Fart
Fart
Sheet
AC 10 · HP 6 · 30 ft.Saving throws
Skills
- ArcanaINT
- AthleticsSTR
- HistoryINT
- PerceptionWIS
Weapons
Tools
Languages
Features
6 featuresAlways on
- SpellcastingLevel 1
You can prepare a number of wizard spells equal to your Intelligence modifier plus your wizard level. You can cast wizard spells using a spellbook and a spellcasting focus or component pouch. Your spellcasting ability for wizard spells is Intelligence.
- Ritual CastingLevel 1
You can cast any wizard spell you know as a ritual if that spell has the ritual tag and you have the spell in your spellbook.
- Arcane RecoveryLevel 1
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 half your wizard level, rounded up.
- TraitHumanAbility Score Increase, +1 to all ability scores.
- TraitHumanExtra Language, you know one extra language of your choice.
- Ship's PassageSailor
You can secure free passage for yourself and your companions on a sailing ship that you choose, provided that you are able to offer yourself as a crew member. You are also familiar with the merchant and nautical trade, and can secure an audience with a ship's captain.
Spells
6 spellsSpellcasting. Fart casts with Intelligence (spell save DC 13, to hit with spell attacks).
Cantrips (at will): , ,
1st level (2 slots): , ,
Gear
9 itemsWeapons
- QuarterstaffA simple wooden staff, used for both walking the deck and defending himself in a pinch.
- Club, belaying pinA rough club kept as a sailor's weapon of convenience.
Gear
- Component PouchA stitched leather pouch holding the bat guano, chalk, herbs, and other spell components he uses to cast.
- SpellbookA collection of learned notes, copied formulae, and the first grim spells he ever mastered.
- Scholar's PackA pack filled with scholarly necessities such as ink, quill, parchment, sand, and a small knife.
- Rope, silk (50 feet)A sturdy rope used for climbing rigging, securing cargo, or tying up inconvenient witnesses.
- Lucky CharmA small keepsake from his first voyage, treated as a lucky token and hidden when he sleeps.
- Common ClothesPlain, functional clothing fit for a working sailor.
Purse
- 10×Gold PiecesA small amount of coin kept from his time at sea.
Appearance
A lean human sailor with a wind-burned face, ink-stained fingers, and restless dark eyes that never seem to blink at the same time. He wears a weathered blue coat over plain deck clothes, with a coil of rope at his hip and a spellbook wrapped in oilcloth under one arm. His hair is black, tied back in a knot that is always coming loose, and his grin has the sharp, amused look of someone who already knows where the bodies are hidden.
Mannerisms
He speaks in a low, rolling cadence like a man calling commands over a storm. When thinking, he taps two fingers against his teeth, then points them toward whatever he wants to claim, as if measuring distance to a prize. He laughs softly at bad news, especially when it belongs to someone else.
Personality
Cunning, sardonic, and impatient, Fart treats every room like a deck to be taken over. He is charming when useful, cruel when bored, and intensely curious about anything hidden, forbidden, or expensive. He trusts competence more than kindness, and he respects anyone who can survive his scrutiny.
Ideals
Freedom. No port, captain, god, or law has the right to own another person's fate. Fart believes the strongest magic is the power to take whatever course you want and make the world endure it.
Bonds
He keeps a water-stained chart of a mythical route to a sunken vault, and he will betray almost anyone to recover what lies at its end. He also owes his life to one old dockmaster who once hid him from the authorities, and he has not decided whether that debt means protection or eventual mercy.
Flaws
He is reckless when he smells profit or vengeance, and he will risk a whole crew if he believes the odds can be manipulated in his favor. He also hates being ignored, and when denied attention he becomes vindictive, petty, and dangerously inventive.
Quirks
Background
Fart was born on a cramped dockside pier where the tide smelled of tar, fish, and bad decisions. His father patched nets for coin, his mother mended sails, and Fart learned early that the sea rewarded only the quick, the cruel, and the lucky. He proved to be all three. As a boy he stole charts from drunken pilots, learned to read the stars from a half-mad helmsman, and found that numbers, currents, and omens all belonged to the same elegant kind of violence. When a passing mage recognized his gift for memorizing patterns and predicting storms, Fart was taken aboard as a cabin errand boy and trained in magic between shifts hauling rigging and scrubbing blood from the deck. He grew into a wizard with salt in his lungs and murder in his imagination. The crew learned to fear the moment he went quiet and started tracing symbols in the air, because his spells always came with a smile. Fart does not seek power for its own sake, he seeks leverage, the kind that lets a clever man decide who drowns, who lives, and who pays to keep breathing. He still knows every trick of a sailor, every knot, every hidden current, and every lie a captain tells when the horizon turns black. He has sailed under three flags, deserted two of them, and burned one ship rather than let its officers mutiny against him.
“His father patched nets for coin, his mother mended sails, and Fart learned early that the sea rewarded only the quick, the cruel, and the lucky.”
- Background
- Sailor
Connections
Species
Human
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