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Ira Sheppard - AI-generated fantasy Character

Ira Sheppard

Human · Elementalist (Storm Sorcery) · Level 3 · Sage

Ira Sheppard

Ira is observant, restless, and quietly intense.
AC13
HP20/20
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 13 · HP 20 · 30 ft.
AlignmentChaotic GoodGenderMaleAge29 years old
STR
DEX
CON
INT
WIS
CHA

Saving throws

STRDEXCONINTWISCHA

Skills

  • AcrobaticsDEX
  • Animal HandlingSTR
  • ArcanaINT
  • AthleticsSTR
  • DeceptionCHA
  • HistoryINT
  • InsightWIS
  • InvestigationINT
  • MedicineWIS
  • NatureWIS
  • PerceptionWIS
  • PerformanceCHA
  • PersuasionCHA
  • ReligionINT
  • Sleight of HandDEX
  • StealthDEX
  • SurvivalWIS

Weapons

Daggers,
Darts,
Slings,
Quarterstaffs,
Light crossbows

Languages

Common,
Primordial,
Draconic,
Dwarvish,
Elvish

Features

22 features

Bonus action

  • Tempestuous MagicLevel 1

    Immediately before or after casting a spell of 1st level or higher, Ira can use a bonus action to fly up to 10 feet without provoking opportunity attacks.

Always on

  • Lightning Lure

    When A creature is within 15 feet

    Ira releases a cutting bolt of elemental force at a creature within 120 feet. The target must succeed on a Dexterity saving throw or take 1d8 lightning damage, taking half damage on a success.

  • Prestidigitation

    When Whenever a minor magical effect is useful

    Ira creates a harmless sensory effect such as the smell of rain, the sound of distant thunder, or a brief flicker of blue flame.

  • Control Flames

    When A small flame or flammable object is within range

    Ira shapes a tiny flame, illuminates an object, or extinguishes a small fire.

  • Gust

    When A small object or creature is within 30 feet

    Ira creates a gust of wind, harmlessly moves a small object, or manipulates dust and smoke.

  • Magic Missile

    When One or more creatures are within 120 feet

    Ira fires a shimmering dart of force that automatically hits a creature for 3d4+3 force damage, divided among targets as he chooses.

  • Sleet Storm

    When A large group of creatures or an exposed area needs to be disrupted

    Ira creates a 20-foot-radius sphere of difficult terrain filled with freezing sleet. Creatures in the area must make Constitution saves or fall prone and lose concentration.

  • Thunderwave

    When Hostile creatures are close or he needs to force space around himself

    Ira cloaks himself in a stormlike aura for up to 1 minute. When a creature within 5 feet hits him, he can use his reaction to deal 2d8 lightning damage on a failed Dexterity save, or half damage on a success.

  • Misty Step

    When He needs to escape, reposition, or cross a gap

    Ira teleports up to 30 feet to an unoccupied space he can see, sometimes vanishing in a crack of static.

  • SpellcastingLevel 1

    Ira's magic comes from an innate elemental force rather than study. He uses Charisma as his spellcasting ability and knows four cantrips and four sorcerer spells.

  • Wind SpeakerLevel 1

    Ira can speak, read, and write Primordial. He can also understand the dialects of Aquan, Auran, Ignan, and Terran.

  • Font of MagicLevel 2

    Ira has 3 sorcery points. He can convert spell slots into sorcery points or spend points to create spell slots. A long rest restores all expended sorcery points.

  • MetamagicLevel 3

    Ira knows two Metamagic options. He can use only one Metamagic option on a spell when he cast it unless the option says otherwise.

  • Storm SorceryLevel 3

    Ira gains the Storm Sorcery features associated with his elemental lineage, including Wind Speaker and Tempestuous Magic.

  • Ability Score IncreaseHumanIra's six ability scores each increase by 1.
  • AgeHumanIra reached adulthood in his late teens and is 29 years old.
  • AlignmentHumanHumans have no special alignment tendency.
  • SizeHumanIra is Medium.
  • SpeedHumanIra has a walking speed of 30 feet.
  • LanguagesHumanIra can speak, read, and write Common, plus one additional language of his choice. His additional language is Draconic.
  • VersatileHumanAs a human, Ira adapts readily to unfamiliar cultures, environments, and institutions.
  • ResearcherSage

    If Ira does not know a piece of information, he usually knows where and from whom it can be obtained. He can locate libraries, obscure records, retired specialists, clan archives, and other sources of lore, though access may require favors or payment.

Spells

4 spells

Spellcasting. Ira Sheppard casts with Charisma (spell save DC 12, to hit with spell attacks).

1st level (4 slots): ,

2nd level (2 slots): ,

Gear

11 items

Weapons

  • Light crossbow and 20 bolts
    A small wooden crossbow with a leather sling and twenty iron bolts.
  • 2×
    Daggers
    Balanced utility blades used for cutting cord, preparing food, and defending himself at close range.

Tools

  • Small knife
    A tiny knife with a bone handle, originally used to trim quills.

Gear

  • Arcane focus
    A polished shard of blue glass mounted in a brass shepherd's crook setting, used as Ira's spellcasting focus.
  • Explorer's pack
    A bedroll, mess kit, tinderbox, ten torches, ten days of rations, and a waterskin, all packed for field travel.
  • Ink
    A small bottle of black ink.
  • Quill
    A feather quill cut from a storm crow.
  • 10×
    Parchment
    A collection of blank parchment sheets for recording weather patterns, legends, and clues.
  • Sand
    A small pouch of fine colored sand used to mark arcane diagrams and wind patterns.
  • Common clothes
    Plain but durable clothing suitable for travel and research.

Purse

  • 10×
    Gold pieces
    Coins saved from the clan's travel fund and Ira's work copying maps.

Appearance

Ira is a lean, weathered human with olive skin, close-cropped dark hair, and a narrow beard threaded with premature silver. His gray-green eyes brighten with faint blue sparks whenever he casts a spell. He wears a patched blue-gray traveling coat marked with the embroidered shepherd's crook of his family, though the crook has been deliberately stitched over three times. His hands are scarred by burns, frostbite, and countless field repairs.

Mannerisms

Ira pauses before answering questions, as if listening to the air around the speaker. When nervous, he rubs his thumb across the brass setting of his arcane focus and quietly names the direction of the wind.

Personality

Ira is observant, restless, and quietly intense. He asks practical questions before social ones, remembers the shape of unfamiliar footprints, and can discuss cloud formations with more warmth than he shows most people. Beneath his suspicion is a genuine instinct to protect travelers, outsiders, and anyone being dismissed as inconvenient or strange.

Ideals

Truth is a form of shelter. People cannot prepare for danger, change, or loss unless someone is willing to uncover what is really happening.

Bonds

I will find Eldran Sheppard, alive if possible, and learn why he concealed the truth from the clan. I also carry his weather journal, whose missing final pages may reveal what happened.

Flaws

Ira treats every coincidence as evidence of a hidden pattern, and he can become reckless when a clue seems connected to Eldran. He distrusts comforting conclusions, hoards information, and would rather risk a dangerous experiment than admit that he does not understand a phenomenon.

Quirks

Keeps a private list of every unusual cloud formation he has ever seen.
Leaves tiny colored-sand weather marks near doors, campsites, and crossroads.
Refuses to sleep with his head pointed north.
Names each dagger after a different kind of storm.
Collects fragments of broken boundary stones and labels them by date and location.

Background

Ira Sheppard was raised among the high pasture roads and wind-cut valleys claimed by the Sheppard clan, a human family better known for guiding caravans through dangerous country than for keeping sheep. His father, Eldran, served as clan head, judge, weather-reader, and keeper of the old boundary stones. Ira learned early that Eldran could predict storms by listening to stones hum beneath the soil. Ira inherited the same sensitivity, though his gift was less orderly. Fire leapt from his palms when he was frightened, rain froze around his fingers when he was angry, and once, while lost in a winter ravine, he called a wind strong enough to carry his voice three miles. Eldran vanished while investigating a series of broken boundary stones near an abandoned observatory. The clan council declared him dead after six months, but Ira found a page hidden inside his father's weather journal. It contained only four words, written in a trembling hand: The mountain is breathing again. Ira left the clan to follow the trail through ruined libraries, weather stations, and places where the elements behave incorrectly. He studies as much as he travels, convinced that his father's disappearance is not merely a family tragedy but evidence of an elemental force waking beneath the land. Mechanically, Ira is a third-level sorcerer of the Storm Sorcery tradition, described in-world as an Elementalist whose power answers to pressure, temperature, and turbulent air.

“His father, Eldran, served as clan head, judge, weather-reader, and keeper of the old boundary stones.”
From their backstory
Background
Sage

Connections

Species

Human

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