Wub'nik
Level 1 Spellsniper
Gold Grung • Guild Artisan
Alignment
Neutral Good
Age
19
Background
Guild Artisan (Alchemist)
Prof. Bonus
+2
Experience
0
Ability Scores & Saves
STR
7
-2
-2
DEX
13
+1
+3
CON
12
+1
+1
INT
14
+2
+4
WIS
10
+0
+0
CHA
10
+0
+0
12
Armor Class
+1
Initiative
25
Speed
25
Climb
Hit Points
7
/ 7 max
Hit Dice: 1d6
Arcane Charges
2
INT Modifier (min 1)
☐ ☐
Passive Perception 10
Skills
+1
Acrobatics
(DEX)
+0
Animal Handling
(WIS)
+2
Arcana
(INT)
-2
Athletics
(STR)
+0
Deception
(CHA)
+2
History
(INT)
+2
Insight
(WIS)
+0
Intimidation
(CHA)
+2
Investigation
(INT)
+2
Medicine
(WIS)
+4
Nature
(INT)
+0
Perception
(WIS)
+0
Performance
(CHA)
+2
Persuasion
(CHA)
+2
Religion
(INT)
+1
Sleight of Hand
(DEX)
+1
Stealth
(DEX)
+0
Survival
(WIS)
Attacks & Spellcasting
Name Atk Damage Range
Light Crossbow* +4 1d8+1 piercing 80/320
Acid Splash DC 12 1d6 acid 60 ft
Dagger +3 1d4+1 piercing 20/60
Poisonous Skin 2d4 poison Touch
*Bonded Weapon (INT to attack, magical, summon as bonus action)
Cantrips Known
Acid Splash
60ft, DEX save, 1d6 acid. Can target 2 creatures within 5ft of each other.
Mage Hand
30ft, create spectral hand. Manipulate objects, open doors, retrieve items. 10 lb limit.
Class Features
Arcane Bond
Your light crossbow is bonded. Benefits:
• Use INT (+2) for attack rolls instead of DEX
• Weapon counts as magical
• Summon to hand as bonus action (60 ft)
• Use as spellcasting focus
Arcane Charges (Level 2)
At 2nd level: gain charges equal to INT mod. Used for Shot Formulas.
Spellcasting (Level 2)
At 2nd level: gain spellbook with 3 first-level spells. Half-caster progression.
Grung Racial Traits
Amphibious: Breathe air and water
Poison Immunity: Immune to poison damage and poisoned condition
Poisonous Skin: Creature that touches or grapples you takes 2d4 poison damage
Standing Leap: Long jump 25 ft, high jump 15 ft (from standing)
Water Dependency: Must immerse in water 1 hour/day or gain exhaustion
Proficiencies & Languages
Armor
Light armor
Weapons
Simple weapons, hand crossbow, light crossbow, heavy crossbow, blowgun
Tools
Alchemist's supplies, glassblower's tools
Languages
Common (broken), Grung, Dwarvish
Equipment
Leather armor (worn)
Light crossbow + 20 bolts (bonded)
Scholar's pack
Alchemist's supplies
Glassblower's tools
Component pouch
Waterproof spellbook (lily pad bound)
Guild letter of introduction
Traveler's clothes
Belt with potion vials
Brass-rimmed goggles
Worn notebook
Currency
CP
SP
EP
15
GP
PP
Wub'nik
Backstory & Personality
Appearance

Wub'nik stands just under three feet tall, his skin a rich gold that catches light like polished coin. Darker amber spots mottle his back and the tops of his arms—natural patterning, though chemical burns have left pale streaks across his left hand and forearm from years of work. His eyes are a startling yellow, bright as afternoon sun, and tend to fix on things with an unsettling analytical stillness.

A pair of brass-rimmed goggles rests perpetually pushed up on his forehead, the lenses stained faintly green from fume exposure. He wears a fitted leather harness over simple dark clothing, bristling with loops and pouches. Glass vials hang from his belt—some empty, some filled with liquids in colors that shouldn't exist in nature. A bandolier across his chest holds stoppered bottles, wax-sealed and labeled in cramped handwriting only he can read. One pouch at his hip bulges with the shape of a small, worn notebook.

He moves with the deliberate patience of someone who has learned that haste and chemicals don't mix.

Personality & Traits
Personality Traits
I narrate my thought process out loud—hypotheses, variables, expected outcomes. People find it unnerving.
 
I instinctively catalog people's physical weaknesses. Not maliciously—it's just how my brain works now.
Ideal
Redemption. My work was meant to heal. I'll prove that was always the point. (Good)
Bond
The Gilded Remedy is still out there, twisted into something horrible. I have to reclaim it or destroy it.
Flaw
I trusted the wrong people once. Now I struggle to trust anyone fully.
Key NPCs
Overseer Aldric Vane
Former supervisor. Human bureaucrat who managed the operation on paper while doing no actual chemistry. Lazy, ambitious, resentful. Orchestrated the coup. Enemy.
Krik'tal (deceased)
Lab partner. The careful one who triple-checked measurements. Killed during the coup because he wasn't useful without Wub'nik. His death haunts you.
Backstory

Chief Formulator Wub'nik was the brain behind a hidden swamp territory operation—a laboratory complex built specifically for him and his work. While his supervisor, Overseer Aldric Vane, handled paperwork and government liaisons, Wub'nik created. His masterwork was the Gilded Remedy, a compound designed to neutralize fevers across entire villages.

He believed he was helping people. He believed the governments funding his work wanted to cure illness. He never left the lab to see how his creations were actually being used.

The Gilded Remedy became a nerve agent.

His colleagues—humans who had tolerated the "useful frog" as long as he produced results—decided they didn't need him anymore. They staged a coup. Wub'nik had suspected something was wrong from the way they'd been acting, and when they finally moved against him, he was ready. A toxic smoke screen bought him time to escape.

Krik'tal, his fellow grung and lab partner, wasn't so lucky. They killed him. Probably would have done the same to Wub'nik if he hadn't run.

Now Wub'nik is a common frog for the first time in his life. He's seen the damage his work has caused. He's seen what happens when you trust the wrong people with your creations.

His goals are clear: shut down the weaponization of his formulas. Reclaim or destroy the Gilded Remedy. The traitors are secondary—but if Aldric Vane happens to learn what Wub'nik's chemicals really do along the way, that wouldn't be unwelcome.

He's quiet now. Speaks only when it would be helpful. Overthinks every interaction because trust doesn't come easily anymore. But his mind is still sharp, and the same skills that created poisons can create something better.

If he can prove that was always the point.

Roleplaying Notes
Communication Style
Quiet but speaks when it would be helpful. Common isn't great—speaks with a thick accent and sometimes struggles for words. Overthinks whether to share information due to trust issues.
Water Dependency
Seeks out streams and ponds to immerse daily. Considering rigging up a portable water transport system. Getting dry makes him irritable and sluggish.
Habits
Mutters hypotheses aloud. Examines new people with uncomfortable intensity. Takes notes on everything. Handles vials with obsessive care.
Level 3 Planning: Battle Chemist
Subclass Battle Chemist
Toxic Catalyst Poison resist, 20ft climb, speak w/ amphibians
Gold Innate Formula +1d4 psychic damage (free 1/short rest)
Experimental Toxicology +1 bonus formula, poisoner's kit prof
Shot Formulas (Lvl 2) 2 known, applied on hit for 1 charge
Session Notes