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Elspeth Nerinen, High Elf Wizard


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Elspeth 3.png

 

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ELSPETH NERINEN

HIGH ELF WIZARD 1


Age 73 Height 5 feet 4 inches
Weight 115 pounds

Size Medium

Culture High Elf Background: Bibliophile

 

VITALS
HIT POINTS
6
HIT DICE
1 (1d6)
ARMOR CLASS
11

 
SPEED
30 ft.

 
MANEUVER DC
11
PERCEPTION
10 (passive)
IMMUNITIES
None
INSIGHT
14 (Passive)
RESISTANCES
None
VULNERABLE
None

 

SKILLS & SAVES

image.png.a8ac8d0a532261610f4c998a925c8344.png STRENGTH 8 (-1) Athletics -1

Strength Save -1


image.png.a8ac8d0a532261610f4c998a925c8344.png DEXTERITY 12 (+1) Acrobatics +3, Sleight of Hand +1, Stealth +1

Dexterity Save +1


image.png.a8ac8d0a532261610f4c998a925c8344.png CONSTITUTION 11 (+0)

Constitution Save +0


image.png.a8ac8d0a532261610f4c998a925c8344.png INTELLIGENCE 18 (+4) Arcana +6, Engineering +4, History +6, Investigation +6, Nature +4, Religion +6

Intelligence Save +6


image.png.a8ac8d0a532261610f4c998a925c8344.png WISDOM 10 (+0) Animal Handling +0, Culture +2, Insight (Int) +4, Medicine +0, Perception +0, Survival +0

Wisdom Save +2


image.png.a8ac8d0a532261610f4c998a925c8344.png CHARISMA 12 (+1) Deception (Int) +4, Intimidation (Int) +4, Performance +1, Persuasion (Int) +4

Charisma Save +1


Bold denotes Proficiency
(Red denotes expertise)

 

PROFICIENCIES & LANGUAGES

Armor None
Weapons Rapiers, longswords, d
aggers, darts, slings, and quarterstaffs
Tools alchemist’s supplies, calligrapher’s supplies
Senses Darkvision 60 ft.


Languages Common, Elvish, Draconic, Celestial

 

CLASS AND ARCHTYPE: WIZARD 

Wizards work in all manners of occupations, applying their unique understanding of magic to various kinds of work. Each pride themselves in their discoveries and they are always on the lookout for more spells to add to their repertoire. Some are quiet about their findings while others eagerly debate peers in a library over the perfect material components for spells, the most suitable for certain situations, and clever uses of common arcana. Studious wizards spend years upon years (often under strict teachers and buried in books) learning the basis and workings of the omnipresent force of magic. These mages commonly see magic as a means to power or as a way to enrich their mind. Whether they seek magical power for combat, utility, or both, for them understanding the world is the same as further mastering their control over supernatural forces.

www.levelup5e.com

 

Arcane Recovery (Wizard Lvl 1) (1/1 available). Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your wizard level (rounded up), and none of the slots can be 6th-level or higher. 

 

OTHER ABILITIES, FEATURES & FEATS 

Fey Ancestry (elf). Elspeth gains an expertise die on saving throws against being charmed, and magic can’t put her to sleep.

 

Darkvision (elf). Having your ancestral origins in the twilight realms, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.

 

Trance (elf). Elves don’t need to sleep. Instead, they meditate deeply, remaining conscious (the Common word for such meditation is “trance.”) While meditating, you can dream after a fashion; such dreams are actually mental exercises that became reflexive through years of practice. When you take a long rest, you spend 4 hours in your trance state (instead of sleeping for 6 hours). During the trance you suffer no penalty to passive Perception. A long rest remains 8 hours for you as normal, and the remainder of the time must be filled only with light activity.

 

Prescient Vision (elf) (1/1 available). Glance the Future. Your eyes can see a few moments into the future, and your mind apprehends the divergent possibilities. Once between rests you can use a bonus action to roll a d20 and record the result. Before the end of your next short or long rest, when a creature you can see within 60 feet makes an ability check, attack roll, or saving throw, you can use your reaction to replace their roll with your recorded result. When the creature is also rolling an expertise die, only the d20 roll is replaced. When the creature is rolling more than one d20, such as when it has advantage or when a halfling is using their Lucky trait, the replacement applies to the creature’s final roll. Once you use this feature, you cannot use it again until you finish a short or long rest.

 

Cunning Diplomat (High Elf). You can always choose to use Intelligence when making a Deception, Insight, Intimidation, or Persuasion check.

 

High Elf Education (High Elf). You are proficient in Culture and one additional skill of your choice (Acrobatics).

 

High Elf Weapon Training (High Elf). You have proficiency with rapiers and longswords.

 

Magical Versatility (High Elf). You know a cantrip of your choice, which can be chosen from any spell list (Sacred Flame). Your spellcasting ability score for this cantrip is Intelligence.

 

Languages (High Elf). You can speak, read, write, and sign in Common, Elvish, and Celestial.

 

BACKGROUND: BIBLIOPHILE

You love few things more than a good book, and as a result, Odd Stories is your favorite shop in Otari. The bookseller Morlibint supplies you with fiction, anthologies, and other delightful reads, and he’s always eager to discuss his latest finds with you. You know that imagination is the greatest magic, but a working knowledge of actual magic helps, too.

Ability Score Increases: +1 to Intelligence and one other ability score (Wisdom).

Skill Proficiencies: Arcana and Investigation.

Tool Proficiencies: Calligrapher's Supplies

Languages: One language of your choice (Draconic).

Feature: Lover of Lore You have spent countless hours in libraries, and you have a knack for finding rare and obscure information. When you attempt to learn or recall a piece of lore, if you do not know that information, you often know where and from whom you can obtain it. Usually, this information comes from a library, scriptorium, university, or a sage or other learned person or creature. Your DM might rule that the knowledge you seek is secreted away in an almost inaccessible place, or that it simply cannot be found. Unearthing the deepest secrets of the multiverse can require an adventure or even a whole campaign.

Arcane Sense: You have an innate sense for detecting magic. As an action, you can open your awareness to magically detect the presence of spellcasting or the use of magic items within 60 feet of you. This sense can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

Connection: You have a long-standing rivalry with a fellow scholar who believes that imagination is frivolous compared to the pursuit of hard facts. This rivalry often leads to heated debates and a competitive drive to outdo each other in academic achievements.

Memento: A weathered bookmark made from an unknown material, given to you by Morlibint after you found an extremely rare tome for him. It’s rumored to have magical properties that you have yet to unlock.

 

DESTINY: KNOWLEDGE

Elspeth seeks universal truths too vast and terrible for mortal minds to comprehend, or untold secrets hidden away from inquiring minds. She fulfills her destiny of Knowledge and gains her fulfillment feature when she has a true epiphany.

SOURCE OF INSPIRATION

Learning. Elspeth gains inspiration whenever she makes an arcane, divine, scholastic, or scientific discovery.

FULLFILLMENT FEATURE

Converging Theories. Elspeth’s understanding has bridged the gaps and she joins what once was disparate into a unified scientific and spiritual theory.  Her Intelligence, Wisdom, and Charisma scores each increase by 2 and their maximums each become 22.

INSPIRATION FEATURE

image.png.fcf31a364bc94b86835dcbc82eff559d.png Critical Evaluation. As a bonus action, Elspeth may spend her inspiration to quickly evaluate a creature or item she can see, accurately determining one objective attribute of her choice. When evaluating a creature, she may determine its resistances, immunities, vulnerabilities, what languages it speaks, or its armor class. When evaluating an object, she may determine if it is magical, poisonous, cursed, trapped, or its approximate value.

 

EQUIPMENT

Clothes (fine), dagger, wand (arcane focus), backpack, blanket, mess tin, rations (4 supplies), waterskin, pouches x2, spellbook, weathered bookmark, Ink (1 ounce bottle), Inkpen, Parchment (10 sheets), soap x2, tinderbox, candle holder, candles (x6)

Maximum Supply: 8
Maximum Bulk: 1

 

WEALTH

COIN POUCH

Copper: 0 | Silver: 5 | Electrum: 0 | Gold: 5 | Platinum: 0


BANKED COIN

Copper: 0 | Silver: 0 | Electrum: 0 | Gold: 0 | Platinum: 0


ITEMS OF VALUE (Gems, Art, Jewelry, etc.)

1.
2.
3.

 

MAGIC ITEMS

ATTUNED ITEMS (Maximum of 3)


1.
2.
3.

NON-ATTUNED ITEMS


1.
2.
3.

CONSUMABLES


1.
2.
3.

 

COMBAT

image.png.62206a923a5c1eea3023189185b4fafd.png Action image.png.fcf31a364bc94b86835dcbc82eff559d.png Bonus Action image.png.764ea8e968045aafe287a5a866d19e7f.png Reaction

ATTACKS

image.png.62206a923a5c1eea3023189185b4fafd.png Dagger +3 to hit; reach 5 ft; one target; 4 (1d4+1) piercing damage.

Dual-wielding. This weapon is designed to be wielded in concert with another weapon. When wielding another weapon in your main hand that does not have the heavy property, you can use your bonus action to make an attack with this weapon.

Finesse. You may choose to use your Dexterity modifier for attack and damage rolls made with this weapon (included).


 

 

SPELLCASTING & SPELLBOOK

Caster Level 1 | Spell Casting Ability Intelligence | Spell Save DC 14 | Spell Attack +6


CANTRIPS
 

image.png.fcf31a364bc94b86835dcbc82eff559d.png Prestidigitation (V, S). You wield arcane energies to produce minor effects within 30 feet. Choose one of the following:

  • Create a single burst of magic that manifests to one of the senses (for example a burst of sound, sparks, or an odd odor).
  • Clean or soil an object of 1 cubic foot or less.
  • Light or snuff a flame.
  • Chill, warm, or flavor nonliving material of 1 cubic foot or less for 1 hour.
  • Color or mark an object or surface for 1 hour.
  • Create an ordinary trinket or illusionary image that fits in your hand and lasts for 1 round.

You may cast this spell multiple times, though only three effects may be active at a time. Dismissing each effect requires an action.

image.png.62206a923a5c1eea3023189185b4fafd.png Fire Bolt (V, S). You cast a streak of flame at the target. Make a ranged spell attack. On a hit, you deal 1d10 fire damage. An unattended flammable object is ignited. This spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).

image.png.62206a923a5c1eea3023189185b4fafd.png Minor Illusion (S, M). This spell creates a sound or image of an object. The illusion disappears if dismissed or Cenya casts the spell again. Cenya may create any sound she chooses, ranging in volume from a whisper to a scream. She may choose one sound for the duration or change them at varying points before the spell ends. Sounds are audible outside the spell’s area.

Visual illusions may replicate any image and remain within the spell’s area, but cannot create sound, light, smell, or other sensory effects.

The image is revealed as an illusion with any physical interaction as physical objects and creatures pass through it. An Investigation check against Cenya’s spell save DC also reveals the image is an illusion. When a creature realizes the image is an illusion, the effects become fainter for that creature.

image.png.62206a923a5c1eea3023189185b4fafd.png Mage Hand (V, S). A faintly shimmering phantasmal hand appears at a point you choose within range. It remains until you dismiss it as an action, or until you move more than 30 feet from it. You can use an action to control the hand and direct it to do any of the following:

  • manipulate an object.
  • open an unlocked container or door.
  • stow or retrieve items from unlocked containers.

The hand cannot attack, use magic items, or carry more than 10 pounds.

image.png.62206a923a5c1eea3023189185b4fafd.png Sacred Flame (V, S). As long as you can see the target (even if it has cover) radiant holy flame envelops it, dealing 1d8 radiant damage. This spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8)
 


1ST-LEVEL (2/2 Slots) (Red denotes memorized spells)

image.png.62206a923a5c1eea3023189185b4fafd.png Sleep (V, S, M). You send your enemies into a magical slumber. Starting with the target with the lowest hit points (ignoring unconscious creatures), targets within the area fall unconscious in ascending order according to their hit points. Slumbering creatures stay asleep until the spell ends, they take damage, or someone uses an action to physically wake them. As each target falls asleep, subtract its hit points from the total before moving on to the next target. A target’s hit points must be equal to or less than the total remaining for the spell to have any effect. If the spell puts no creatures to sleep, the creature in the area with the lowest hit point total is rattled until the beginning of its next turn. Constructs and undead are not affected by this spell.

Cast at Higher Levels. The spell affects an additional 2d10 hit points worth of creatures for each slot level above 1st.

image.png.62206a923a5c1eea3023189185b4fafd.png Magic Missile (V, S). A trio of glowing darts of magical force unerringly and simultaneously strike the targets, each dealing 1d4+1 force damage.

Cast at Higher Levels. Evoke one additional dart and target up to one additional creature for each slot level above 1st.

image.png.62206a923a5c1eea3023189185b4fafd.png Mage Armor (V, S, M). Until the spell ends, the target is protected by a shimmering magical force. Its AC becomes 13 + its Dexterity modifier. The spell ends if the target dons armor, or if you use an action to dismiss it.

Cast at Higher Levels. The target gains 5 temporary hit points for each slot level above 1st. The temporary hit points last for the spell’s duration.

image.png.764ea8e968045aafe287a5a866d19e7f.png Shield (V, S). You create a shimmering arcane barrier between yourself and an oncoming attack. Until the spell ends, you gain a +5 bonus to your AC (including against the triggering attack) and any magic missile targeting you is harmlessly deflected.

image.png.764ea8e968045aafe287a5a866d19e7f.png Feather Fall (V, M). Magic slows the descent of each target. Until the spell ends, a target’s rate of descent slows to 60 feet per round. If a target lands before the spell ends, it takes no falling damage and can land on its feet, ending the spell for that target.

Cast at Higher Levels. When using a 2nd-level spell slot, targets can move horizontally 1 foot for every 1 foot they descend, effectively gliding through the air until they land or the spell ends.

image.png.62206a923a5c1eea3023189185b4fafd.png Detect Magic (V, S) (ritual, concentration). Until the spell ends, you automatically sense the presence of magic within range, and you can use an action to study the aura of a magic effect to learn its schools of magic (if any). The spell penetrates most barriers but is blocked by 3 feet of wood or dirt, 1 foot of stone, 1 inch of common metal, or a thin sheet of lead.

Cast at Higher Levels. When using a 2nd-level spell slot or higher, the spell no longer requires your concentration. When using a 3rd-level spell slot or higher, the duration increases to 1 hour. When using a 4th-level spell slot or higher, the duration increases to 8 hours

 


 

 

APPEARANCE

Elspeth Nerinen, while petite for an elf, carries an air of elegance and a subtle charm that complements her distinctive features. Her flowing white hair cascades like a silken waterfall, most often left to shimmer freely as it catches the light. Her honey-gold eyes, reminiscent of the warm glow of twilight, sparkle with intelligence and curiosity, reflecting her imaginative and introspective nature.

Her ears, sharply pointed more so than is usual even among her kind, add a touch of whimsicality to her appearance, perhaps hinting at her playful spirit and creative mind. Elspeth's features are finely drawn, with high cheekbones and a soft jawline that enhance her youthful appearance, giving her a look of delicate beauty rather than striking allure.

In terms of attire, Elspeth favors fine clothing that mirrors her high-born status and artistic inclinations. She often chooses flowing gowns of soft, shimmering fabrics that reflect her taste for the aesthetic and her affinity for luxury. Intricate embroidery, often featuring floral or arcane motifs, adorns her dresses, adding a layer of sophistication and personal flair.

Elspeth is seldom seen without a book or a scroll in hand, her thirst for knowledge as apparent in her appearance as in her actions. True to her habit, she always carries a small, ornate candle holder, its candle ready to be lit. This quirky habit underscores her romantic and slightly idiosyncratic nature, as she insists on the soft, flickering light of a candle to accompany her reading, regardless of the adequacy of the ambient light.

Her overall demeanor is graceful and measured. Despite her scholarly pursuits and her sometimes whimsical nature, there is a resilience in her posture and a readiness in her step that hint at her newfound life as an adventurer. Elspeth's attire, while beautiful, does not hinder her ability to embark on sudden journeys or face unexpected challenges, blending elegance with practicality—a true reflection of her complex personality and multifaceted life.

 

BACKSTORY

Elspeth hails from the metropolis of Absalom, on the Isle of Kortos. Born to a relatively prosperous merchant family of High Elves, Elspeth was introduced early to the finer things in life, surrounded by trinkets from far-flung corners of the world. Her father, a renowned trader of rare books and magical scrolls, always hoped Elspeth would follow in his scholarly pursuits.

From a young age, Elspeth exhibited a sharp intellect and an irresistible charm, making her a beloved figure among Absalom’s Elven society. Encouraged by her natural aptitude, her father enrolled her in the prestigious Luminous Arcanum, a school for aspiring wizards. However, Elspeth's highly imaginative, romantic, and wandering mind often drifted away during meticulous arcane lectures, drawn more to the world of dreams, poetry, and myths than to rigid discipline.

As her interest in formal studies waned, Elspeth turned her attention to the social scene of Absalom. She began to host extravagant gatherings using the gold that her parents had set aside for her dowry; at those gatherings, the city's intellectuals and artists would meet to exchange ideas, compose lyrical poetry, and debate over cups of rare – and expensive – elvish mead. It was during these nights that Elspeth's true talents shone through: her knack for storytelling, her ability to solve complex riddles presented by her guests, and her diplomatic grace that kept diverse groups in harmonious discourse.

Yet, as the gold dwindled, so too did the possibility of a sheltered life filled with idle pleasures. Facing the reality of her squandered fortune, Elspeth made a bold decision. She resolved to forge a new path as an adventurer, seeking both the thrill of the unknown and a chance to fund her continued self-education in the arcane arts. Her goal was clear: to rediscover and master the magical disciplines she had neglected, and to prove to herself and her family that her daydreams were not just flights of fancy, but visions of what could be.

With a mixture of excitement and trepidation, Elspeth left Absalom for the small port town of Otari, renowned for its retired adventurers, where she hoped she could learn more about her new trade and find her first missions. She has been living there for six months now, spending her last remaining coins, but also befriending the town’s eccentric oddities merchant, Wrin Sivinxi, as well as Morlibint, the bookseller at her favorite shop in Otari, a bookstore called Odd Stories.

Elspeth now seeks to fill the pages of her own story, not with words of imagined feats, but with the true tales of her adventures and discoveries. Her journey is one of self-discovery, magic, and the unending quest for knowledge.

 

Edited by Leonidas1789 (see edit history)
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Posted (edited)
ELSPETH NERINEN

HIGH ELF WIZARD 1 Elspeth token.png
image.png.30b924e658ca3da1577a1e996d5a58f6.png


AC: 11 | HP: 6/6 | Maneuver DC: 11 | Passive Perception/Insight: 10/14
Spell Slots: 1st 2/2 | Spell Attack: +6 | Spell DC: 14
Glance the Future: 1/1 | Arcane Recovery: 1/1 | DM Inspiration: 1/1




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Mechanics

Main Hand: Empty
Off Hand: Empty


Action: Your action goes here.
Bonus Action: Your bonus action goes here.
Move: Your movement goes here.
Manipulate: Your one free object interaction goes here.

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Edited by Leonidas1789 (see edit history)
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