Sahsi Mthenga
Sahsi Mthenga
Sheet
AC 12 · HP 17 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- ArcanaINT
- AthleticsSTR
- DeceptionCHA
- HistoryINT
- InsightWIS
- InvestigationINT
- MedicineWIS
- NatureINT
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- ReligionINT
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Weapons
Tools
Languages
Features
28 featuresAlways on
- Gust
When Whenever a cantrip is needed for utility or battlefield positioning.
You cast a small ribbon of wind that pushes or pulls an unattended object, or affects a creature according to the spell's rules.
- Produce Flame
When When light, warmth, or a simple ranged magical attack is useful.
You shape a harmless supernatural flame that can illuminate, warm, or ignite objects according to the spell's rules.
- Shocking Grasp
When When an adjacent foe must be damaged and prevented from taking Reactions.
You unleash a crackling touch of lightning against a nearby creature.
- Minor Illusion
When When distraction, concealment, or a small deception can solve a problem.
You manipulate minor sensory details, create a small sound or image, or produce another minor magical effect.
- Fire Bolt
When When a reliable ranged attack is needed.
You hurl a mote of fire at a creature or object within range.
- Mage Hand
When When an object must be handled from a safe distance.
You create a magical hand that can manipulate objects, open doors, retrieve items, and perform other simple tasks at range.
- Shield
When When struck by an attack or targeted by Magic Missile.
You conjure a protective barrier that raises the target's Armor Class until the spell ends.
- Magic Missile
When When reliable force damage is more important than conserving a spell slot.
You fire three glowing darts that automatically strike creatures you can see, dividing the darts as desired.
- Fog Cloud
When When breaking line of sight, covering an escape, or disrupting enemy formations.
You create a 20-foot sphere of strong wind that heavily obscures the area and makes it difficult terrain for creatures other than you.
- Feather Fall
When When a creature begins to fall.
You touch a willing creature and allow it to fall slowly, preventing fall damage and letting it drift safely downward.
- Charm Person
When When social access or a brief nonviolent distraction is needed.
You temporarily charm a humanoid, causing it to regard you as a friendly acquaintance if it fails its saving throw.
- Silent Image
When When deception, cover, or a convincing false scene is useful.
You manipulate a creature's senses with an illusion that can include sight, sound, smell, and other sensory details.
- Comprehend Languages
When When interpreting an unfamiliar text or speech.
You gain supernatural understanding of a language you hear or see in writing for the spell's duration.
- Protection from Energy
When When an ally faces a known elemental hazard.
You touch a creature and protect it from elemental damage, granting resistance to one chosen damage type for the duration.
- Flaming Sphere
When When sustained area damage and battlefield control are needed.
You create a 20-foot-radius sphere of flame that deals fire damage to creatures in the area and can be moved on later turns.
- SpellcastingLevel 1
You can cast prepared wizard spells using Intelligence as your spellcasting ability. You can use an Arcane Focus or a component pouch, and you can cast rituals from your spellbook when those spells have the Ritual tag.
- Ritual AdeptLevel 1
You can perform the Ritual spellcasting of a spell in your spellbook without preparing it, provided the spell has the Ritual tag. You can also use a spellbook as your spellcasting focus for your Wizard spells.
- Arcane RecoveryLevel 1
Once per Long Rest, after completing a Short Rest, you can recover expended spell slots with a combined level of up to two. No recovered slot can be 3rd level or higher.
- ScholarLevel 2
You gain expertise in one of your proficient skills from the Wizard skill list. You have expertise in Investigation, doubling your Proficiency Bonus for Investigation checks.
- Evocation Savant and Potent CantripLevel 3
You have studied the School of Evocation. Evocation spells you add to your spellbook cost half the normal time and gold. When a cantrip you cast deals damage and a creature succeeds on its saving throw, it takes half the cantrip's damage, but suffers no other effect.
- Creature TypeGenasi, AirHumanoid.
- SizeGenasi, AirMedium or Small, chosen when you select this species.
- SpeedGenasi, Air30 feet.
- DarkvisionGenasi, AirYou can see in dim light within 60 feet as if it were bright light, and in darkness as if it were dim light.
- Elemental NatureGenasi, AirYou do not need to eat or drink.
- Lightning ResistanceGenasi, AirYou have Resistance to Lightning damage.
- Mingle with the WindGenasi, AirYou know the Gust cantrip. Starting at 3rd level, you can cast Feather Fall once without a spell slot, and you regain the ability to cast it when you finish a Long Rest. Starting at 5th level, you can cast Levitate once without a spell slot, and you regain the ability to cast it when you finish a Long Rest. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells, chosen when you select this species.
- ResearcherSage
You have studied extensively and can usually recall lore or locate a source of information, provided the knowledge or source exists and the situation allows reasonable investigation.
Spells
15 spellsSpellcasting. Sahsi Mthenga casts with Intelligence (spell save DC 13, to hit with spell attacks).
Cantrips (at will): , , , , ,
1st level (4 slots): , , , , , ,
2nd level (2 slots): ,
Gear
11 itemsWeapons
- QuarterstaffA simple wooden staff used as an arcane focus and walking stick.
Tools
- Calligrapher's SuppliesCalligrapher's supplies used to copy, restore, and authenticate written records.
Gear
- Component PouchA component pouch containing the mundane materials needed for spellcasting.
- Scholar's RobesA scholarly robe with hidden inner pockets for notes and ink.
- SpellbookA leather-bound spellbook containing Sahsi's known Wizard spells.
- Book of LoreA book of historical and elemental research, heavily annotated in the margins.
- InkA bottle of black ink.
- QuillA quill suitable for copying spells and records.
- 10×ParchmentSheets used for transcription, diagrams, and field notes.
- Fine SandA small pouch of fine sand used in ink drying and certain magical diagrams.
Purse
- 8×Gold PiecesStarting currency retained after assembling his scholarly equipment.
Appearance
Sahsi Mthenga is a lean, dark-skinned air genasi with pale blue-gray eyes, high cheekbones, and tightly curled black hair threaded with silvery strands. His skin carries a faint, cloudlike marbling around his shoulders and forearms, and his breath is sometimes visible as a thin curl of mist even in warm air. He dresses in layered scholar's robes cut short for travel, with a weathered sash, soft boots, and a brass charm shaped like a spiral wind. His fingers are stained with ink, and loose pages often stir around him when he becomes excited.
Mannerisms
Sahsi speaks softly and precisely, then becomes increasingly animated as an idea takes shape. He pauses before answering difficult questions, as though listening to the wind for a second opinion. When nervous, he smooths the corners of nearby papers and unconsciously traces spirals in the air with one finger.
Personality
Curious, compassionate, and verbally exacting. Sahsi treats every conversation as a chance to learn, but he is not detached from people. He remembers small personal details, takes notes about local customs, and instinctively tries to make frightening situations understandable. His humor is dry and unexpectedly mischievous, especially when dealing with pompous officials.
Ideals
Knowledge should be set free. Secrets belong in the hands of the people whose lives they affect, not locked away by scholars, tyrants, or institutions that fear what the truth might change.
Bonds
The ruined observatory's surviving records are hidden in his spellbook, and he will risk almost anything to recover the missing final volume. He also sends part of every reward to the riverside archive that raised him.
Flaws
Sahsi cannot leave a mystery alone, even when solving it is clearly dangerous. He is also prone to correcting inaccurate wording at exactly the wrong moment, and he sometimes values a remarkable piece of information more than the feelings of the person who shared it.
Quirks
Background
Sahsi Mthenga was raised in a riverside archive where his mother copied legal records and his father repaired instruments used to measure wind, rain, and seasonal changes. As an air genasi, Sahsi was treated with a mixture of affection and caution. His moods disturbed candles, scattered papers, and occasionally sent dust spiraling through the reading room. Rather than hide these manifestations, his teachers taught him to observe them. He learned that magic was not merely a force to command, but a language written in pressure, motion, and breath. He became a sage by pursuing questions that respectable scholars considered impractical, especially the connection between elemental spirits and mortal memory. During an expedition to a ruined observatory, Sahsi discovered evidence that a forgotten magical disaster had erased an entire school of local history. He recovered only fragments of the damaged records before the site collapsed, leaving him with a half-translated warning and a lifelong conviction that lost knowledge must be rescued before powerful people decide it is safer to forget. Now he travels as a wizard, scholar, and occasional trespasser, seeking the missing pages while helping ordinary people who are endangered by secrets they never had the chance to understand.
“As an air genasi, Sahsi was treated with a mixture of affection and caution.”
- Background
- Sage
Connections
Species
Genasi, Air
Media
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