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Edrik

Tiefling · Wizard, School of Divination · Level 20

Edrik

Diviner and flood-control adviser
“The water has brought reed seeds from upstream. That means the banks are already giving way.”
AC17
HP142/142
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

At the table

“weather in the mind,”
From how they speak

Voice

A dry, lightly rasped voice preceded by a deliberate breath through the nose. The sound carries the faint grit of kiln dust and the habit of a man who learned to make himself heard over river machinery. His words are grounded and exact; under pressure, he drops the careful caveats and speaks in short, forceful statements.

His voice has a dry, textured edge from years of dust and fennel tea, with a small catch on the first breath before he speaks. He builds sentences like a careful report: observation first, conclusion second. His work has made him precise, but his childhood among kiln workers left him with plain words and a craftsman's impatience for ornament. When angry, he speaks faster and more directly, clipping away every qualification.

Speech patterns

Starts an answer with a concrete observation, then explains the implication: "The water has brought reed seeds from upstream. That means the banks are already giving way."
Uses conditional phrasing when he is uncertain and precise dates when he is not.
When embarrassed, he changes the subject to the practical next step.
Calls dangerous predictions "weather in the mind," a phrase he dislikes but keeps using.

How to play them

He is helpful when approached with a concrete problem and candid about what he can verify. Show him evidence, admit uncertainty, and he will treat the group as collaborators. Threats make him courteous but guarded; flattery makes him suspicious. If the party has endangered civilians, he will prioritize stopping them over learning their motives.

Goal

Convince Suthai's council to reinforce the oldest floodgate before the spring thaw, while finding a way to warn the city without causing a panic.

Motivation

To make knowledge useful before it becomes a monument to what could have been prevented.

Secret · GM only

Appearance

Edrik has the measured, slightly forward posture of a man accustomed to reading by poor light. His skin is the muted red-brown of fired clay, with fine, dark scales along his temples and the backs of his hands. Two ridged horns sweep back close to his skull, polished smooth where he absentmindedly rubs them while thinking. His black hair is clipped short at the sides and gathered into a small, practical tail. His eyes are amber, flecked with gold, and seem to settle on the space beside a person just before he answers. He moves with economical care, as if every room were crowded with invisible furniture. He smells distinctly of beeswax, hot dust, and the bitter fennel tea he spills on his cuffs; he knows about the tea, but not the dust.

Clothing

A charcoal wool coat with deep pockets, a high-necked linen shirt, and a weatherproof shoulder cape patched in three places. His cuffs are wax-stained, and he wears a small bronze disk engraved with a flood-height mark.

Body language

He angles his head as if listening for a distant clock, rubs one horn when a prediction troubles him, and keeps his hands folded when he is trying not to interrupt. In danger, his shoulders square and his attention snaps sharply into the present.

Height
6 feet 1 inch
Build
Lean and long-limbed, with a scholar's slight stoop and the wiry forearms of someone who learned to haul clay buckets as a child.
Eyes
Amber with fine gold flecks
Hair
Black, cut short and tied back in a small tail
Skin
Muted red-brown, like fired clay
Age
Forty-six
Gender
Male
Size
Medium

Distinguishing features

His horns are swept backward and polished smooth by a habitual thumb-rub.
Fine dark scales dust his temples and knuckles, catching lamplight like tiny pieces of slate.
His first sound before speaking is often a dry, deliberate intake of breath, as if testing the air for a change in pressure.
He carries the persistent scent of beeswax, hot dust, and bitter fennel tea.

Personality

13 traits and drives

Edrik is patient with practical questions and impatient with people who mistake confidence for truth. He jokes dryly when comfortable, but becomes painfully literal when afraid. In a crisis he is decisive and protective; afterward he may retreat into calculations rather than admit how much the danger frightened him.

Alignment
Neutral

Quirks

He counts the beats between a question and his answer on his fingertips, then starts over if interrupted.
He turns cups so their handles point toward the nearest door.
He writes tomorrow's date at the top of his notes, even when he is recording yesterday's events.
He apologizes to his spellbook before using it as a doorstop.
He collects smooth river stones but labels them by the sound they make when tapped, not by where he found them.

Habits

Before making a consequential prediction, he takes a careful breath through his nose and taps twice on the spine of his spellbook.
He works late, then walks the river terraces at dawn to check whether reality has kept to its promises.
When someone is frightened, he becomes practical and kind; when someone is merely impressed by him, he becomes prickly.
He sends Shino useful books without a return address and pretends not to know who is doing it.

Traits · 4

He takes ordinary people's observations seriously, even when their explanations are wrong.
He dislikes being treated as an oracle, yet takes quiet pride when his advice saves lives.
He is generous with time and stingy with certainty.
He would rather be corrected in private than praised in public.

Flaws · 3

He withholds uncertain but alarming information until he can make it sound conclusive, which can leave others dangerously unprepared.
He treats emotional arguments as if they were evidence to be sorted, even when a person needs comfort first.
He can become stubbornly attached to a prediction and overlook the possibility that his own intervention changed the outcome.

Fears · 3

Being right about a disaster and still failing to prevent it.
That his careful predictions have become a way to avoid making difficult choices in the present.
Losing the trust of his sister and former apprentice for good.

Wants and needs · 3

Reliable evidence about the failing floodgate
The council to authorize repairs before the thaw
A chance to repair his relationship with Shino without demanding forgiveness

Combat

AC 17 · HP 142 · 30 ft.

Edrik avoids a fair fight. He uses foresight and defensive magic to disrupt the enemy's opening, then separates dangerous foes with wall of force, controls the battlefield with forcecage or maze, and reserves high-level damage spells for threats that cannot be contained. He protects allies with counterspell and uses teleport or misty step to escape if his plans unravel. He will not knowingly abandon a civilian to improve his odds.

Edrik

Medium humanoid (tiefling), neutral
Armor Class17
Hit Points142
Speed30 ft.
Level20
STR
DEX
CON
INT
WIS
CHA
Saving ThrowsIntelligenceWisdom
SkillsArcanaHistoryInvestigationInsightPerception
SensesDarkvision 60 ft., passive Perception 11
Languages
Common,
Infernal,
Draconic,
Elvish,
Dwarvish,
Primordial
Tiefling. darkvision 60 feet and fire resistance.
Wizard 20. Spellcasting, Arcane Recovery, and a spellbook.
School of Divination. Portent, Expert Divination, The Third Eye, and Greater Portent.
Portent. After each long rest, roll two d20s. Edrik can replace an attack roll, saving throw, or ability check made by a creature he can see with one of these rolls, decided before the roll.
Greater Portent. Edrik rolls three d20s for Portent after a long rest.
Arcane Ward, custom. His protective inscriptions grant him 30 temporary hit points when he casts an abjuration spell of 1st level or higher. Damage is subtracted from these points first. The ward regains hit points equal to twice the spell's level when he casts an abjuration spell.
Spell Mastery. Edrik can cast shield and misty step at their lowest levels without expending spell slots.
Signature Spells. Edrik always has counterspell and wall of force prepared, and can cast each once at 3rd level without expending a spell slot. He regains these uses after a short or long rest.
Legendary Resistance (3/Day): If Edrik fails a saving throw, he can choose to succeed instead.

Spells

Fire bolt (cantrip, evocation). Cantrip. A mote of fire streaks to a creature within 120 feet. Ranged spell attack to hit; hit: fire damage.
Mind sliver (cantrip, enchantment). Cantrip. One creature within 60 feet makes a Wisdom saving throw or takes psychic damage and has disadvantage on its next saving throw before the end of Edrik's next turn.
Shield (level 1, abjuration). 1st level. Edrik gains +5 AC until the start of his next turn, including against the triggering attack. Available through Spell Mastery without a spell slot.
Charm person (level 1, enchantment). 1st level. One creature within 60 feet makes a Wisdom saving throw or becomes charmed by Edrik for up to 1 minute. The effect ends if Edrik or his companions harm it.
Misty step (level 2, conjuration). 2nd level. Edrik teleports up to 30 feet to an unoccupied space he can see. Available through Spell Mastery without a spell slot.
Detect thoughts (level 2, divination). 2nd level. Edrik reads surface thoughts of a creature within 30 feet. A deeper probe forces a Wisdom saving throw and alerts the target on a success.
Hypnotic pattern (level 3, illusion). 3rd level. Edrik creates a 20-foot-radius sphere of magical darkness centered on a point within 120 feet, heavily obscuring the area for up to 10 minutes.
Counterspell (level 3, abjuration). 3rd level. Edrik attempts to interrupt a creature casting a spell within 60 feet. For spells of 3rd level or lower, the spell fails; for higher spells, Edrik makes an Intelligence check with a bonus against plus the spell's level. He can cast this once per short or long rest without a slot through Signature Spells.
Wall of force (level 4, evocation). 4th level. Edrik creates an invisible, immobile wall of force up to 10 panels long, each 10 by 10 feet, for up to 10 minutes. It is immune to damage and unaffected by most spells.
Telekinesis (level 5, transmutation). 5th level. Edrik makes a 20-foot-radius sphere of force around a creature or area within 100 feet. A trapped creature must succeed on a Dexterity saving throw or be confined for up to 1 minute.
Otiluke's freezing sphere (level 6, evocation). 6th level. Edrik creates a 20-foot-radius sphere of icy cold within 150 feet. Creatures in the area make a Constitution saving throw, taking cold damage on a failure or half as much on a success.
Plane shift (level 7, conjuration). 7th level. Edrik sends one creature he can see within 60 feet to a harmless demiplane on a failed Charisma saving throw. The target returns when the spell ends after 1 minute, or earlier if Edrik's concentration ends.
Forcecage (level 8, evocation). 8th level. Edrik creates an invisible prison of force around a creature or area within 100 feet. A trapped creature must succeed on a Dexterity saving throw or remain confined for up to 1 hour.
Maze (level 9, conjuration). 9th level. Edrik sends one creature within 60 feet to a harmless demiplane on a failed Wisdom saving throw. The creature remains there until the spell ends, or until Edrik's concentration ends, for up to 1 minute.

Actions

Quarterstaff. Melee Weapon Attack: to hit, reach 5 ft., one target. Hit: 4 () bludgeoning damage, or 5 () if wielded with two hands. Edrik rarely uses this unless cornered.
Cantrip. Edrik casts a wizard cantrip. His spell save DC is 21 and his spell attack bonus is +13. Common choices include fire bolt, ray of frost, and mind sliver.
Spellcasting. Edrik casts a prepared spell of 1st through 9th level, using a spell slot as normal. His spellbook contains the spells listed in this profile; he prepares a selection appropriate to the day's work.

Reactions

Shield. When hit by an attack, Edrik casts shield, gaining +5 AC until the start of his next turn, including against the triggering attack. This uses no spell slot because of Spell Mastery.
Counterspell. When Edrik sees a creature within 60 feet casting a spell, he casts counterspell at 3rd level without expending a spell slot, once per short or long rest through Signature Spells. If he has already used that feature, he can cast counterspell with a spell slot as normal.

Legendary Actions

Measured Step. Edrik moves up to half his speed without provoking opportunity attacks.
Cantrip. Edrik casts a cantrip.
Prepared Interruption (costs 2 actions). Edrik casts shield or misty step without expending a spell slot. This custom legendary option cannot be used if he has already cast that spell since the end of his last turn.

Services they sell

Arcane research and interpretation of magical evidence.
A limited divination concerning a specific person, place, or event.
Advice on flood channels, structural hazards, and the timing of dangerous events.

Rewards they can give

A precise warning about a coming hazard, provided the party gives him enough evidence to trust their account.
Access to Suthai's flood maps and records.
A custom divination that answers one well-defined question, with the limits and uncertainty explained plainly.

Equipment

  • Quarterstaff (weapon)A plain ashwood staff capped with a brass ferrule, useful as a walking stick and spellcasting focus.
  • Spellbook (tool)A weatherproof, clasped volume containing his known wizard spells and years of carefully annotated river observations.
  • Flood-mark token (keepsake)A small bronze disk marked with the flood level reached on the night his family survived.
  • Working kit (adventuring gear)A component pouch, two vials of ink, a folded map of Suthai's flood channels, and a tin of fennel tea.

Possessions

Annotated spellbook
Ashwood quarterstaff
Bronze flood-mark token
Weatherproof map of Suthai's river terraces
A bundle of unsent letters to Shino

Background

Edrik grew up in a riverside kiln district, where his mother fired roof tiles and his father repaired the town's floodgates. At eleven, he noticed that the river's rise followed a pattern no one else believed in. He predicted a disastrous flood, but the council dismissed him as a clever child trying to frighten them. The flood came; his younger sister, Sashiko, survived only because Edrik dragged her onto a kiln roof. Afterward, he left to study divination, determined that a warning should never be ignored merely because it is inconvenient. He became an adviser to the city of Suthai, a settlement built on steep river terraces and named for his mother's homeland, though its climate and customs are entirely different. There he met Theshen, a patient archivist who became his closest friend and occasional critic. Edrik's former apprentice, Shino, left his service after discovering that he had concealed an ugly prediction about a beloved local leader. Now she runs a small school for street children and refuses his letters, though she still sends him corrections to his calculations. Edrik's present trouble is a series of predictions that all point toward the collapse of Suthai's oldest floodgate, but the city council will not authorize repairs until he identifies exactly when and how it will fail.

Role in the story

A powerful but fallible adviser whose forecasts can launch an investigation, complicate a civic crisis, or become a moral test. He can be a formidable ally, a difficult witness, or an opponent if the party endangers the people he is trying to protect.

“At eleven, he noticed that the river's rise followed a pattern no one else believed in.”
From their background
Faction
Independent adviser to Suthai's river council. He has no formal place in the city's colleges and is regarded with affection by craftspeople and suspicion by officials.

Known connections

Sashiko, his younger sister, now a tilemaker who sends him roof samples and blunt letters.
Theshen, the gentle archivist who maintains Edrik's old records and can tell when he is hiding bad news.
Shino, his former apprentice, who teaches children and still corrects his arithmetic from afar.
The Suthai river council, who need his expertise but resent his habit of announcing inconvenient forecasts.
Major secret · GM only
Minor secrets · GM only

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