Gilear Faeth
Level 1 (0/300 XP for level-up)
Background Sage
Size Medium
Species High Elf
Investigator
Subclass Inquisitor
Level 1
Hit dice 1/1
1d8+3

STR 11
+0
STR save: +0
DEX 14
+2
DEX save: +4
CON 17
+3
CON save: +3
INT 18
+4
INT save: +6
WIS 15
+2
WIS save: +2
CHA 12
+1
CHA save: +1

Initiative (DEX)
+2
Speed
30
Passive Perception
14
Heroic Inspiration
Armor Class (AC)
14
Transient Bulwark
Hit Points
11 / 11
Death Saves
Succeeded
Failed
Conditions
Darkvision (60ft), ADV against Charmed
Exhaustion


Spellcasting
Attack mod
+6
Ability
INT
Abi Mod
+4
Save DC
14
Attacks
W Pr Weapon / Attack AB Abi Dmg Dmg Type
Heavy Crossbow +4 DEX 1d10+2 Piercing
  Properties: Ammunition, Heavy, Loading, Two-Handed Push
Rapier +4 DEX 1d8+2 Piercing
  Properties: Finesse Vex
Dagger (x2) +4 DEX 1d4+2 Piercing
  Properties: Finesse, Light, Thrown Nick
Armor ( AC Mod: +0 )
W T  Armor AC D Properties
Transient Bulwark 14
Leather 13
Skills
P/E Bonus Skill Abi
+2 Acrobatics DEX
+2 Animal Handling WIS
+6 Arcana INT
+0 Athletics STR
+1 Deception CHA
+6 History INT
+4 Insight WIS
+1 Intimidation CHA
+6 Investigation INT
+2 Medicine WIS
+4 Nature INT
+4 Perception WIS
+1 Performance CHA
+1 Persuasion CHA
+6 Religion INT
+2 Sleight of Hand DEX
+2 Stealth DEX
+2 Survival WIS

+4 Expertise Bonus
+2 Proficiency Bonus
Spell Book

Cantrips

NAME AB CAST RNG DUR DMG CMP #
Message
+6
Action 120 ft 1 Round SM
 Notes:   Point at a creature and whisper a message. The target (and only them) hears the message and can reply in the same fashion. You can cast this on a creature out of line of sight if they are familiar to you, and you know their approximate location. 1 ft stone, metal, or wood; or a thin sheet of lead blocks the spell.
True Strike
+6
Action Weapon Damage SM
 Notes:   Weapon attack uses your spellcasting modifier for attack/damage rolls. Damage can be Radiant or normal weapon damage.
Mage Hand
+6
Action VS
 Notes:   Spectral floating hand that must stay within 30ft of you. As an Action on each turn (including the casting turn), you can manipulate objects, open unlocked doors or containers, stow or retrieve items, or pour contents of a vial. Can NOT attack, activate magic items, or carry more than 10 pounds.

Level 1 Spells
1 slots

NAME AB CAST RNG DUR DMG CMP #
True Strike
+6
Action Weapon Damage + SM
 Notes:   Weapon attack uses your spellcasting modifier for attack/damage rolls. Damage can be Radiant or normal weapon damage.
Find Familiar
+6
1 Hour VSM
 Notes:   Within 100' telepathic connection, Bonus Action to use its senses (trance), Familiar can deliver touch on touch range spells, Action to dismiss/summon, Roll own initiative and act on its own (no attack action)
Transient Bulwark
+6
Action Self 8 Hours VSM
 Notes:   -10 penalty to next attack roll against you.
Clue
+6
Action Touch 10 Minutes VSM
 Notes:   All footprints and fingerprints within 30 ft originating from you become highlighted and glow faintly. Choose any point within 10 days, between that time and now all prints show up. Each creature that left fingerprints and footprints is assigned a color, and creatures currently within the emanation also leave these marks.
Rumor
+6
Action Self 1 minute VS
 Notes:   Over a minute, you magically spread a rumor of 10 words or less in a 100' emanation centered on you. Any creature within that is near three or more creatures believe they hear the rumor from someone nearby. A concrete origin point is impossible to discern. Generally creatures wont become violent upon hearing rumors, but attitudes can be changed.
Speak with Animals
+6
Action Self 10 Minutes VS
 Notes:   For the duration, you can comprehend and verbally communicate with Beasts. At a minimum, they can give you information about nearby locations or monsters, including things perceived within the last day.
Money
Copper: 0, Silver: 0, Electrum: 0, Gold: 17, Platinum: 0
Treasure and Equipment
Gear
  • Bolt case with 20x bolts

  • Grimoir


Backpack
  • Caltrops

  • Crowbar

  • Torch

  • Waterskin

  • Rope

  • Rations x10

  • Oil x2

  • Proficiencies, Languages, and Talents
    Simple and Martial Weapons, Light Armor.

    Languages: Common, Elvish, Dwarvish
    Features & Traits

    Sage ASI


    Increase Intelligence by 2 and Constitution by 1 (not above 20)


    Level 1: Weapon Mastery


    Your expertise with arms grants you mastery over two weapons of your choice with which you are proficient. You may change these chosen weapons whenever you complete a long rest.

    Show spoiler


    Level 2: Expertise


    Choose two of your proficient skills; your proficiency bonus is doubled for any check you make with them. You gain two additional Expertise choices at Level 9.

    Level 2: Finisher


    Once per turn, when you damage a Bloodied creature with a weapon attack, you can deal an extra 1d8 damage of the same type. This bonus damage improves at higher levels, scaling to 2d8 at Level 11 and 3d8 at Level 17.

    Level 2: Rushed Incantation


    You can hastily perform any spell from your grimoire that normally requires an action or bonus action to cast. When you do so, you can cast the spell as a bonus action and ignore material components unless they cost 100 gp or more.

    You can use this feature three times, regaining one use on a short rest and all uses after a long rest. Your available uses increase by 1 at levels 3, 5, 7, 9, 12, 15, and 18.

    Level 3: Subclass Feature (Inquisitor) – Exorcist’s Doctrines


    Your holy training grants blessings used to root out evil and corruption.

    Consecrated Armor: You inscribe sacred sigils upon your armor. While under this protection, your base AC becomes 13 plus your Dexterity modifier.

    Dogma: When making an Intelligence (Religion) check, you treat any d20 roll of 9 or lower as a 10.

    Level 3: Trinkets


    You carry a collection of supernatural trinkets—tools imbued with minor magic to aid your investigations. You can use this feature twice per long rest, regaining one use on a short rest. Your total number of uses increases as you level.

    As an Inquisitor, you have access to the following trinkets:

    Alabaster Balm: As a bonus action, you can cast Lesser Restoration without spell slots or components.

    Hallowed Chalice: As a bonus action, you can enchant a container and cause a flask of holy water to spring forth.. You may create up to 5 flasks within the next hour as a bonus action on each turn. The flasks and holy water vanish 1 hour after created.

    Reliquary of Doubt: As a bonus action, you can cast Detect Thoughts without a spell slot or material components. When cast with the trinket, you can only glean thoughts associated with negative emotions, such as guilt, apprehension, regret, or melancholy.

    Level 4: Ability Score Improvement


    You can increase one ability score by 2, or two ability scores by 1, following standard improvement rules. You gain this feature again at Levels 8, 12, and 16.

    Level 5: Exploit Weakness


    Once per turn, when you deal damage to a creature with a weapon attack, you can exploit a moment of vulnerability. Choose one damage type from the attack; the target gains vulnerability to that type for the strike. This vulnerability does not double-damage from spells (like hex) or other classes' features.

    If the target has resistances, they are suppressed until the start of your next turn, including the triggering attacks' damage.

    Level 6 (Inquisitor): Divine Strike


    Once on each of your turns, when you hit a creature with an attack roll using a weapon, you can cause the target to take an extra 1d8 Necrotic or Radiant damage.

    Level 7: Holy Trinkets


    Your growing collection of sacred relics grants you the following uses of your Trinkets feature:

    Amulet of Warding: As a bonus action, bless a creature within 60 feet, granting a bonus to AC and saving throws equal to your Intelligence modifier until the start of your next turn.

    Restorative Ankh: As a bonus action, heal a creature within 60 feet for an amount equal to your Investigator level plus your Intelligence modifier.

    Rune of Banishment: As a bonus action, choose one creature within 60 feet. It must succeed on a Charisma save or be banished to the Ethereal Plane until the start of your next turn, during which it is incapacitated and has a speed of 0. At the start of your next turn, the creature reappears in the nearest unoccupied space to where it left.

    Level 9: Expertise


    You gain Expertise in two additional proficient skills of your choice.

    Level 10 (Inquisitor): Rote Piety


    You can use your Holy relics three times without expending a use of your Trinkets. You regain this feature when you finish a long rest.

    Level 11: Improved Finisher


    Your precision allows you to unleash deadly strikes even before your foes weaken. You can now use Finisher against creatures that aren’t Bloodied, dealing only 1d8 bonus damage. This increases to 2d8 at Level 17.

    Level 13: Enigma Arcane


    You uncover a secret of ancient arcana, unlocking potent magic.

    At this level, you can cast one 7th-level spell of your choice from among Mirage Arcane, Plane Shift, Reverse Gravity, Sequester, or Teleport without expending a spell slot once per long rest.

    At Level 15, you can similarly cast one 8th-level spell (Antimagic Field, Glibness, Maze, or Mind Blank) without a slot once per long rest.

    At Level 17, you can cast one 9th-level spell (Astral Projection, Gate, or Weird) without a slot once per long rest.

    Level 14 (Inquisitor): Excommunication


    As a Bonus Action, you can emblazon a mark of condemnation upon a creature you can see within 60 feet of you. The target must succeed on a Wisdom saving throw or be marked for 1 minute. While marked, the target takes 6d6 Radiant damage at the start of each of its turns, can’t regain Hit Points, and can’t have Advantage on D20 Tests. A marked target can repeat its saving throw at the end of each of its turns, ending the effect on itself on a success.

    Once you mark a creature using this feature, you can’t use it again until you finish a Long Rest. You can also restore your use of it by expending a use of your Rushed Incantation (no action required).

    Level 15: Enigma Arcane (Expanded)


    You learn the 8th-level secret described above. See Level 13 for details.

    Level 17: Enigma Arcane (Mastery) and Improved Finisher


    You unlock the 9th-level secret of Enigma Arcane, and your Finisher damage increases to 2d8 when used freely.

    Level 18: Supernatural Resolve


    You have advantage on saving throws against spells and other magical effects while conscious.

    Level 19: Epic Boon


    You gain an Epic Boon or another feat of your choice for which you qualify.

    Level 20: Spellbinder


    You master the art of instantaneous incantation. Choose five Investigator spells from your grimoire of 1st through 3rd level that normally require an action or bonus action to cast. You may cast them using Rushed Incantation without expending a use of that feature, and you no longer need to read from your grimoire when casting them.
    Spellcasting

    Origin Feat: Magic Initiate Wizard


    You know 2 Cantrips (True Strike and Mage Hand), and 1 Spell (Find Familiar),

    High Elf Lineage


    You have Darkvision with a range of 60 ft. You can also cast the message cantrip, and at level 3 and 5, you gain detect magic and misty step, respectively. You can cast these spells once a day as an action without spell slots, and normally after.

    You have advantage on saving throws you make to avoid or end the Charmed condition. You can finish a long rest in 4 hours, provided you go into a trance-like state and remain conscious.


    Level 1: Ritualist


    You have learned to cast rituals to combat supernatural threats. Your spells are stored in a grimoire—an arcane tome weighing roughly three pounds and containing one hundred pages. You determine its appearance and construction.

    You begin with a small collection of ritual spells, recorded in your grimoire. Whenever you gain an Investigator level, you can inscribe two additional spells of your choice, provided they are of a level you can cast. The number of rituals you can perform increases as you level up, reaching higher spell levels at Levels 3, 5, 7, 9, 13, 15, and 18.

    Ritual Casting: You can cast any spell in your grimoire that bears the Ritual tag, provided you read directly from your book as part of the casting. You cannot cast these spells by other means unless you have separately learned them. Your spellcasting ability is Intelligence for these spells.

    Expanding the Grimoire: You can copy eligible Investigator spells you discover into your grimoire. Copying a spell requires two hours and fifty gold pieces per spell level. Duplicating your own grimoire is easier, costing one hour and ten gold per spell level.

    If your grimoire is ever lost or destroyed, you can reconstruct a number of spells from memory equal to your Investigator level, transcribing them into a new tome using the same procedure. Many Investigators keep spare copies hidden or sealed for this reason.
    Backstory

    TL/DR:


    Gilear Faeth was born to elven parents who had departed the Elder Vale after the War of Eikons ended. His life with them ended early, when they disappeared suddenly when he was 30 years old. He turned to a local Academy in Ancalagon's Fall, where he studied for years, learning rituals and gaining the assistance of his familiar Kwip. Leaving this place, he turned to the Church of the Eikon Penitent, where he thought he could gain access to untold history and relics of great power. Although wrong in that assumption, he became obsessed with the Eikonic Shards and Relics even more, and now travels under the church's authority, working as a hired dick for Gran Soren Authorities and whomever will take him, hoping to uncover more truths and relics along the way.


    Long Form


    Infancy & Parents

    Gilear Faeth was born to elven parents who had left the Elder Vale after the War of the Eikons. He never learned why they left, only that they spoke of seeking something that could not be found within the Vale. For the first thirty years of his life, he was surrounded by their quiet rituals and long hours of study, a household filled with books and half-finished translations of ancient texts. Then, without warning, they were gone. One morning, the house stood silent, the hearth cold, and their notes scattered as though left in a hurry. They never returned.

    Gilear waited for them for years before the truth began to settle—he had been abandoned. With nowhere else to go, he found purpose in what they had left behind. The questions that haunted him turned into an obsession with knowledge, relics, and the unseen mechanisms that governed the world. He began his formal studies in Ancalagon’s Fall, drawn to the Divination School of Attunement, where his natural curiosity found structure. The teachers there quickly realized his talent for theory and observation, even if he lacked patience for rote spellcraft. His fascination with artifacts and rituals soon eclipsed everything else.

    Studying and Early Years Alone

    Under the guidance of a diviner named Merethal, Gilear spent years learning the fundamentals of the Weave and the laws that governed magicka. The Principle of Equivalency and the Law of Attunement became the core of his understanding, shaping his view that every spell demanded a price and every act of creation required balance. He labored for months on his first major ritual, determined to summon a familiar - a small, steady hand within the chaos of the arcane. When the ritual finally succeeded, the result was not what he expected. From the circle emerged a strange, unevenly proportioned creature with wide eyes and awkward wings. The others laughed, and Merethal moved to dispel it, but the creature ran to Gilear and clung to his arm. The connection between them was immediate and profound. He named the creature Kwip, and from that moment, they were inseparable.

    The casting had nearly broken him. The energy of the ritual left him fevered and weak for days, and the memory of that toll stayed with him. It was then that he decided that true spellcasting was not his path. Rituals - slow, deliberate, and structured - were where he belonged. They allowed him to commune with the Weave on his own terms, without sacrificing his vitality for haste. He devoted the next fifty years to study, but as his mastery grew, so did his hunger for greater knowledge. The Academy of Ancalagon’s Fall offered no more answers, and the mysteries of his parents’ disappearance had long since grown cold. He left the academy at eighty years old, determined to seek truths beyond its walls.

    Turning to the Church

    He was drawn to the Church of the Eikon Penitent by the promise of relics and the vast record of history it guarded. If there were truths buried beneath the ruins of the world, he believed they would be found there. In the quiet corners of the public library, Gilear first encountered the mention of the Eikonic Shards: thirteen fragments said to have granted mortals the power of gods. The more he read, the more his curiosity consumed him. He wanted to know everything about them, from their origins and powers to their disappearance.

    To pursue that knowledge, he signed on with the Church as an archivist. He imagined that such a position would bring him into contact with artifacts and hidden tomes, that he might finally see the things he had only read about. He was wrong. The work proved to be endless transcription, careful preservation, and little else. Still, he devoured every volume he could reach: histories, theological debates, and accounts of the War of the Eikons. He learned all that the Church allowed and quietly suspected there was far more that it did not.

    After more than three decades of ink and candlelight, Gilear realized the archives had nothing left to give him. The answers he sought would not be found behind locked doors and catalogues. He turned his attention instead to the division of the Church responsible for investigation and fieldwork, a branch concerned with the recovery and study of relics, lost scriptures, and matters of political interest. There he found his true place, trading the scribe’s desk for the road.

    On the Road Again

    The Church named his position “Evidentiary Chronicler,” though it was little more than sanctioned reconnaissance. His work took him across the realm to verify relic authenticity, report heretical practices, and collect intelligence of value to the clergy. It was the perfect guise. He could travel freely, gather information, and study artifacts firsthand while maintaining the Church’s trust. Outwardly, he was dutiful and pious, wearing the eight-pointed star and reciting the prayers when required. Inwardly, he did not believe. But belief was not necessary - obedience was.

    Now, at one hundred and forty years of age, Gilear and Kwip travel between strongholds, working small contracts and investigations under Church sanction while quietly pursuing their own agenda. He sends reports back to his superiors filled with just enough detail to remain valuable, never enough to raise suspicion. Between these assignments, he takes on private work for magistrates and guards of Gran Soren, chasing rumors and mysteries that might one day open the doors to the Citadel of Continuation. Every job, every recovered relic, and every half-deciphered manuscript is a piece of the puzzle. The Eikonic Shards were not destroyed. The Church may have buried the truth, but Gilear intends to uncover it—no matter how many vows he must swear, or how many lies he must tell, to reach the heart of it.


    Allies & Organizations
    Church of the Eikon Penitent (swore into the church and works for them)
    Grand Soren (odds and end jobs, trying to gain renown)
    Divination School of Attunement (studied here)
    Adventuring Motivation
    Learn more about the true history of the world, and gain powerful magic relics. Above all else, find a Shard of the Eikons.
    Notes
    Kwip the Flying Monkey familiar
    AC 12, HP 3
    Speed W/C/F 30/20/30 ft.
    STR 8; DEX 14; CON 11; INT 5; WIS 12; CHA 6
    Bite: +1 hit, 1d4-1 Piercing damage.


    ™ & © Wizards of the Coast - D & D 5e Character Sheet v3.04, made by Tillerz - Updated: 2025-06-11

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