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Nuthas Dahlin, Human Wizard


herastor

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Very much a WiP. I copied the application format below and I have no idea what or who to be. Maybe some rolls to cure my analysis paralysis...
COMPLETE!

 

Nuthas Dahlin

Journeyman Ritualist of the Arcane Tower

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"I produce results. That's all you need to remember."

 

WIZARD 5

Medium humanoid male (human), true neutral


Armor Class 13 (16 mage armor; 21 shield)

Hit Points 32 ( 8 + 4d6(16) + 8 )
Speed 30' ft.


Senses passive perception 20' ft.

Languages common, dwarvish, primordial

Proficiency Bonus +3

 

ABILITIES & SKILLS 

Proficiency Bonus: +3

Strength 8 (-1)
Save -1 
Athletics -1


Dexterity 16 (+3) 
Save +3 
Acrobatics +3 | Sleight of Hand +3 | Stealth +3


Constitution 14 (+2)
Save +2 
No skills associated.


Intelligence 18 (+4)
Save +7 
Arcana +10(E) | History +7Investigation +7 | Nature +7 | Religion +7


Wisdom 10(+0)
Save +3
Animal Handling +0 | Insight +0 | Medicine +0 | Perception +0 | Survival +0


Charisma 10 (+0) 
Save +0 
Deception +0 | Intimidation +0 | Performance +0 | Persuasion +3

(E) denotes expertise. / Bold denotes proficiency.

 
PROFICIENCIES & ABILITIES

 PROFICIENCIES

  • Tools Alchemist's Supplies
  • Instruments None
  • Weapons Daggers, darts, light crossbows, slings, staves 
  • Armors None

WIZARD CLASS ABILITIES
Arcane Recovery | Ritual Casting | Arcane Tradition (Academic Wizard) | Efficient Spell Recovery

Simplified Spell RitualsStarting at 2nd level, you have mastered conducting rituals by focusing on their most fundamental structures. Instead of the usual 10 minutes required to cast ritual spells, you can cast the ritual version of a spell in 1 minute.


RACIAL TRAITS
Skills | Feat 


FEATS
Skill Expert | ASI

 

WEAPONS

WEAPONS

  • Fire Bolt +7 to hit for (2d10) fire, magic damage. | Sets fires (120)
  • Dagger +6 to hit for (1d4+3) piercing damage. | Finesse, light, thrown (20/60)
  • Mind Sliver DC 15 INT save for (2d6) psychic, magic damage. | -1d4 to target's next saving throw (60)

 

SPELLS

SPELL SLOTS 4/4 (1st), 3/3 (2nd), 2/2 (3rd)

  • Wizard - Spell Save DC: 15 | Spell Attack Mod: +7 | Spells Prepared: 9

CANTRIPS (Wizard)

Mind Sliver |  Fire Bolt | PrestidigitationMending 


FIRST LEVEL (Wizard)

Shield | Mage Armor | Detect Magic (C/R)Magic Missile | Catapult


SECOND LEVEL (Wizard)

Misty Step (B)Shatter 


THIRD LEVEL (Wizard)
CounterspellBestow Curse (C)

(C) Denotes concentration. / (R) Denotes reaction spell. / (B) Denotes bonus action spell.

 

WIZARD'S SPELLBOOK

These spells are not available unless they have been prepared ahead of time. (Unless they are a ritual.)

FIRST LEVEL

Shield | Detect Magic (C/R) | CatapultComprehend Languages (R) | Mage Armor |  Identify (R)Magic Missile | Unseen Servant (R)


SECOND LEVEL

Misty Step (B)2nd-level conjuration

Casting Time: 1 bonus action

Range: Self

Components: V

Duration: Instantaneous

Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see.
| Shatter2nd-level evocation

Casting Time: 1 action

Range: 60 feet

Components: V, S, M (a chip of mica)

Duration: Instantaneous

A sudden loud ringing noise, painfully intense, erupts from a point of your choice within range. Each creature in a 10-foot-radius sphere centered on that point must make a Constitution saving throw. A creature takes 3d8 thunder damage on a failed save, or half as much damage on a successful one. A creature made of inorganic material such as stone, crystal, or metal has disadvantage on this saving throw.

A nonmagical object that isn't being worn or carried also takes the damage if it's in the spell's area.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.
 | Augury (R)2nd-level divination (ritual)

Casting Time: 1 minute

Range: Self

Components: V, S, M (specially marked sticks, bones, or similar tokens worth at least 25 gp)

Duration: Instantaneous

By casting gem-inlaid sticks, rolling dragon bones, laying out ornate cards, or employing some other divining tool, you receive an omen from an otherworldly entity about the results of a specific course of action that you plan to take within the next 30 minutes. The DM chooses from the following possible omens:

*Weal, for good results
*Woe, for bad results
*Weal and woe, for both good and bad results
*Nothing, for results that aren't especially good or bad

The spell doesn't take into account any possible circumstances that might change the outcome, such as the casting of additional spells or the loss or gain of a companion.

If you cast the spell two or more times before completing your next long rest, there is a cumulative 25 percent chance for each casting after the first that you get a random reading. The DM makes this roll in secret.
 | Gentle Repose (R)2nd-level necromancy (ritual)

Casting Time: 1 action

Range: Touch

Components: V, S, M (a pinch of salt and one copper piece placed on each of the corpse's eyes, which must remain there for the duration)

Duration: 10 days

You touch a corpse or other remains. For the duration, the target is protected from decay and can't become undead.

The spell also effectively extends the time limit on raising the target from the dead, since days spent under the influence of this spell don't count against the time limit of spells such as raise dead.


THIRD LEVEL

Counterspell3rd-level abjuration

Casting Time: 1 reaction, which you take when you see a creature within 60 feet of you casting a spell

Range: 60 feet

Components: S

Duration: Instantaneous

You attempt to interrupt a creature in the process of casting a spell. If the creature is casting a spell of 3rd level or lower, its spell fails and has no effect. If it is casting a spell of 4th level or higher, make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a success, the creature's spell fails and has no effect.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the interrupted spell has no effect if its level is less than or equal to the level of the spell slot you used.
 | Bestow Curse (C)3rd-level necromancy

Casting Time: 1 action

Range: Touch

Components: V, S

Duration: Concentration, up to 1 minute

You touch a creature, and that creature must succeed on a Wisdom saving throw or become cursed for the duration of the spell. When you cast this spell, choose the nature of the curse from the following options:

*Choose one ability score. While cursed, the target has disadvantage on ability checks and saving throws made with that ability score.
*While cursed, the target has disadvantage on attack rolls against you.
*While cursed, the target must make a Wisdom saving throw at the start of each of its turns. If it fails, it wastes its action that turn doing nothing.
*While the target is cursed, your attacks and spells deal an extra 1d8 necrotic damage to the target.

A remove curse spell ends this effect. At the DM's option, you may choose an alternative curse effect, but it should be no more powerful than those described above. The DM has final say on such a curse's effect.

At Higher Levels. If you cast this spell using a spell slot of 4th level or higher, the duration is concentration, up to 10 minutes. If you use a spell slot of 5th level or higher, the duration is 8 hours. If you use a spell slot of 7th level or higher, the duration is 24 hours. If you use a 9th level spell slot, the spell lasts until it is dispelled. Using a spell slot of 5th level or higher grants a duration that doesn't require concentration.

(C) Denotes concentration. / (R) Denotes reaction spell. / (B) Denotes bonus action spell.

 

EQUIPMENT & ENCUMBERANCE

TOTAL ENCUMBERANCE (24 lbs.)

  • Weight: 24 lbs. / 120 lbs. max. (15 x STR Score)
  • Status: Unencumbered
  • Penalty: None

MONEY POUCH (0 lbs.)

Copper: 0 | Silver: 0 | Gold: 610 | Obsidian: 0 | Platinum: 0

(304 Coins x .02 lbs. = 12.2 lbs. Total Weight)


EQUIPEMENT READIED (9 lbs.)

Equipped items can be retrieved with a manipulate item interaction.

  • Armor (6 lbs.) Fine Clothes - 6 lbs.
  • Weapons (1 lbs.) Dagger - 1 lb.  
  • Readied Items (2 lbs.) Spell Component Pouch - 2 lbs.

EQUIPMENT STORED (15 lbs.)

Stored items can be retrieved with an action.

  • In Bag of Holding (15 lbs.; 37.2/500 lbs.)* Backpack - 5 lbs. | Book of Lore - 5 lbs. | Spellbook - 3 lbs | Alchemist's Supplies - 8 lbs. | Merchant's Scale - 3 lbs. | (10) Sheets of Parchment | Little Bag of Sand | Bottle of Ink | Ink Pen | Small Knife | Pouch w/ Coin - 13.2

EQUIPMENT NOT CARRIED (--)

  • At Home None

* Denotes magic item (see below)

 

MAGIC ITEMS

NON-ATTUNED

Bag of HoldingWondrous Item, uncommon

This bag has an interior space considerably larger than its outside dimensions, roughly 2 feet in diameter at the mouth and 4 feet deep. The bag can hold up to 500 pounds, not exceeding a volume of 64 cubic feet. The bag weighs 15 pounds, regardless of its contents. Retrieving an item from the bag requires an action.

If the bag is overloaded, pierced, or torn, it ruptures and is destroyed, and its contents are scattered in the Astral Plane. If the bag is turned inside out, its contents spill forth, unharmed, but the bag must be put right before it can be used again. Breathing creatures inside the bag can survive up to a number of minutes equal to 10 divided by the number of creatures (minimum 1 minute), after which time they begin to suffocate.

Placing a bag of holding inside an extradimensional space created by a handy haversack, portable hole, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it to a random location on the Astral Plane. The gate then closes. The gate is one-way only and can’t be reopened.


ATTUNED (0/3)

 

APPEARANCE

Age 24 | Height 6' | Weight 140 lbs. | Hair White Top; Black Undercut | Eyes Silver | Complexion Fair


Nuthas Dahlin is not one for normalcy or conformity. Life has given no reason to respect either. Conforming just means that others make your choices for you. Normal is just another word for boring. He lives his life on his own terms, and any exceptions to that are the ones he allows or has no choice but to accept. Naturally, this individualist attitude is reflected in how he presents himself.

 

One of his most prominent features is the tattoos that scrawl across his body. Lighting with their own radiance as he summons his magic, they're also an adaptation of the same markings the Gorso make use of to help with their spellcasting. That might not be the only thing he got from them, however. His silver eyes and hair make is very likely that he's blood related to Culveer Gorso, who shares those very traits.

 

Despite his ornery nature, he still sees the value in looking presentable. Currently his tastes trend towards patterned tunic coats over a longer tunic beneath. Cream and cloudy blue, with just a hint of warmer color, seem to be his favorite combinations. All of it, of course, is made from the best materials he can afford.

 

BACKGROUND

Failed Merchant
Source Acquisitions
Incorporated


  • Personality Traits: To prosper, you have to be in control.
  • Ideals: Survival. Where there's life, there's hope. If I remain alive and flexible, I can succeed.
  • Bonds: If I take care of my possessions, they'll take care of me. People come and go, but a weapon or a wand is something you can always rely on.
  • Flaws: Nothing gets between me and danger except my fellow adventurers. So I'll be sure to put them there.

Background Feature: Supply ChainFrom your time as a merchant, you retain connections with wholesalers, suppliers, and other merchants and entrepreneurs. You can call upon these connections when looking for items or information.


BACKSTORY

It's fair to say that the shores of red Nenock raised Nuthas. He certainly spent enough time on those stained shores, escaping a hard life as a prostitute's son. Vesta Dahlin did her best to provide for her child, but sometimes it was just safer for him to be away from the Flirty Nymph and its primary clientele; the Gorsos. It was during one of these excursions that Nuthas had his first fateful encounter with Thenoada Youf.

 

Thenoada was there to study the unique properties of the river. An alchemist by trade and preference, she expected to deal with the Gorso and their peculiarities. She never would've imagined finding a quick learner and apt guide in Nuthas. The child, with an age that hadn't hit double digits, even managed to surprise her with his own thoughts and insights into the red water. Knowing she'd stumbled on a rare talent, Thenoada encouraged him to study in his spare time and assigned him the task of learning the magical arts on his own. If he impressed her with his growth, then she'd personally recommend him to the Arcane Tower. Nuthas had never imagined a life beyond the one he was shackled to, but now that he could... He could dream of anything else. By hook and crook, he rose to Thenoada's challenge and secured a chance at a better life.

 

Or he thought he did.

 

Becoming a student in the Tower was a different experience altogether. He struggled to meet the expectations placed on him by the institution's administrators. He was never good enough or smart enough, always lacking. To his credit, he did complete his twelve years there; however, he left feeling neither accomplishment nor success. The outside world wasn't any kinder. Performing magical services for clients as an independent contractor kept him fed, but little else. Even trying to set up his own shop only brought him into conflict with his alma mater. That brought his meager cash flow to an abrupt stop. Without any other avenues available, Nuthas became a low adventurer.

 

Name
Class
10
1d10 10
Subclass
1
1d4 1
Strata
1
1d6/2 2
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