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Brekkr Zintal - AI-generated fantasy Character

Brekkr Zintal

Rock Gnome · Wizard (School of Divination) · Level 5 · Sage

Brekkr Zintal

Brekkr is brisk, observant, and relentlessly curious.
AC10
HP22/22
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 10 · HP 22 · 25 ft.
AlignmentNeutral GoodGenderMaleAge104 years old
STR
DEX
CON
INT
WIS
CHA

Saving throws

STRDEXCONINTWISCHA

Skills

  • AcrobaticsDEX
  • Animal HandlingWIS
  • ArcanaINT
  • AthleticsSTR
  • DeceptionSTR
  • HistoryINT
  • InsightWIS
  • IntimidationCHA
  • InvestigationINT
  • MedicineWIS
  • NatureWIS
  • PerceptionWIS
  • PerformanceCHA
  • PersuasionCHA
  • ReligionINT
  • Sleight of HandDEX
  • StealthDEX
  • SurvivalWIS

Weapons

Daggers,
Darts,
Slings,
Quarterstaffs,
Light crossbows

Tools

Tinker's tools

Languages

Common,
Gnomish,
Draconic

Features

14 features

Always on

  • PortentLevel 2

    When After a long rest, before a visible creature rolls an attack, saving throw, or ability check.

    You replace a visible creature's attack roll, saving throw, or ability check with one of your two recorded d20 results.

  • SpellcastingLevel 1

    You can cast wizard spells using Intelligence as your spellcasting ability. You have a spellbook containing your prepared and known wizard spells, and you can use an arcane focus or component pouch for material components.

  • Arcane RecoveryLevel 1

    Once per day after finishing a short rest, you can recover expended spell slots with a combined level equal to or less than 3. No slot can be 6th level or higher.

  • Divination SavantLevel 2

    You specialize in the School of Divination. Divination spells require half the normal time and gold to copy into your spellbook.

  • Ability Score ImprovementLevel 4

    You can increase one ability score by 2, or two ability scores by 1. This character has increased Intelligence by 2, from 10 to 12.

  • Prepared SpellcastingLevel 5

    You can prepare wizard spells from your spellbook. The number of spells you can prepare equals your Intelligence modifier plus your wizard level, to a minimum of one spell.

  • TraitRock GnomeDarkvision, you can see in dim light within 60 feet as if it were bright light, and in darkness as if it were dim light.
  • TraitRock GnomeGnome Cunning, you have advantage on Intelligence, Wisdom, and Charisma saving throws against magic.
  • TraitRock GnomeArtificer's Lore, you can add twice your proficiency bonus to Intelligence checks related to magical, alchemical, or technological objects.
  • TraitRock GnomeTinker, you have proficiency with tinker's tools and can spend 1 hour and 10 gp of materials to construct a Tiny clockwork device.
  • TraitRock GnomeAbility Score Increase, your Intelligence increases by 2 and your Constitution increases by 1.
  • TraitRock GnomeSmall size.
  • TraitRock GnomeBase walking speed of 25 feet.
  • ResearcherSage

    When you attempt to learn or recall a piece of lore, you know where and from whom you can obtain the information, usually from a library, university, independent scholar, monster, or other learned creature.

Spells

19 spells

Spellcasting. Brekkr Zintal casts with Intelligence (spell save DC 12, to hit with spell attacks).

Cantrips (at will): , , ,

1st level (4 slots): , , , ,

2nd level (3 slots): , , , , ,

3rd level (2 slots): , , ,

Gear

10 items

Weapons

  • Quarterstaff
    A simple wooden staff used as an arcane focus and walking aid.

Tools

  • Ink
    A small glass bottle of black ink.
  • Quill
    A sharp writing quill.
  • Small knife
    A small utility knife.

Gear

  • Component pouch
    A cloth pouch containing common spell components.
  • Scholar's pack
    A backpack containing a bedroll, mess kit, tinderbox, ten torches, ten days of rations, and a waterskin.
  • Spellbook
    A brass-bound collection of wizard spells and research notes.
  • Letter from a dead colleague
    A letter from a deceased colleague posing a question Brekkr has not yet solved.
  • Common clothes
    Plain but well-made academic clothing.

Purse

  • 10×
    Gold pieces
    Loose coins saved from tutoring and archival work.

Appearance

A compact rock gnome with russet-brown hair braided close to the scalp and a neatly clipped beard threaded with copper wire. His broad nose, quick dark eyes, and ink-stained fingertips give him the look of a practical scholar rather than a reclusive academic. He dresses in layered blue-gray robes reinforced with leather panels, carries a brass-bound spellbook, and smells faintly of lamp oil, cedar shavings, and ozone. His voice is normally rapid and dry, but when frightened his breath catches between words and the tiny brass charms woven into his beard begin to click.

Mannerisms

Brekkr speaks quickly, punctuating explanations with small taps of his index finger against his spellbook. He leans toward people when they make an interesting point, then immediately leans away if they ask about his own feelings. When rattled, he draws shallow breaths through his nose and unconsciously counts backward from thirteen.

Personality

Brekkr is brisk, observant, and relentlessly curious. He notices loose hinges, inconsistent handwriting, and the exact moment someone begins lying. He is generous with explanations but poor at recognizing when an explanation has become a lecture. Beneath his clipped practicality is a strong instinct to protect people who are overlooked or dismissed as insignificant.

Ideals

Knowledge should be useful. A discovery that cannot protect, heal, or guide someone is merely an ornament for the vain.

Bonds

His brass-bound spellbook contains the unfinished research of his vanished mentor, Ulfrik Nask, and Brekkr refuses to believe the old gnome simply died. He is determined to find the lost road from his first vision and learn where it leads.

Flaws

He treats uncertainty as a personal insult and will keep investigating long after caution has become common sense. When his predictions fail, he becomes defensive, pedantic, and determined to prove that the universe was at fault.

Quirks

He names every important tool and apologizes to damaged objects before repairing them.
He keeps three pebbles in his pocket and arranges them by size while thinking.
He writes promising questions in the margins of books instead of using bookmarks.
He refuses to sit with his back to an open doorway.

Background

Brekkr Zintal was raised among the burrow-workshops of a rock gnome enclave where every household kept both a toolbox and a family archive. His parents repaired surveying instruments for traveling cartographers, and Brekkr learned early that a careful question could open a door that a battering ram could not. He became fascinated by inconsistencies in old maps, especially places that appeared in one century and vanished from every record afterward. His first magical experiment was meant to illuminate a missing road. It instead revealed a procession of shadowy figures walking beneath the floorboards, a vision that lasted only three breaths but changed the direction of his life.

“He became fascinated by inconsistencies in old maps, especially places that appeared in one century and vanished from every record afterward.”
From their backstory
Background
Sage

Connections

Species

Rock Gnome

Media

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