Qorun
Qorun
Sheet
AC 16 · HP 8 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingWIS
- ArcanaINT
- AthleticsSTR
- DeceptionCHA
- HistoryINT
- InsightWIS
- IntimidationSTR
- InvestigationINT
- MedicineWIS
- NatureINT
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
9 featuresAction
- Magical TinkeringLevel 1
When When touching a Tiny nonmagical object
As an action, touch a Tiny nonmagical object and grant it a magical property: light, a short recorded message, a continuous odor or nonverbal sound, or a static visual effect. You can maintain up to three objects at once.
Always on
- SpellcastingLevel 1
You can cast artificer spells using Intelligence as your spellcasting ability. You can use thieves' tools or any artisan's tools with which you are proficient as a spellcasting focus. You know two artificer cantrips and have three 1st-level artificer spells prepared. You regain expended spell slots when you finish a long rest.
- TraitElfDarkvision, you can see in dim light within 60 feet as if it were bright light, and in darkness as if it were dim light.
- TraitElfFey Ancestry, you have advantage on saving throws against being charmed, and magic cannot put you to sleep.
- TraitElfTrance, you do not need to sleep and can finish a long rest in 4 hours by meditating.
- TraitElfKeen Senses, you are proficient in the Perception skill.
- TraitElfHigh Elf Cantrip, you know one cantrip from the wizard spell list. Intelligence is your spellcasting ability for it.
- TraitElfHigh Elf Language, you can speak, read, and write one additional language, Gnomish.
- ResearcherSage
When you attempt to learn or recall a piece of lore, if you do not know the information, you often know where and from whom you can obtain it. Usually, that source is located in a library, university, scriptorium, or another learned person or institution.
Spells
5 spellsSpellcasting. Qorun casts with Intelligence (spell save DC 13, to hit with spell attacks).
Cantrips (at will): ,
1st level (2 slots): , ,
Gear
8 itemsWeapons
- MaceA simple weapon suitable for close defense and workshop use
- Light crossbowA compact ranged weapon with a case of ammunition
Armor
- Scale mailA suit of scale mail, worn beneath a reinforced leather apron
Tools
- Thieves' toolsTools for opening locks and disabling mechanical traps
- Tinker's toolsTools used for repairs, small constructions, and experimental devices
- Smith's toolsA specialized set of tools for metalworking and shaping small mechanisms
Gear
- 20×Crossbow boltsAmmunition for the light crossbow
- Dungeoneer's packA pack containing practical adventuring supplies
Appearance
Qorun is a lean high elf with long ash-brown hair usually tied at the nape with copper wire. He wears scale mail beneath a soot-marked leather apron, and keeps a cluster of tiny tools secured across his belt in carefully labeled loops. He stands with most of his weight on the balls of his feet, as if prepared to step around an unseen obstacle. Within a minute of meeting someone, it becomes apparent that his eyes rarely settle on faces. They track hinges, buckles, windows, weapon grips, and anything else that might move, open, break, or conceal a mechanism.
Mannerisms
Qorun tilts his head toward the nearest mechanism whenever someone speaks, as though listening for hidden machinery. He counts under his breath while working, taps twice on any repaired object before handing it back, and becomes noticeably more polite when addressing a well-made tool.
Personality
Qorun is curious, exacting, and cheerfully irreverent toward authority. He speaks to machines as if they are stubborn colleagues, and he respects people who can admit they do not know something. He is patient with difficult problems but impatient with ceremonial explanations, vague instructions, and anyone who says a thing cannot be done without testing it first.
Ideals
Knowledge should be useful. A discovery locked away from everyone is only a possession, not wisdom.
Bonds
He carries a damaged brass folio clasp taken from the archive that concealed forbidden technical knowledge. He intends to rebuild the archive as a place where any capable mind can study its contents.
Flaws
He assumes every locked door, secret, and social custom is an invitation to determine how it works. When confronted with a choice between respecting a boundary and satisfying his curiosity, curiosity usually wins.
Quirks
Background
Qorun was raised among high elves who treated knowledge as an inheritance to be preserved, polished, and passed down without alteration. He found that tradition unbearable. Old diagrams interested him more when they were incomplete, damaged, or annotated by someone who had tried to improve them. As a young scholar, he became obsessed with practical devices, especially tools that could make a fragile idea survive contact with the real world. His first successful invention was a palm-sized brass beetle that could carry a thread through the narrowest gap in a locked cabinet. His tutors considered it a distraction. Qorun considered it proof that knowledge was meant to move. He left the scholarly enclave after discovering that several priceless technical manuscripts had been deliberately hidden to prevent common artisans from learning their methods. Qorun copied what he could, exposed the hoard, and departed before the resulting argument became a formal trial. Since then, he has traveled as a researcher, repairer, and occasional trespasser, selling practical inventions to fund the recovery of lost lore. He calls himself a sage because he has earned the title through study, though he distrusts anyone who uses wisdom as an excuse to avoid experimenting.
“Old diagrams interested him more when they were incomplete, damaged, or annotated by someone who had tried to improve them.”
- Background
- Sage
Connections
Species
Elf
Media
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