Hans Holbek

Hans Holbek is the Party's initial ally as they comb the Caves of Therius. After the attack, he reveals himself as a researcher at Bruxaria, a school for magic.

Background
Even with high Charisma rolls, Holbek doesn't tell the party much about his past, other that he's from a Lightfoot village in the riverland of Lomland and has lived at Bruxaria most of his life.

Class- Sorcerer
Saving Throws: Constitution, Charisma

Ignite
At 1st level, as an action, you can magically ignite a flammable object you touch with your hand.

Mantle of Flame
Starting at 1st level, as a bonus action, you magically wreathe yourself in swirling fire. For 1 minute, you gain the following benefits: Once you use this feature, you can't use it again until you finish a long rest.
 * You shed bright light in a 30-foot radius and dim light for an additional 30 feet.
 * Any creature takes fire damage equal to your Charisma modifier if it hits you with a melee attack from within 5 feet of you or if it touches you.
 * Whenever you roll fire damage on your turn, the roll gains a bonus equal to your Charisma modifier.

Phoenix Spark
Starting at 6th level, if you are reduced to 0 hit points, you can use your reaction instead be reduced to 1 hit point, and each creature within 10 feet of you takes fire damage equal to half your sorcerer level + your Charisma modifier.

If you use this feature while under the effects of your Mantle of Flame, this feature instead deals fire damage equal to your sorcerer level + double your Charisma modifier, and your Mantle of Flame immediately ends. Once you use this feature, you can't use it again until you finish a long rest.

Traits and Proficiencies

 * Lucky: When you roll a 1 on the d20 for an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.


 * Halfling Nimbleness: You can move through the space of any creature that is of a size larger than yours.
 * Proficiencies: Arcana, Deception, History, Persuasion

Spellcasting

 * Spell Attack Modifier: 8
 * Spell Save DC: 16
 * Sorcery Points: You have 6 sorcery points.

Flexible Casting
You can use your sorcery points to gain additional Spell Slots, or sacrifice Spell Slots to gain additional sorcery points. You learn other ways to use your sorcery points as you reach higher levels.

Creating Spell Slots: You can transform unexpended sorcery points into one spell slot as a  bonus action on your turn. The created spell slots vanish at the end of a long rest. The Creating Spell Slots table shows the cost of creating a spell slot of a given level. You can create spell slots no higher in level than 5th. Converting a Spell Slot to Sorcery Points: As a bonus action on your turn, you can expend one spell slot and gain a number of sorcery points equal to the slot's level.

Metamagic
You can use only one Metamagic option on a spell when you cast it, unless otherwise noted.
 * Careful Spell: When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell's full force. To do so, you spend 1 sorcery point and choose a number of those creatures up to your Charisma modifier (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell.
 * Empowered Spell: When you roll damage for a spell, you can spend 1 sorcery point to reroll a number of the damage dice up to your Charisma modifier (minimum of one). You must use the new rolls. You can use Empowered Spell even if you have already used a different Metamagic option during the casting of the spell.