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Luilduin Fartenth

A sorcerer of note from a distant land, he now works with Dargon Mirthwood to help protect the people north of Daggerfall  

Luilduin Fartenth

Medium Half Elf, Lawful Evil

Armor Class 13
Hit Points 52
Speed: 28 ft

STR

9
( -1 )

DEX

11
( +0 )

CON

17
( +3 )

INT

14
( +2 )

WIS

17
( +3 )

CHA

18
( +4 )

Saving Throws constitution Charisma
Skills Deception Persuasion Arcana History
Languages Common, Draconic, Elvish, Gnomish, Orcish

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

At will: CANTRIPS: Spare The Dying: Stabilise   Shocking grasp: 2d8 lighting damage / no reactions   Ray of Frost: 2d8+4 cold damage, SP -10   Chill Touch: 2d8 nec damage, can not regen HP   Frostbite: CON save, 2d6+4, enemy has DISADV on next attack roll

2/day: Chaos Bolt: RSA 3d8 damage +4 (+1d6 per level)


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

Unknown

Education

Unknown

Employment

personal council to Diagon
Current Location
Species
Children
Eyes
Purple so dark it appears black
Hair
Bald
Skin Tone/Pigmentation
aged skin with liver spots
Height
5'8
Weight
65
Known Languages
Elvish, Common, Dwarvish

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