Kevian Bretson (Prime Minister of Gwardonna) Character in D&D world | World Anvil
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Kevian Bretson (Prime Minister of Gwardonna)

Prime Minister Kevian Bretson

Four years after King Udoster Gellantara (Lionheart) gained the throne, Kevian Bretson, a powerful wizard, war hero, and hugely popular candidate, was voted into the prime minister's office by an overwhelming majority.   Immediately, Kevian Bretson began cracking down on the Kingdom's rampant criminal networks. While prime ministers had been promising to fight crime for decades, Kevian appeared to be much more successful at it, and the crime rate dropped precipitously. Most people rejoiced at the chance, but a few grumbled over the loss of freedoms associated with this change. Those with a keener sense of politics, meanwhile, noted the ease with which Kevian got his rulings past the king—virtually none of Kevian's new policies raised any objection from King Lionheart.   At the same time, King Lionheart began to act differently, becoming more withdrawn and acting as though under a great deal of stress. His public displays and appearances became less frequent, and when he did preside over celebrations, he did so with much less enthusiasm than before. In his place, Kevian Bretson took over many public relations duties, shaking hands, kissing babies, and providing many speeches. He even brought in a tradition whereupon, whenever he visited a town, he would personally greet each and every child born since his last visit.   While Gwardonna has always been a somewhat xenophobic kingdom, restrictions on travel have greatly increased as Kevian cautioned against allowing the disruptive element of foreigners into Gwardonna. Finally, four years ago, Kevian closed the borders altogether, allowing only a select few visitors escorted in by high-level officials. Rumors began to circulate that the forest along the border of Gwardonna harboured strange and horrific monsters, the results of magic gone horribly wrong.

Physical Description

General Physical Condition

Kevian Bretson is a human wizard, about 40-something. He is average height, a bit fat, with very little muscle. He has short, fleecy black hair, black eyes and pale skin. He has a square-jaw, Nixon nose and almond shaped eyes. He typically has a friendly expression, and tends to be well-liked.   He's got several magical tattoos. The Rune Master's Tattoo, on the side of his neck, looks like a stylized blue hand covered in constantly shifting runes. The Eagle's Tattoo, on his right leg, looks like a very stylized eagle. The Mesmerizing Tattoo is a shadowy swirl of runes trailing down his left arm. The Swirling Smoke Tattoo is a simple black eye on his right wrist, that slowly emanates shadowy smoke. The Caster's Tattoo, on his chest, is an eight-pointed purple star made of runes. Lastly, the Reincarnation Master's Tattoo is a circular tattoo on his right shoulder.   He typically wears very fancy court robes, with a ceremonial purple cape with gold trim that marks him as the prime minister of Gwardonna. Three Ioun Stones circling his head - a clear one, a dark blue one and a purple one. He wears an amulet made from bone around his neck, pale white gloves, and underneath them, a ring with a tiny stylized shield in place of a gem.

Personality Characteristics

Motivation

To secure the good of Gwardonna, at any cost.
Alignment
Lawful Evil
Current Location
Species
Conditions
Ethnicity
Children
Aligned Organization

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Kevian Bretson

Wizard 17 Class & Level
Courtier Background
Human Race
Lawful Evil Alignment

Strength 9
-1
Dexterity 16
+3
constitution 15
+2
intelligence 20
+5
wisdom 15
+2
charisma 20
+5
Total Hit Dice 17
Hit Die 1d6+2
6 proficiency bonus
18 Passive perception
0 Strength
4 Dexterity
3 Constitution
12 Intelligence
9 Wisdom
6 Charisma
saving throws
3 Acrobatics
3 Animal Handling
12 Arcana
-1 Athletics
17 Deception
5 History
14 Insight
5 Intimidation
5 Investigation
2 Medicine
5 Nature
8 Perception
5 Performance
17 Persuasion
11 Religion
3 Sleight of Hands
3 Stealth
2 Survival
skills
19
AC
74
Hit Points
8
Initiative
30ft
Speed
Alasy, Draconic, Celestial

Daggers, darts, slings, quarterstaffs, light crossbows
Proficiencies
Attacks
Spellcasting
Cantrips
At 1st level, you know three cantrips of your choice from the wizard spell list. You learn additional wizard cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Wizard table.

minor illusion, encode thoughts, friends, message, toll the dead

Your Spellbook
At 1st level, you have a spellbook containing six 1st-level wizard spells of your choice. Your spellbook is the repository of the wizard spells you know.

Adding New Spells
When you find a wizard spell of 1st level or higher, you can add it to your spellbook if it is of a level which you can prepare and if you can spare the time to decipher and copy it.

For each level of the spell, the process takes 2 hours and costs 50 gp. The cost represents material components you expend as you experiment with the spell to master it, as well as the fine inks you need to record it. Once you have spent this time and money, you can prepare the spell just like your other spells.

Replacing Your Spellbook
You can copy a spell from your own spellbook into another book. This is just like copying a new spell into your spellbook, but faster and easier, since you understand your own notation and already know how to cast the spell. You need spend only 1 hour and 10 gp for each level of the copied spell.

If you lose your spellbook, you can use the same procedure to transcribe the spells that you have prepared into a new spellbook. Filling out the remainder of your spellbook requires you to find new spells to do so, as normal.

Preparing and Casting Spells
The Wizard table shows how many spell slots you have to cast your wizard spells of 1st level and higher. To cast one of these spells. you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

You prepare the list of wizard spells that are available for you to cast. To do so, choose a number of wizard spells from your spellbook equal to your Intelligence modifier + your wizard level (minimum of one spell). The spells must be of a level for which you have spell slots.

You can change your list of prepared spells when you finish a long rest.

Spellcasting Ability
Intelligence is your spellcasting ability for your wizard spells. You use your Intelligence whenever a spell refers to your spellcasting ability.

In addition, you use your Intelligence modifier and proficiency bonus for the spell save DC of a wizard spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Intelligence modifier.

Spell Attack modifier = your proficiency bonus + your Intelligence modifier.

1st level (4 slots): charm person, find familiar, mage armor, necrotic awareness*, puppet, tasha's hideous laughter

2nd level (3 slots): detect thoughts, misty step, necrotic cyst*, necrotic scrying*, suggestion

3rd level (3 slots): animate dead, bestow curse, counterspell, fly, necrotic bloat*

4th level (3 slots): charm monster, greater invisibility, necrotic domination*, otiluke's resilient sphere

5th level (2 slots): geas, necrotic burst*, negative energy flood, synaptic static

6th level (1 slot): contingency, necrotic eruption*

7th level (1 slot): forcecage, necrotic tumor*

8th level (1 slot): mind blank, necrotic empowerment*

9th level (1 slot): necrotic termination*, time stop

Ritual Casting
You can cast a wizard spell as a ritual if that spell has the ritual tag and you have the spell in your spellbook. You don't need to have the spell prepared.

Spellcasting Focus
You can use an arcane focus as a spellcasting focus for your wizard spells.

Learning Spells of 1st Level and Higher
Each time you gain a wizard level, you can add two wizard spells of your choice to your spellbook. Each of these spells must be of a level for which you have spell slots. as shown on the Wizard table. On your adventures. you might find other spells that you can add to your spellbook.

Mother Cyst

You develop a tumor of undead flesh called a mother cyst. The cyst may be noticeable as a discolored swelling on your skin, if desired. This replaces the magical disease necrotic cyst, and you are no longer subject to the effects of necrotic cyst-related spells. You learn the selection of spells listed below, up to the highest level of spells you can cast. You always have these spells prepared, and they don’t count against the number of spells you can learn or prepare each day.

Necrotic Cyst Spells:

1st--necrotic awareness;

2nd--necrotic cyst, necrotic scrying;

3rd--necrotic bloat;

4th--necrotic domination;

5th-necrotic burst;

6th--necrotic eruption;

7th--necrotic tumor;

8th--necrotic empowerment;

9th--necrotic termination.

Ritual Caster

You have learned a number of spells that you can cast as rituals. These spells are written in a ritual book, which you must have in hand while casting one of them.

When you choose this feat, you acquire a ritual book holding two 1st-level spells of your choice. Choose one of the following classes: bard, cleric, druid, sorcerer, warlock, or wizard. You must choose your spells from that class's spell list, and the spells you choose must have the ritual tag. The class you choose also determines your spellcasting ability for these spells: Charisma for bard, sorcerer, or warlock; Wisdom for cleric or druid; or Intelligence for wizard.

If you come across a spell in written form, such as a magical spell scroll or a wizard's spellbook, you might be able to add it to your ritual book. The spell must be on the spell list for the class you chose, the spell's level can be no higher than half your level (rounded up), and it must have the ritual tag. The process of copying the spell into your ritual book takes 2 hours per level of the spell, and costs 50 gp per level. The cost represents material components you expend as you experiment with the spell to master it, as well as the fine inks you need to record it.

Rune Master's Tattoo. You gain a tattoo depicting a stylized blue hand covered in shifting runes (Kevian's is on the side of his neck). You can create magical tattoos, magic items inked directly into the flesh of a willing or helpless creature. Both you and the recipient of the tattoo (if the recipient is not yourself) must be present during the entire tattooing process, during which your Rune Master's tattoo shows the runes necessary for the tattoo you are inscribing. Magic tattoos must be placed on a part of the body normally able to hold a magic item slot, but they do not count against or interfere with magic items worn on those slots. A single slot can only hold one magical tattoo (non-magical tattoos and tattoos acquired from the tattooed monk archetype do not count against this limit). Tattoos may be inscribed on the following slots: belt, body, chest, feet, hands, head, neck, shoulder, ring (up to two), or wrist. They cannot be inscribed on armor, eye, headband, or shield slots.

Magical tattoos are difficult to destroy, though they count as magic items for the purposes of dispel magic. Physically removing a magical tattoo with a sharp instrument or defacing it with fire or acid can destroy it as well. Doing so is a requires the target to be willing or helpless. At least 2 points of damage for a lesser tattoo, 6 points for a standard tattoo or 10 points for a greater tattoo must be dealt to destroy a magical tattoo in this manner.

You start out knowing two lesser tattoos, which are depicted in written form in an object such as a book or scroll. If you come across a tattoo you don't know, either in written form or on someone's skin (even a dead person's, as long as the tattoo is intact), you might be able to add it to your tattoo book, enabling you to inscribe this tattoo on people.

The process of copying the tattoo into your tattoo book takes 2 hours and 50 gp for a lesser tattoo, 4 hours and 100 gp for a standard tattoo and 6 hours and 150 gp for a greater tattoo. This cost represents material components spent on practicing the spell, as well as the fine inks you must use to record it.
Spellcasting
Clear Ioun Stone, Dark Blue Ioun Stone and Vibrant Purple Ioun Stone. These crystalline stones always float in the air and must be within 3 feet of their owner to be of any use. When a character first acquires a stone, she must hold it and then release it, whereupon it takes up a circling orbit 1d3 feet from her head. Thereafter, a stone must be grasped or netted to separate it from its   The owner may voluntarily seize and stow a stone (to keep it safe while she is sleeping, for example), but she loses the benefits of the stone during that time. Ioun stones have AC 24, 10 hit points, and hardness 5. The clear stone sustains a creature without food or water, the dark blue stone provides the same benefits as the Alert feat, and the vibrant purple stone stores three levels of spells, as a ring of spell storing, minor.

Spellbook.

Ritual book.

Rune Master's Book.

Amulet of Natural Armor +2. This amulet, usually crafted from bone or beast scales, toughens the wearer’s body and flesh, giving him an enhancement bonus to his natural armor bonus of from +1 to +5, depending on the kind of amulet.

Gloves of the Spectral Hands. A ghostly, glowing hand shaped from your life force materializes and moves as you desire, allowing you to deliver low-level, touch range spells at a distance. On casting the spell, you lose 1d4 hit points that return when the spell ends (even if it is dispelled), but not if the hand is destroyed. (The hit points can be healed as normal.) For as long as the spell lasts, any touch range spell of 4th level or lower that you cast can be delivered by the spectral hand.

The hand has Hit points equal to the 1d4 you lost and has an AC of 10+ your Int modifier. You can move the hand as a Bonus Action up to 30ft per turn.

Mantle of Leadership. When an appointed ruler of the land this item was made in wears this it confers two features onto the wearer.

Legendary Actions (3 actions)

Legendary Phases (3 pools)

This item is meant for NPCs but can be used if the player gets appointed the ruler of the selected country.

Ring of Protection. You gain a +1 bonus to AC and Saving Throws while wearing this ring.
Equipment

Personality Traits

Ideals

Bonds

Flaws
Arcane Recovery
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.

School of Enchantment

Enchantment Savant
Beginning at 2nd level, the gold and time you must spend to copy an enchantment spell into your spellbook is halved.

Hypnotic Gaze

Starting at 2nd level, as an action, choose one creature that you can see within 5 feet of you. If the target can see or hear you, it must succeed on a Wisdom saving throw or be charmed by you until the end of your next turn. The charmed creature's speed drops to 0, and the creature is incapacitated and visibly dazed.

On subsequent turns, you can use your action to maintain this effect, extending its duration until the end of your next turn. However, the effect ends if you move more than 5 feet away from the creature, if the creature can neither see nor hear you, or if the creature takes damage.

Once the effect ends, or if the creature succeeds on its initial saving throw against this effect, you can't use this feature on that creature again until you finish a long rest.

Instinctive Charm

Beginning at 6th level, when a creature you can see within 30 feet of you makes an attack roll against you, you can use your reaction to divert the attack, provided that another creature is within the attack's range. The attacker must make a Wisdom saving throw. On a failed save, the attacker must target the creature that is closest to it, not including you or itself. If multiple creatures are closest, the attacker chooses which one to target. On a successful save, you can't use this feature on the attacker again until you finish a long rest.

You must choose to use this feature before knowing whether the attack hits or misses. Creatures that can't be charmed are immune to this effect.

Split Enchantment
Starting at 10th level, when you cast an enchantment spell of 1st level or higher that targets only one creature, you can have it target a second creature.

Alter Memories

At 14th level, when you cast an enchantment spell to charm one or more creatures, you can alter one creature's understanding so that it remains unaware of being charmed.

Additionally, once before the spell expires, you can use your action to try to make the chosen creature forget some of the time it spent charmed. The creature must succeed on an Intelligence saving throw against your wizard spell save DC or lose a number of hours of its memories equal to 1 + your Charisma modifier (minimum 1). You can make the creature forget less time, and the amount of time can't exceed the duration of your enchantment spell.

Alert

Always on the lookout for danger, you gain the following benefits:
You can't be surprised while you are conscious.
You gain a +5 bonus to initiative.
Other creatures don't gain advantage on attack rolls against you as a result of being unseen by you.

Diplomat

If you spend 1 minute talking to someone who can understand what you say, you can make a Persuasion check contested by the creature's Insight check. If you or your companions are fighting the creature, your check automatically fails. If your check succeeds, the target is charmed by you as long as it remains within 60 feet of you and for 1 minute thereafter.

Empathetic

You can use your action to try to get uncanny insight about one humanoid you can see within 30 feet of you. Make an Insight check contested by the target's Deception. If your check succeeds, you have advantage on attack rolls and ability checks against the target until the end of your next turn.

Silver-Tongued

When you take the Attack action on your turn, you can replace one attack with an attempt to deceive one humanoid you can see within 30 feet of you that can see and hear you. Make a Deception check contested by the target's Insight. If your check succeeds, your movement doesn't provoke opportunity attacks from the target and your attack rolls against it have advantage; both benefits last until the end of your next turn or until you use this ability on a different target. If your check fails, the target can't be deceived by you in this way for 1 hour.

Necromancy Savant

Beginning when you select this school at 2nd level, the gold and time you must spend to copy a necromancy spell into your spellbook is halved.

Grim Harvest

At 2nd level, you gain the ability to reap life energy from creatures you kill with your spells. Once per turn when you kill one or more creatures with a spell of 1st level or higher, you regain hit points equal to twice the spell’s level, or three times its level if the spell belongs to the School of Necromancy. You don’t gain this benefit for killing constructs or undead.

Undead Thralls

At 6th level, you add the animate dead spell to your spellbook if it is not there already. When you cast animate dead, you can target one additional corpse or pile of bones, creating another zombie or skeleton, as appropriate.

Whenever you create an undead using a necromancy spell, it has additional benefits:

The creature’s hit point maximum is increased by an amount equal to your wizard level.
The creature adds your proficiency bonus to its weapon damage rolls.

Inured to Undeath

Beginning at 10th level, you have resistance to necrotic damage, and your hit point maximum can't be reduced. You have spent so much time dealing with undead and the forces that animate them that you have become inured to some of their worst effects.

Command Undead

Starting at 14th level, you can use magic to bring undead under your control, even those created by other wizards. As an action, you can choose one undead that you can see within 60 feet of you. That creature must make a Charisma saving throw against your wizard spell save DC. If it succeeds, you can’t use this feature on it again. If it fails, it becomes friendly to you and obeys your commands until you use this feature again.

Intelligent undead are harder to control in this way. If the target has an Intelligence of 8 or higher, it has advantage on the saving throw. If it fails the saving throw and has an Intelligence of 12 or higher, it can repeat the saving throw at the end of every hour until it succeeds and breaks free.

Court Functionary

Your knowledge of how bureaucracies function lets you gain access to the records and inner workings of any noble court or government you encounter. You know who the movers and shakers are, whom to go to for the favors you seek, and what the current intrigues of interest in the group are.

Eagle's Tattoo on his right leg: +1 Charisma

Mesmerizing Tattoo (Greater): This shadowy tattoo is drawn in a spiraling pattern down one of the bearer’s arms.

If the tattoo is visible, the wearer gains advantage on Diplomacy checks.

Whenever the bearer casts an enchantment spell that targets a single creature or uses the hypnotic stare class feature, her target has disadvantage on Wisdom, Charisma and Intelligence saving throws for the ability’s duration. This is a mind-affecting effect. If the tattooer does not have the spell suggestion, a creature capable of casting this spell must assist with the tattooing process. Cost 5,400 gp.

Swirling Smoke Tattoo on his right wrist: This simple tattoo emits a constant haze of odorless, shadowy smoke around the limbs of its bearer that she can animate with a thought, hiding herself behind a screen of smoke.

If the tattoo is visible when the bearer is hit by a melee or ranged attack or when the bearer fails a Reflex save, the wearer can activate the tattoo to shroud herself in mist as an immediate action. This imposes disadvantage on all attacks made against the bearer. An attacker is immune to this effect if it doesn’t rely on sight, as with blindsight, or can see through illusions, as with truesight.

On a failed Reflex save, it grants the ability to reroll the Reflex save and gain a +4 bonus. The bearer can use this ability three times per day.

Caster's Tattoo on his chest: A caster’s tattoo is infused with potential magical energy that aids in casting spells that normally utilize verbal and somatic components. Once per day, a spellcaster may activate her caster’s tattoo as a swift action to automatically enhance the next spell she casts in that round as if she was a sorcerer using the Subtle Spell metamagic ability. When she casts the spell, the caster’s tattoo flares with light for a moment, then grows faint and faded—it replenishes its energy in 24 hours, after which it becomes bold and colorful and can be used again. Required material components or foci must be in the creature’s possession to cast the spell (and are consumed as normal), but need not be held when the spell is cast. Kevian has a greater caster's tattoo, allowing him to cast a spell up to 9th level affected by this tattoo.

Reincarnation Master's Tattoo on his right shoulder. This is a set of paired tattoos, one large master tattoo and one or more smaller and less elaborate host tattoos. When the bearer of the master tattoo is killed, they can choose to send their consciousness into one of the host tattoos. Over the period of 120 days, they gradually begin to take over the host. During this time, the host begins to unconsciously take on the master's mannerisms, the master can communicate telepathically with the host, and the master is aware of everything the host is aware of.

When integration is complete, the host becomes the master in mind as they were when they manifested the power. The host does not have any of the master's physical ability scores or equipment, but does have the same Intelligence, Wisdom, and Charisma scores. The host also shares all of the master's class levels and abilities, assuming their new form is capable of performing these skills. As soon as the transformation is complete, the host's tattoo becomes a master's tattoo, linked to any other host tattoos previously linked to the master. This is the only visible change in the person.

Legendary Actions (3 Actions)

A legendary creature can take a certain number of special actions—called legendary actions—outside its turn. Only one legendary action option can be used at a time and only at the end of another creature’s turn. A creature regains its spent legendary actions at the start of its turn. It can forgo using them, and it can’t use them while Incapacitated or otherwise unable to take actions. If surprised, it can’t use them until after its first turn in the combat.

Bite the Bullet (1 action). As an action, end one condition afflicting this creature and take 5 damage. This damage cannot be reduced in any way.

Cast a Spell (3 actions). The Creature casts a spell from its list of prepared spells, using a spell slot as normal.

Redirect (1 action). When a melee weapon attack misses against this creature by 5 or more, it can as a legendary reaction force the attacking creature to move a number of feet equal to this creature’s Dexterity modifier x 5 in any direction to an open space. If the attacking creature ends this movement with another creature within their melee weapon’s range, this creature can force the attacking creature to make a weapon attack with disadvantage against that creature.

Suscept Mind (2 actions). If this creature succeeds on a saving throw forced by another creature, it can as a legendary reaction force that creature to make a DC10 Intelligence saving throw, suffering disadvantage on the next saving throw they make until the end of this creature’s next turn on a failed save.

Legendary Phases (3 Pools)

The creature has multiple pools of hit points, each of which is tracked separately. All damage and healing must be completely applied to only one pool. When a pool is reduced to zero, all ongoing conditions and effects affecting the creature end. Once a pool is reduced to zero, that pool cannot receive any healing until after a long rest. If all hit point pools are reduced to zero, the creature is killed.

When the creature loses a hit point pool it can change the combat in a way that the Game Master determines specific to the creature.
Features & Traits

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