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Zook Bark-Biter Galax - AI-generated fantasy Character

Zook Bark-Biter Galax

Rock Gnome · Wizard (School of Abjuration) · Level 6 · Outlander

Zook Bark-Biter Galax

I feel more comfortable sleeping under a canopy of stars than in a soft bed.
AC10
HP26/26
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 10 · HP 26 · 25 ft.
AlignmentNeutral GoodGenderMaleAge124 years
STR
DEX
CON
INT
WIS
CHA

Saving throws

STRDEXCONINTWISCHA

Skills

  • ArcanaINT
  • AthleticsSTR
  • HistoryINT
  • SurvivalWIS

Armor

None

Weapons

Daggers,
Darts,
Slings,
Quarterstaffs,
Light Crossbows

Tools

Tinker's Tools,
Flute

Languages

Common,
Gnomish,
Sylvan

Features

9 features

Reaction

  • Projected WardLevel 6

    When a creature that you can see within 30 feet of you takes damage, you can use your reaction to cause your Arcane Ward to absorb that damage.

Always on

  • Arcane RecoveryLevel 1

    Once per day after a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your wizard level (3).

  • Abjuration SavantLevel 2

    The gold and time you must spend to copy an abjuration spell into your spellbook is halved.

  • Arcane WardLevel 2

    When you cast an abjuration spell of 1st level or higher, you create a magical ward on yourself. It has HP equal to twice your wizard level + your Intelligence modifier (14 HP).

  • DarkvisionRock Gnome60ft.
  • Gnome CunningRock GnomeAdvantage on Int, Wis, and Cha saving throws against magic.
  • Artificer's LoreRock GnomeDouble proficiency bonus for History checks related to magic items, alchemical objects, or technological devices.
  • TinkerRock GnomeUse tinker's tools to create tiny clockwork devices.
  • WandererOutlander

    You have an excellent memory for maps and geography, and you can find food and fresh water for yourself and up to five other people each day.

Spells

6 spells

Spellcasting. Zook Bark-Biter Galax casts with Intelligence (spell save DC 13, to hit with spell attacks).

1st level (4 slots): ,

2nd level (3 slots): ,

3rd level (3 slots): ,

Gear

5 items

Weapons

  • Quarterstaff
    A staff made of petrified weirwood.

Gear

  • Component Pouch
    A small pouch containing arcane components.
  • Spellbook
    A leather-bound book containing magical formulas.
  • Hunting Trap
    A heavy iron-jawed trap.
  • Staff (Focus)
    An arcane focus used for spellcasting.

Appearance

Zook is a small, weathered gnome with skin like cracked parchment and a nose that has been broken more than once by forest branches. He wears robes dyed a muddy forest green, reinforced with bits of scavenged leather and moss. His hair is a wild mane of white that sticks out from beneath a tall, tattered pointed hat covered in dry leaves. He carries a heavy spellbook bound in dark owlbear hide, secured to his waist with several strands of hempen rope.

Mannerisms

I often mutter the rhythmic patterns of the wind while I am reading my spellbook.

Personality

I feel more comfortable sleeping under a canopy of stars than in a soft bed. I speak to trees as if they were old friends and find the complexities of society to be more confusing than the most ancient scrolls. I am fiercely protective of the weak, believing that magic should be a wall against the dangers of the world.

Ideals

Preservation. The world is a beautiful, fragile thing, and it is my duty to shield it from those who would shatter it.

Bonds

My spellbook contains the maps and observations of my druidic elders, it is the only physical link I have to my home.

Flaws

I am far too slow to trust those who live within stone walls, and I often assume that everyone from a city has hidden, selfish motives.

Quirks

I always smell like damp pine needles and ozone.
I compulsively collect smooth river stones and keep them in my pockets.

Background

Zook grew up far from the comfortable tinkering halls of gnome society, raised instead among the druidic circles of the Deepwood. He was never quite in tune with the primal spirits, but he possessed a logical mind that saw the natural world as a complex weave of energy. He began to map the flow of magic through the wild, recording how certain sigils could turn aside a winter storm or keep a predator at bay. This interest in protection grew into a formal study of Abjuration, though his methods remain unconventional and rough. He eventually left his circle when a mysterious arcane blight began to wither the ancient groves. Zook set out with nothing but his staff and his observations, determined to find the source of the rot and seal it away. He views his spellcasting as an extension of the forest's own survival instincts, hard, resilient, and utterly necessary for the preservation of life. His journey has taken him through many strange lands, yet he always remains a stranger to civilization, preferring the company of the wind and the secrets of the earth.

“He was never quite in tune with the primal spirits, but he possessed a logical mind that saw the natural world as a complex weave of energy.”
From their backstory
Background
Outlander

Connections

Species

Rock Gnome

Media

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