Luilduin Fartenth
Luilduin Fartenth
Medium Half Elf, Lawful Evil
STR
9
( -1 )
DEX
11
( +0 )
CON
17
( +3 )
INT
14
( +2 )
WIS
17
( +3 )
CHA
18
( +4 )
Description
A once promising academic researcher that become obsessed with discovering the sources of power that the Netheril used in ancient days. His obsession would eventually leading him to break dozens of ethical and academic codes resulting in his subsequent ejection from the academic order. Continuing on with his research alone, Luilduin eventually shut himself away from society until one day a mage approached him asking for his help in acquiring a power source he believed belonged to the Netheril. They now work together to gather the magical and political means to harvest this power at any cost.
Ideals
the pursuit of any knowledge is noble and good, no matter where it leads
Flaws
The knowledge of the ancients is more important than anything else
SAM:+7 SSDC:+15 Level 1: Magic Missile: 3 x 1d4+1 force damage Sleep: 5d8 (+2d8 per level) Ice Knife: RSP 1d10 piercing, failed Dex save add 2d6+4 cold damage (+1d6 per level) False Life: 1d4+4 temp HP (+1d4 per level) Level 2: Dragon's Breath: BA, Touch, Hot Pepper; DEX Save 3d6(+4) element damage (+1d6 per level) Shatter: V,S,M mirca within 10ft make a CON Save 3d8 thunder damage, materials have DISADV Mind Spike: Con, 60ft, S WIS Save 3d8 psychic damage (+1d8 per level) Level 3: Counter Spell: S, Reaction, 60ft Spells lvl 3 and lower auto fail, any high roll 10+spells level using your spellcasting ability Slow: V,S,M, drop of molasses, 120ft concentration 1 minute, six creatures of your choice in a 40-foot cube within range. WIS save speed is halved,−2 penalty to AC and DEX ST, can't use reactions. Can use either an action or a bonus action, not both. Regardless of the creature's abilities or magic items, it can't make more than one melee or ranged attack during its turn. If the creature attempts to cast a spell with a casting time of 1 action, roll a d20. On an 11 or higher, the spell doesn't take effect until the creature's next turn, and the creature must use its action on that turn to complete the spell. If it can't, the spell is wasted. A creature affected by this spell makes another Wisdom saving throw at the end of its turn. Dispel Magic: V,S 120ft 3rd level spell or lower ends roll 10+spells level to dispell higher spells Level 4: Dimension Door
Sorcery points: 7 Draconic Resilience: White/Cold Elemental Affinity: add CHA modifier to your spells that deal cold damage, spend 1 sorcery point for resistance for 1 hour Meta Magic: Quickened Spell: Spend 2 sorcery points, turn an action spell into a BA spell Twinned Spell: Spell sorcery points equal to the spell slot to target a second creature with your same spell SAGE: Knows how to find information on lore Researcher barred from holding any academic position
Actions
BONUS ACTION: Convert spell slots to sorcery points and vise versa Ethereal Tuning. This staff, once claimed, can only be used by the The staff becomes dormant when released by the owner or if the owner dies.
Legendary Actions
1 can be used per day between long rests, the staff does not recharge until it has be fully expended and a subsequent full rest Draconic Magestaff Energy Shift. As an action, you may spend 2 charges to create an orb of true vacuum in a 10 foot radius sphere within a place you can see within 60 feet of you. Creatures within the orb must make a DC 17 Strength saving throw. On a failed save, they take 10d8 force damage and are knocked prone. On a success, they take half damage and are not knocked prone. The staff regains use of this effect at dawn. Umbral Teleport. As a bonus action, you may spend a charge to create a explosion of energy at your current location, teleport up to 30 feet, and create another explosion. Each explosion causes a 5 foot area around you to detonate with energy. Each creature within an explosion's range must make a DC 17 Dexterity saving throw. On a failed save, they take 3d8 cold or lightning damage. On a success, they take half damage. Umbral Thunder. As an action, you may spend 2 charges to cast the chain lightning spell without the need for material components. Umbral Frost. As an action, you may spend a charge to release a cone of dark ice in a 30 foot area in front of you. Each creature within range must make a DC 16 Constitution saving throw. On a failed save, the target takes 3d10 cold damage and is restrained for 1 minute. On a success, they take half damage and are not restrained. A creature restrained by the ice can use its action to make a Strength check against a DC of 16. On a success, it frees itself.
Mental characteristics
Personal history
Education
Employment
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