Brikzun Etxarri
Brikzun Etxarri
Sheet
AC 10 · HP 32 · 25 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingWIS
- ArcanaINT
- AthleticsSTR
- DeceptionCHA
- HistoryINT
- InsightWIS
- IntimidationINT
- MedicineWIS
- NatureINT
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- ReligionINT
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Weapons
Tools
Languages
Features
32 featuresAlways on
- Fire Bolt
When Action
Brikzun releases a mote of fire that streaks toward a creature within range and deals 1d10 fire damage on a hit.
- Mage Hand
When Action
Brikzun creates a spectral hand that can manipulate objects, open doors, stow or retrieve items, and perform other simple tasks at range.
- Minor Illusion
When Action
Brikzun creates a minor magical sound or image within range, useful for distractions, signals, and small illusions.
- Guidance
When Action
Brikzun chooses a creature within range. The target gains advantage on its next ability check of one ability before the spell ends.
- Shocking Grasp
When Action
Brikzun creates a floating hand that can deliver a touch spell from up to 30 feet away.
- Shield
When Reaction when hit by an attack or targeted by Magic Missile
A shimmering barrier appears around Brikzun, granting a +5 bonus to AC until the start of his next turn, including against the triggering attack.
- Fly
When Action
Brikzun gains a magical flying speed of 60 feet for up to 10 minutes, requiring concentration.
- Magic Missile
When Action
Brikzun launches three glowing darts that automatically hit their targets and deal force damage.
- Detect Magic
When Action and concentration
Brikzun studies a creature and learns whether it is affected by magic, its magical abilities, or its current condition, depending on the information available.
- Protection from Evil and Good
When Action and concentration
A touched creature gains advantage on saving throws against being frightened and a new saving throw at the end of each turn against an existing frightened effect.
- Disguise Self
When Action
Brikzun alters his appearance, clothing, and apparent physical details for up to 1 hour.
- Charm Person
When Action
Brikzun charms a humanoid who must make a Wisdom saving throw or regard him as a friendly acquaintance for 1 hour.
- False Life
When Action
A creature Brikzun touches gains 1d8 plus 4 temporary hit points for 8 hours.
- Detect Thoughts
When Action and concentration
Brikzun reads the surface thoughts of a creature and can probe more deeply if it fails a Wisdom saving throw.
- Clairvoyance
When 10 minutes and concentration
Brikzun creates an invisible sensor within range that allows him to see and hear from its location.
- Hypnotic Pattern
When Action and concentration
Brikzun forces creatures in a 20-foot-radius sphere to make Wisdom saving throws or become charmed and incapacitated while they are affected.
- Mind Spike
When Action and concentration
Brikzun chooses a creature and imposes disadvantage on one ability check, attack roll, or saving throw using one ability of his choice.
- Unseen Servant
When Action and ritual
Brikzun summons a spectral hand that can manipulate objects, deliver touch spells, and perform other simple tasks from a distance.
- Fly
When Action and concentration
Brikzun touches a willing creature and grants it a flying speed of 60 feet for up to 10 minutes, requiring concentration.
- SpellcastingLevel 1
Brikzun is an arcane spellcaster who uses Intelligence as his spellcasting ability. He has a spellbook containing his wizard spells and can prepare a number of wizard spells equal to his Intelligence modifier plus his wizard level.
- Arcane RecoveryLevel 1
Once per day after a short rest, Brikzun can recover expended spell slots with a combined level equal to or less than 3. No recovered slot can be 6th level or higher.
- Arcane Tradition, School of DivinationLevel 2
Brikzun specializes in the School of Divination. He gains the Divination Savant feature, reducing the gold and time required to copy divination spells into his spellbook, and the Portent feature.
- PortentLevel 2
After finishing a long rest, Brikzun rolls two d20s and records the results. Before a creature he can see makes an attack roll, saving throw, or ability check, he can replace the roll with one of these foreseen results. He must decide before the roll, and each result can be used once.
- Ability Score ImprovementLevel 4
Brikzun increased his Intelligence score by 2, raising it from 16 to 18.
- Gnome CunningRock GnomeBrikzun has advantage on Intelligence, Wisdom, and Charisma saving throws against magic.
- DarkvisionRock GnomeBrikzun can see in dim light within 60 feet as if it were bright light, and in darkness as if it were dim light, though he sees only in shades of gray.
- GnomeRock GnomeHis walking speed is 25 feet.
- Artificer's LoreRock GnomeBrikzun can add twice his proficiency bonus to Intelligence checks related to magical, alchemical, or technological items.
- TinkerRock GnomeBrikzun is proficient with artisan's tools, specifically tinker's tools, and can spend 1 hour and 10 gp worth of materials to construct a Tiny clockwork device.
- Rock Gnome Ability Score IncreaseRock GnomeHis Constitution score increases by 1.
- Gnome Ability Score IncreaseRock GnomeHis Intelligence score increases by 2.
- ResearcherSage
When Brikzun does not know a piece of information, he usually knows where and from whom it can be obtained. He can locate libraries, scholars, archives, guilds, and obscure experts, and can often secure access to them through his academic reputation.
Spells
15 spellsSpellcasting. Brikzun Etxarri casts with Intelligence (spell save DC 15, to hit with spell attacks).
Cantrips (at will): , ,
1st level (4 slots): , , , , , ,
2nd level (3 slots): ,
3rd level (2 slots): , ,
Gear
10 itemsWeapons
- QuarterstaffA simple wooden staff used as an arcane focus and walking stick.
Gear
- Component pouchA small leather pouch containing spell components and a few basic alchemical materials.
- Scholar's packA scholar's pack containing a backpack, a book of lore, a bottle of ink, an ink pen, ten sheets of parchment, a little bag of sand, and a small knife.
- SpellbookA spellbook bound in dark green leather, filled with arcane formulae and annotated in several languages.
- InkA bottle of black ink.
- QuillA quill suitable for copying spells and taking field notes.
- Small knifeA small knife used for trimming quills and practical camp work.
- Letter from a dead colleagueA letter from a deceased scholar posing a question Brikzun has not yet solved.
- Common clothesA set of common clothes worn beneath his travel coat.
Purse
- Belt pouchA belt pouch containing 10 gp.
Appearance
Brikzun is a small, broad-shouldered rock gnome with russet-brown skin, a square jaw, and thick iron-gray hair braided close to the scalp. His beard is neatly divided into three short braids, each fastened with a copper bead etched with tiny astronomical symbols. He wears layered scholar's robes beneath a weathered leather coat, with pockets crowded by chalk, folded maps, lenses, and bits of clockwork. He smells faintly of cedar oil, lamp smoke, and hot metal. His voice is quick and low for a gnome, usually precise, but when frightened or excited his breath catches between words and his sentences come out in rapid, clipped bursts.
Mannerisms
Brikzun constantly rubs the copper beads in his beard while thinking. He leans toward people when they speak, then abruptly leans back when he realizes he has invaded their space. When rattled, he holds his breath for a moment, blinks rapidly, and begins reciting dates, measurements, or fragments of old inscriptions until he regains control.
Personality
Brikzun is inquisitive, energetic, and fundamentally kind, though his enthusiasm often outruns his social judgment. He treats forgotten knowledge with reverence but distrusts institutions that claim authority over truth. He is happiest in a library, ruin, workshop, or campsite where someone is willing to explain how something works.
Ideals
Knowledge should belong to everyone willing to use it responsibly. Hoarded truth becomes another form of tyranny.
Bonds
He carries a damaged brass star-map recovered from the suppressed records and will risk almost anything to restore the missing sections. He also feels responsible for the young apprentice who helped him escape the college and believes the apprentice may still be searching for him.
Flaws
He cannot leave an unanswered question alone, even when the question is dangerous, irrelevant, or being asked by someone holding a weapon. He is also prone to treating living companions like research subjects, taking notes on their habits without asking permission.
Quirks
Background
Brikzun was raised among the stonecutters, instrument makers, and clockwrights of a deep gnomish burrow where every household kept a practical craft and every child was expected to ask inconvenient questions. He showed little talent for delicate mechanisms, but possessed an uncanny memory for symbols, names, and the exact wording of old inscriptions. A traveling human scholar recognized the pattern and took him on as an assistant, bringing him to a distant college where Brikzun studied arcane theory, ancient languages, and the magical history of lost civilizations. His academic career ended abruptly when he discovered that several respected scholars had quietly removed evidence of a vanished gnomish observatory from the official record. Brikzun copied what fragments he could and fled before the college authorities could confiscate his notes. Now he travels as a field researcher and wizard, seeking the observatory's location while helping ordinary people harmed by secrets kept for the convenience of the powerful. He insists that knowledge should be preserved, tested, and shared, though he has begun to suspect that some mysteries may be dangerous precisely because they are true.
“He showed little talent for delicate mechanisms, but possessed an uncanny memory for symbols, names, and the exact wording of old inscriptions.”
- Background
- Sage
Connections
Species
Rock Gnome
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