Fart
Fart
Sheet
AC 10 · HP 6 · 30 ft.Saving throws
Skills
- ArcanaINT
- AthleticsSTR
- HistoryINT
- InsightWIS
- InvestigationINT
- PerceptionWIS
Weapons
Tools
Languages
Features
8 featuresAlways on
- SpellcastingLevel 1
You can cast wizard spells using Intelligence as your spellcasting ability. You have a spellbook, and you can prepare a number of wizard spells equal to your Intelligence modifier plus your wizard level, minimum one. You can ritual cast wizard spells if they are in your spellbook and prepared or if the spell has the ritual tag and is in your spellbook.
- CantripsLevel 1
Choose three wizard cantrips. This character knows Mage Hand, Ray of Frost, and Prestidigitation.
- SpellbookLevel 1
Your spellbook contains six 1st-level wizard spells of your choice.
- Spell SlotsLevel 1
You have two 1st-level spell slots. You regain all expended spell slots when you finish a long rest.
- Arcane RecoveryLevel 1
Once per day when you finish a short rest, you can choose expended spell slots to recover. The slots must have a combined level equal to or less than half your wizard level, rounded up.
- TraitHumanAbility Score Increase, all ability scores increase by 1.
- TraitHumanExtra Language, you speak one additional language of your choice.
- Ship's PassageSailor
You can secure free passage on a ship for yourself and your companions, as long as the captain or crew has no reason to fear you. You know the sea lanes, maritime customs, and how to find your place aboard a vessel.
Spells
9 spellsSpellcasting. Fart casts with Intelligence (spell save DC 13, to hit with spell attacks).
Cantrips (at will): , ,
1st level (2 slots): , , , , ,
Gear
9 itemsWeapons
- DaggerA dagger, suitable as a simple sidearm.
- Belaying PinA belaying pin, usable as a club.
Gear
- Component PouchA component pouch for spellcasting.
- Scholar's PackA scholar's pack containing useful travel and writing supplies.
- SpellbookA spellbook containing six 1st-level wizard spells of your choice.
- Silk RopeSilk rope, 50 feet.
- Lucky CharmA small trinket kept as a good-luck charm from his days at sea.
- Common ClothesCommon clothes suited for work aboard ship.
Purse
- Pouch with 10 gpA pouch containing 10 gold pieces.
Appearance
A lean human man with salt-burned skin, restless eyes, and black hair tied back with fraying cord. He wears a weathered sailor's coat over a wizard's travel robes, with ink stains on his fingers and a permanently suspicious stare. A brass compass hangs at his throat beside a pouch of chalk, shells, and tiny bone charms, and he carries himself like a man who expects betrayal from both the deck and the stars.
Mannerisms
He taps two fingers against his teeth when thinking, as if counting invisible coins. When annoyed, he squints at people like they are a misread map. He speaks softly when threatening someone, and smiles only when he thinks he has already won.
Personality
Sharp-tongued, patient when it benefits him, and delightfully cruel when no one important is watching. He enjoys solving problems with cold logic, then sprinkling just enough theatricality on top to make others underestimate how dangerous he is. He is not rash, but he is deeply unkind, and he believes mercy is usually just a poor investment.
Ideals
Power is the only honest law. Those who can seize control deserve to rule, and those who cannot should be used as stepping stones until they are no longer useful.
Bonds
He keeps the stolen spellbook wrapped in oilskin and would kill to prevent anyone from taking it back, not because it is precious, but because it proves he is entitled to power.
Flaws
He cannot resist proving he is the cleverest person in the room, even when the quickest path would be restraint. He treats loyalty as a currency to be spent, hoarded, or stolen. If a plan offers him power at someone else's expense, he is likely to choose it first and apologize never.
Quirks
Background
Fart was born in a cramped harbor town where the tide decided who ate and who went hungry. As a child, he worked rope lines, scrubbed decks, and learned quickly that sailors were easier to manipulate than merchants if you knew a few useful lies. He showed an unnatural gift for numbers, symbols, and storm signs, the sort of mind that could memorize a navigator's chart after one glance and then twist it into something profitable. When a passing hedge mage recognized his talent, Fart stole the old man's spellbook before dawn and set sail before the theft was discovered. The sea taught him that power belongs to whoever is willing to take it. He studied the stolen grimoire in hidden corners of cargo holds, under tarps, and by lantern light while the crew drank themselves stupid. Each spell became another tool for control, another way to turn fear into obedience. He has no interest in noble causes, only leverage, survival, and the delicious look on a victim's face when they realize he has outplanned them. He still knows how to reef a sail, read a squall, and survive a boarding action, but now he uses that knowledge to guide his ambitions, not to serve a captain.
“When a passing hedge mage recognized his talent, Fart stole the old man's spellbook before dawn and set sail before the theft was discovered.”
- Background
- Sailor
Connections
Species
Human
Media
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