Korrvik Braskel
Korrvik Braskel
Sheet
AC 15 · HP 147 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- ArcanaINT
- AthleticsSTR
- HistoryINT
- InsightWIS
- IntimidationCHA
- InvestigationINT
- MedicineWIS
- NatureINT
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- ReligionINT
- Sleight of HandSTR
- StealthDEX
- SurvivalDEX
Armor
Weapons
Tools
Languages
Features
25 featuresBonus action
- StonecunningDwarfAs a Bonus Action, gain Tremorsense out to 60 feet for 10 minutes while touching or standing on stone. You can use this a number of times equal to your Proficiency Bonus per Long Rest.
Always on
- Land's Aid
When As a Magic action, by expending a use of Wild Shape.
Korrvik causes spectral roots and flowers to erupt in a 15-foot Cube on the ground within 120 feet. Allies in the area regain hit points, while enemies take piercing damage and may have their movement hindered.
- Wild ShapeLevel 2
When As a Bonus Action, by expending a use of Wild Shape.
Korrvik transforms into a Beast form, retaining his mental ability scores and many class features.
- Wild CompanionLevel 2
When As a Magic action, by expending a use of Wild Shape.
Korrvik summons a primal companion in an unoccupied space within 30 feet.
- Stonecunning
When As a Bonus Action, up to 5 times per Long Rest.
Korrvik invokes Stonecunning to gain Tremorsense out to 60 feet for 10 minutes while touching or standing on stone.
- DruidicLevel 1
You know Druidic, the secret language of druids, and can leave hidden messages in it. Other druids recognize such messages automatically.
- Primal Order: MagicianLevel 1
You choose Magician. You gain one additional Druid cantrip and Expertise in Arcana. Your proficiency bonus is doubled for Arcana checks.
- SpellcastingLevel 1
You can prepare and cast Druid spells using Wisdom as your spellcasting ability. You can use a Druidic focus as a spellcasting focus.
- Druid CircleLevel 3
You gain the Circle of the Land subclass and its features.
- Ability Score ImprovementLevel 4
You gain the Ability Score Improvement feat or another feat for which you qualify.
- Wild ResurgenceLevel 5
When you finish a Short Rest, you can recover expended spell slots with a combined level equal to half your Druid level, rounded up. You cannot recover slots of 6th level or higher.
- Elemental FuryLevel 7
You gain the Elemental Fury option. You can add your Wisdom modifier to one damage roll of a Druid cantrip, and your Wild Shape attacks can deal additional elemental damage once on each of your turns.
- Ability Score ImprovementLevel 8
You gain the Ability Score Improvement feat or another feat for which you qualify.
- Circle of the Land FeatureLevel 10
You gain a Circle of the Land feature.
- Ability Score ImprovementLevel 12
You gain the Ability Score Improvement feat or another feat for which you qualify.
- Improved Elemental FuryLevel 15
Your Elemental Fury improves. The extra damage from Elemental Fury increases to 4d6 when applied to a Wild Shape attack.
- Ability Score ImprovementLevel 16
You gain the Ability Score Improvement feat or another feat for which you qualify.
- Beast SpellsLevel 18
You can cast many Druid spells while in Wild Shape, subject to the spell's components and normal casting rules. Your Beast form can use your spellcasting features.
- Creature TypeDwarfHumanoid.
- SizeDwarfMedium.
- SpeedDwarf30 feet.
- DarkvisionDwarfYou have Darkvision with a range of 120 feet.
- Dwarven ResilienceDwarfYou have Resistance to Poison damage and Advantage on saving throws to avoid or end the Poisoned condition.
- Dwarven ToughnessDwarfYour Hit Point maximum increases by 1, and increases by 1 whenever you gain a level. This is included in the listed hit points.
- ResearcherSage
You can usually recall lore you have studied, and you can identify where to find obscure information in libraries, archives, monasteries, and similar repositories. The Sage background also grants the Magic Initiate feat, Arcana and History proficiency, and Calligrapher's Supplies proficiency.
Spells
19 spellsSpellcasting. Korrvik Braskel casts with Wisdom (spell save DC 16, to hit with spell attacks).
Cantrips (at will): , , ,
1st level (4 slots): ,
2nd level (3 slots):
3rd level (3 slots): , ,
4th level (3 slots): , ,
5th level (2 slots): , ,
6th level (1 slot):
7th level (1 slot): no spells
8th level (1 slot):
9th level (1 slot):
Gear
12 itemsWeapons
- QuarterstaffA quarterstaff used as both walking stick and druidic focus.
- SickleA sickle with a bronze blade, useful for pruning, harvesting, and ritual work.
Armor
- Hide armorA practical suit of hide armor, reinforced with layered leather and treated against damp underground air.
- Wooden shieldA round wooden shield carved with concentric tree rings and fitted with a stone boss.
Tools
- Calligrapher's suppliesInk, pens, seals, and eight sheets of parchment for field notes and copied texts.
Gear
- Book of historyA small library of copied historical texts, geological observations, and botanical notes.
- 8×ParchmentEight sheets of clean parchment.
- RobeA sturdy gray robe worn beneath armor when traveling through libraries or sacred sites.
- PouchA leather pouch containing starting coin.
- Druidic field journalA small writing kit and a second pouch of copied notes from his studies.
- Crystal arcane focusA simple arcane focus obtained through Magic Initiate, used for wizard spells.
Purse
- 8×Gold piecesStarting currency from the Sage background.
Appearance
Korrvik is a broad, compact dwarf with iron-gray hair braided close to the scalp and a dense beard cut square at the chin. His skin is the warm brown of weathered granite, and his hands are permanently stained with ink, crushed leaves, and charcoal. He smells faintly of peat smoke, wet stone, and bitter juniper, a scent he never notices until someone comments on it. His heavy jaw shows prominently whenever he eats, and his rare laugh reveals a chipped lower molar and strong, square teeth. He dresses in layered green-gray robes beneath practical hide armor, with a round wooden shield marked by concentric growth rings.
Mannerisms
He taps the ferrule of his staff three times before answering difficult questions. He pauses to smell unfamiliar soil, mutters corrections to badly labeled plants, and rolls the chipped tooth in his jaw against his tongue when deciding whether someone is lying.
Personality
Korrvik is patient, observant, and quietly warm. He prefers careful questions to grand speeches and treats every landscape as a text with a history. Around strangers he seems stern, but he has a soft spot for children, exhausted laborers, damaged books, and any creature trying to survive in an inhospitable place. He becomes unexpectedly animated when discussing fungi, old maps, or the engineering of ancient wells.
Ideals
Knowledge should shelter the vulnerable. Understanding a danger creates a duty to act, not merely an opportunity to feel clever.
Bonds
The spring beneath his birth-hold is slowly failing, and Korrvik has sworn to trace its hidden source before the water disappears. He also protects a damaged stone tablet containing the final notes of his first druidic teacher.
Flaws
Korrvik treats ignorance as a moral failing, especially when someone refuses to learn after being warned. He hoards books and field notes even when they are more useful to others. When confronted with an uncertain natural phenomenon, he may pursue an explanation long after prudence says to retreat.
Quirks
Background
Korrvik Braskel was born in a dwarf hold built around a spring that emerged from a seam of living stone. His clan maintained the cisterns, root cellars, and moss gardens that kept the hold alive, while Korrvik spent more time copying old survey tablets than swinging a pick. He became fascinated by the places where dwarven masonry met roots, fungi, groundwater, and the slow pressure of mountains. A visiting druid recognized that his questions were not merely scholarly. They were prayers addressed to the world beneath the world. He left the hold to study at monasteries, hedge libraries, and remote stone circles, trading cataloging work for access to forgotten texts. His research eventually revealed that several ancient tunnels were being poisoned by a mining consortium that had misread a centuries-old geological warning. Korrvik exposed the scheme, but the damage had already spread through a chain of underground springs. Now he travels as a Circle of the Land druid, preserving endangered ecosystems, correcting bad scholarship, and protecting communities that cannot afford to wait for slow wisdom. He keeps a handwritten record of every place he saves, believing that memory is a second form of shelter.
“He became fascinated by the places where dwarven masonry met roots, fungi, groundwater, and the slow pressure of mountains.”
- Background
- Sage
Connections
Species
Dwarf
Media
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