Spellcasting
You can cast prepared Wizard spells using Intelligence as your spellcasting ability. Your spell save DC and spell attack bonus are determined by your Intelligence modifier and proficiency bonus.
You can cast prepared Wizard spells using Intelligence as your spellcasting ability. Your spell save DC and spell attack bonus are determined by your Intelligence modifier and proficiency bonus.
Once per Long Rest when you finish a Short Rest, you can regain expended spell slots. The total levels of the slots regained can't exceed half your Wizard level, rounded up.
Ulric is a versatile human adapted to hard courts and harder winters. He is quick to learn, difficult to read, and persistent when a task becomes a fixation.
Ulric specializes in misdirection, veiled movement, and false imagery. His magic is built to distract, conceal, and make witnesses doubt what they saw.
When you cast Minor Illusion, you can create both a sound and an image with the spell, as long as you create them within the spell's normal limits.
Ulric has spent years in archives, sealed chapels, and winter records rooms. He knows where old truths are hidden and how institutions bury them.
Ulric's focus sharpens his intellect, raising his spellcasting potency and his control over winter-ridden deceptions.
Ulric typically prepares deceptive and defensive magic before battle. His favorite opening is Minor Illusion or Burning Hands to break line of sight, then Ray of Frost to punish a target that tries to escape. He relies on Mage Armor and Shield to stay alive, and he uses Misty Step only if the DM allows a custom spell substitution from his hidden ritual practice; otherwise he retreats through terrain and illusion.
A target's AC becomes 13 + its Dexterity modifier for 8 hours if it isn't wearing armor.
You gain a +5 bonus to AC until the start of your next turn, including against the triggering attack.
Three glowing darts of force automatically hit creatures of your choice within range.
You gain temporary hit points for 1 hour, reinforcing Ulric's habit of surviving by anticipation rather than courage.
A cone of fire erupts from your hands, ideal for his planned dimensional distraction and corridor denial.
A chilling beam deals cold damage and reduces the target's speed, matching Ulric's controlled winter violence.
Create a sound or image to misdirect witnesses, conceal movement, or bait enemies into the wrong corridor.
Ulric's first and most dangerous obsession is to prove that the brooch implicated in the princess's death was never the true mechanism of the castle's old wards. He believes the royal family, the missing queen, and the sealed winter power are all linked to an older lock hidden beneath Hearthbrin. To complete this quest, he must recover the original warding record from the crypt archive, identify the older mechanism known only in fragments, and decide whether to use that knowledge to rescue his sister or to preserve his own version of the truth. This quest forces him to confront the fact that his desperate attempt to move the heirloom into royal hands caused the disaster he now hides behind etiquette and blame-shaping.
Search the sealed archive below the crypt for the oldest registry of the brooch, the queen's absence, and the rite that predates the steward's line.
Steal the record and bury the evidence.
Reveal the archive to the rightful authorities.
Ulric's missing sister is the emotional center of his obsession. He calls her broken not because she is weak, but because she was split apart by the same blood-oath and winter bargains that shaped him. He believes she is still alive, hidden, altered, or trapped somewhere beneath the kingdom's frozen memory. This quest requires him to trace the sister's last known path through the crypt-gardens, recover the ritual stains left behind by the First Winter influence, and decide whether to save her as she is or use her as proof that his loyalties were never mistaken. The tragedy is that every step toward her rescue also edges him closer to the greater power he fears and serves.
Follow the trail of old moss, salt frost, and ritual ash into a hidden garden below the castle.
Rescue her immediately, even if it opens the gate.
Keep her hidden until he can control the outcome.
Ulric's final personal quest is tied to his cryptic claim that the brooch is not the key, only a decoy. He suspects the true opening lies in an older, nearly forgotten route called the Herm's Heart, a hidden passage or ritual structure that predates the current castle ward. To discover it, he must descend into the deepest undercroft, survive the ghost-thin remnants of the old wardens, and choose whether to unlock the path for the queen's return, the master's power, or a bargain of his own making. This is the quest that determines whether he becomes a mere herald of the first winter or a tragic man who finally rejects the authority that enslaved him.
Navigate the deepest sealed chambers where the old stone still remembers the first oath.
Open the way and accept the consequences.
Destroy the way and break his master's claim on him.
The princess dies after Ulric's brooch test goes wrong, and the court is ready to blame outsiders.
Confess that he accelerated the transfer of the heirloom and caused the disaster.
This choice may cost him his position, his standing, and possibly his life, but it could also break the chain of lies surrounding the queen's disappearance. Mechanically, confession can shift him toward support from lawful or clerical factions while reducing the power of his manipulative social play.
His sister remains missing, and he has a lead that could save her or expose the gate.
Save his sister now, even if it destabilizes the seal below the castle.
He becomes more emotionally driven and potentially more reckless. Mechanically, he may gain access to a rescue-focused boon, but he risks unleashing winter entities or exposing the party to a tougher final confrontation.
His master still holds a blood-oath over him, and the deeper power offers certainty in exchange for obedience.
Break the oath and reject the master, or deepen the pact for greater control.
Rejecting the oath can reduce his magical leverage but make him a genuine agent of change. Accepting it can grant stronger battlefield control, but it cements his role as herald of the campaign's larger evil.
The instant the princess turns to ash in his carefully prepared hall.
Ulric realizes that his caution did not prevent catastrophe; it merely made the catastrophe elegant. His obsession hardens, and every later choice is made under the shadow of that failure.
Prioritizes defensive and misdirection spells over direct force.
Becomes more whisper-calm and ritualized under pressure.
He discovers the brooch was never the true key.
Ulric's worldview shifts from 'I must fix the object' to 'I must understand the older system.' This expands his danger dramatically, because he starts using scholarship as justification for morally catastrophic acts.
Increases reliance on Arcana and Investigation in play.
Uses illusion and terrain control before direct damage.
He is spared or defeated without being killed.
For the first time, Ulric experiences an outcome not built from control, fear, or obligation. If he yields, he may become the campaign's most useful reluctant informant instead of its final liar.
May shift from enemy to uneasy neutral or ally status.
Can reveal the queen's location and the hidden route beneath the castle.
Veyra was the only person who could call Ulric by his childhood name and make him stop pacing. They grew up in the service corridors and winter gardens beneath the court, learning to read pressure changes in stone, the habits of servants, and the consequences of being useful to people above their station. When the blood-oath began to bind their family to a crazed master, Veyra tried to resist it openly; Ulric learned to survive it by becoming careful, quiet, and indispensable. He now speaks of her as if she is a wound that thinks, but the truth is more painful: he loves her, fears her judgment, and cannot bear the possibility that she may have been right about him all along.
Edgar represents the court Ulric has tried to serve and the grief he has now made impossible to face honestly. The king's search for his missing wife and his dead daughter are the living evidence of Ulric's failure, and every order from the throne tightens the noose around his conscience. Ulric believes Edgar cannot be allowed to see the whole truth until the older danger is contained, but that same choice makes him look like a liar and traitor.
Join thousands of players and create rich, detailed character backgrounds with Fable Fiesta!
Register to unlock personal quests, relationships, and narrative hooks!
Sign Up Now - It's Free!No credit card required. Start creating in minutes!