Salli Korte
Salli Korte
Sheet
AC 10 · HP 14 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingSTR
- ArcanaINT
- AthleticsSTR
- DeceptionCHA
- HistoryINT
- InsightWIS
- IntimidationCHA
- InvestigationINT
- MedicineWIS
- NatureWIS
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- ReligionINT
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Weapons
Tools
Languages
Features
21 featuresAlways on
- Minor Illusion
When Action
You create a harmless sensory effect within range, such as a sound, a small flame, a faint odor, or a visual mark that lasts for up to 1 minute.
- Fire Bolt
When Action
You launch a mote of fire at a creature or object within range. On a hit, it takes 1d10 fire damage, and a flammable object can ignite.
- Prestidigitation
When Action
You chill or warm a tiny nonmagical object, create a harmless sensory effect, or light or snuff a small flame.
- Guidance
When Action
You touch a willing creature and grant it advantage on one ability check of its choice before the spell ends.
- False Life
When Action
You touch a willing creature, granting it temporary hit points equal to 1d4 plus your spellcasting ability modifier for 1 hour.
- Feather Fall
When Reaction
A creature you touch gains a flying speed of 60 feet for up to 10 minutes, requiring concentration.
- Protection from Evil and Good
When Action
A creature you touch gains a bonus to saving throws and can end the spell early to avoid falling unconscious at 0 hit points, requiring concentration.
- Burning Hands
When Action
You unleash a 15-foot cone of fire. Creatures in the area make Dexterity saving throws, taking 3d6 fire damage on a failure or half as much on a success.
- Fog Cloud
When Action
You create a 20-foot-radius sphere of fog centered within range. The area is heavily obscured, requiring concentration.
- Darkness
When Action
You create a 20-foot cube of magical darkness that can be moved with an object, requiring concentration.
- Flaming Sphere
When Action
You create a 20-foot-radius sphere of flame centered within range. Creatures make Dexterity saving throws, taking 3d8 fire damage on a failure or half as much on a success, requiring concentration.
- Enhance Ability
When Action
A creature you touch gains advantage on Strength checks and saving throws, and its carrying capacity doubles, requiring concentration.
- SpellcastingLevel 1
You can cast wizard spells using Intelligence as your spellcasting ability. You have a spellbook containing your known wizard spells, and you can prepare a number of wizard spells equal to your Intelligence modifier plus your wizard level.
- Arcane RecoveryLevel 1
Once per day when you finish a short rest, you can recover expended spell slots with a combined level equal to half your wizard level, rounded up. No recovered slot can be 6th level or higher.
- Arcane Tradition, School of EvocationLevel 2
You choose the School of Evocation as your arcane tradition. Evocation emphasizes the study and shaping of elemental forces.
- Sculpt SpellsLevel 2
When you cast an evocation spell that affects other creatures you can see, you can choose a number of them equal to 1 plus the spell's level. Chosen creatures automatically succeed on their saving throws against the spell and take no damage if they would normally take half damage on a successful save.
- Ability Score IncreaseHumanYour Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma scores each increase by 1.
- SizeHumanMedium.
- SpeedHumanYour walking speed is 30 feet.
- LanguagesHumanYou can speak, read, and write Common and one extra language of your choice.
- Military RankSoldier
You have a military rank from your career as a soldier. Soldiers loyal to your former organization recognize your authority and may defer to you, provide access to simple military facilities, or offer assistance when they are not endangered by doing so.
Spells
12 spellsSpellcasting. Salli Korte casts with Intelligence (spell save DC 10, to hit with spell attacks).
Cantrips (at will): , , ,
1st level (4 slots): , , , ,
2nd level (2 slots): , ,
Gear
9 itemsWeapons
- QuarterstaffA versatile wooden staff used as both a weapon and an arcane focus substitute when appropriate.
Tools
- Gaming setA small set of carved wooden dice and counters used for wagering and passing time in camp.
Gear
- Component pouchA small leather case containing the mundane and costly components needed for wizard spells.
- Scholar's packA pack containing parchment, ink, pens, sealing wax, a small knife, lamp oil, candles, food, and other scholarly necessities.
- SpellbookA leather-bound spellbook containing the wizard's starting spells and carefully annotated field observations.
- Insignia of rankA bronze military insignia showing her former rank and unit.
- Trophy from a fallen enemyA broken arrowhead taken from the battlefield where her unit held a winter pass.
- Common clothesA plain but well-maintained set of civilian clothing suitable for travel.
Purse
- 10×Gold piecesMoney saved from military pay and issued upon discharge.
Appearance
A human woman of average height with a compact, capable build shaped by military drills rather than heavy strength. Her dark brown hair is cut short around the ears, with one narrow braid bound by blue thread. Her gray-green eyes are alert and habitually scan doorways, windows, and rooftops. She wears a weathered navy traveling coat over a plain tunic, a soldier's insignia pinned inside the collar, and carries a quarterstaff marked with small geometric notches that record important dates.
Mannerisms
Salli checks the nearest exit whenever she enters a room, taps her thumb against her fingers while calculating, and pauses before speaking as if arranging her words into columns.
Personality
Salli is observant, dryly humorous, and quietly protective. She prefers useful conversation to small talk, but she remembers everyone's preferred meal, marching pace, and sleeping arrangements. She respects competence in any form and is more comfortable around people who admit what they do not know.
Ideals
Preparation. Courage is useful, but preparation is what gives courage a chance to matter.
Bonds
She carries the unit insignia of the soldiers who survived the winter retreat, and she intends to find the names of every missing member of that company.
Flaws
She cannot leave an unsolved pattern alone, even when pursuing it is tactically foolish. Salli also treats emotional vulnerability as a logistical weakness and tends to issue advice when someone actually needs sympathy.
Quirks
Background
Salli Korte grew up in a human river town where the roads mattered more than ancestry. Her mother kept ledgers for a ferry company, while her father repaired survey instruments for the local garrison. Salli learned early that maps, measurements, and written orders could move people as surely as force. When border raiders attacked the town, she enlisted at seventeen, first as a signal runner and later as a field clerk attached to an artillery unit. She was not the strongest soldier in the company, but she remembered every route, every supply count, and every officer's preferred way of receiving bad news. Her talent for magic emerged during a winter retreat. Trapped in a ravine with wounded soldiers and dwindling firewood, Salli opened her battered field manual and unconsciously shaped a burst of flame into a narrow channel, warming the injured without scorching them. The battlemage who witnessed it arranged for her to study at a provincial academy. Salli left the army with the rank of corporal and a spellbook filled with practical magic, determined to learn why the world obeys patterns that soldiers, merchants, and kings so often ignore. She now adventures because every expedition is a moving problem to solve, and because she still believes knowledge is most valuable when it gets people home alive.
“Her mother kept ledgers for a ferry company, while her father repaired survey instruments for the local garrison.”
- Background
- Soldier
Connections
Species
Human
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