ordinary people.
- Background
- Sage
Connections
Species
Human
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