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Nithaan, Wordsmith of High Summer - AI-generated fantasy Character

Nithaan, Wordsmith of High Summer

Elf · Bard (College of Eloquence) · Level 20 · Guild Artisan

Nithaan, Wordsmith of High Summer

Quiet, exacting, and gently amused, Nithaan chooses every word as though it were a gemstone to be set into a crown.
AC14
HP143/143
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 14 · HP 143 · 30 ft.
AlignmentNeutral GoodGenderMaleAgeAdult, appearing in the prime of elven maturity, over a century old
STR
DEX
CON
INT
WIS
CHA

Saving throws

STRDEXCONINTWISCHA

Skills

  • DeceptionCHA
  • InsightWIS
  • PerceptionWIS
  • PerformanceCHA
  • PersuasionCHA

Armor

Light armor

Weapons

Simple weapons,
Hand crossbows,
Longswords,
Rapiers,
Shortswords

Tools

Calligrapher's supplies,
Lute,
Horn,
Painter's supplies

Languages

Common,
Elvish,
Sylvan

Features

29 features

Action

  • CountercharmLevel 3

    When Action

    As an action, you project a soothing performance that helps allies withstand fear and charm effects.

Bonus action

  • Bardic InspirationLevel 1

    You can inspire others through stirring words or music. As a bonus action, choose one creature other than yourself within 60 feet that can hear you, granting it one Bardic Inspiration die. A creature can add the die to one ability check, attack roll, or saving throw it makes within 10 minutes. The die is a d12 at 15th level. You have 5 uses, equal to your Charisma modifier, and regain all uses on a short or long rest.

Always on

  • Unsettling WordsLevel 6

    When Bonus action, when you use Bardic Inspiration on a creature

    When you grant Bardic Inspiration, your words can sting with impossible certainty. The target subtracts the die from its next saving throw against one of your spells or features before the end of your next turn.

  • Fey Step

    When Bonus action

    You can twist the air with summer-fey magic to teleport in a burst of seasonal brilliance.

  • Bardic TrainingLevel 1

    You are a d8 Hit Die class. At 1st level you gain proficiency with light armor, simple weapons, hand crossbows, longswords, rapiers, and shortswords, plus three musical instruments of your choice.

  • SpellcastingLevel 1

    You know two cantrips from the bard spell list, and you know and can prepare a number of bard spells from the bard spell list as shown on the bard table. You use Charisma as your spellcasting ability.

  • Skill ProficienciesLevel 1

    You gain proficiency in any three skills of your choice.

  • Jack of All TradesLevel 2

    You can add half your proficiency bonus, rounded down, to any ability check that doesn't already include your proficiency bonus.

  • Song of RestLevel 2

    You can use a musical instrument or a charming performance to help allies recover. When any friendly creatures can hear your performance during a short rest, they regain additional hit points equal to one Bardic Inspiration die.

  • Bard CollegeLevel 3

    Choose a Bard College. You gain features from that college at this level and again at levels 6 and 14.

  • ExpertiseLevel 3

    You may choose to become a powerful specialist in a pair of skills, doubling your proficiency bonus with them.

  • Silver TongueLevel 3

    Beginning at 3rd level, your Bardic Inspiration can take the form of sharply honed language. When a creature adds your Bardic Inspiration die to a Charisma check, it can roll the die after seeing the d20 but before the DM says whether it succeeds or fails, and can treat a roll of 9 or lower on the Bardic Inspiration die as a 10.

  • Font of InspirationLevel 6

    Starting at 6th level, when you roll initiative and have no uses of Bardic Inspiration remaining, you regain one use.

  • ExpertiseLevel 6

    You gain a second pair of skills with Expertise, doubling your proficiency bonus with them as well.

  • Magical SecretsLevel 10

    Starting at 10th level, you learn two additional spells from any class, known as Magical Secrets.

  • ExpertiseLevel 10

    At 10th level you also gain a third pair of Expertise skills.

  • Improved Bardic InspirationLevel 10

    At 10th level your Bardic Inspiration die improves to d10.

  • Universal SpeechLevel 14

    At 14th level, your Bardic Inspiration becomes a thing of irresistible consensus. Creatures can use your die on Charisma checks after seeing the roll, and any die roll of 9 or lower becomes a 10. When a creature fails an ability check while benefiting from your Bardic Inspiration, it can keep the inspiration die.

  • Magical SecretsLevel 14

    You learn two more spells from any class.

  • Improved Bardic InspirationLevel 14

    At 14th level your Bardic Inspiration die improves to d12.

  • Magical SecretsLevel 18

    At 18th level you learn two final spells from any class.

  • Superior InspirationLevel 20

    At 20th level, when you roll initiative and have no Bardic Inspiration uses remaining, you regain two uses instead of one.

  • TraitElfDarkvision
  • TraitElfKeen Senses
  • TraitElfFey Ancestry
  • TraitElfTrance
  • TraitElfEladrin Magic, including the Fey Step ability to teleport a short distance
  • TraitElfSeasonal appearance and emotional resonance tied to the Feywild
  • Guild MembershipGuild Artisan

    You are a trusted member of a guild, and can gain access to powerful contacts, lodging, and support among fellow artisans and merchants who respect your craft and reputation.

Spells

28 spells

Spellcasting. Nithaan, Wordsmith of High Summer casts with Charisma (spell save DC 19, to hit with spell attacks).

Cantrips (at will): , , ,

1st level (4 slots): , , , , , , ,

2nd level (3 slots): ,

3rd level (3 slots): , , ,

4th level (3 slots): ,

5th level (3 slots): , , , , ,

6th level (2 slots): no spells

7th level (2 slots): no spells

8th level (1 slot): no spells

9th level (1 slot): ,

Gear

10 items

Weapons

  • Rapier
    A finesse martial weapon suited to a master performer and duelist.
  • Dagger
    A light shield of style and utility, usually not used by bards, but included here as a thematic backup would be inappropriate because bards do not gain shield proficiency. Replace with a secondary weapon if desired.

Armor

  • Leather Armor
    Leather armor, usable by bards for practical protection.

Tools

  • Lute
    A stringed instrument commonly used for performances.
  • Calligrapher's Supplies
    A set of artisan's tools appropriate to your guild trade.

Gear

  • Diplomat's Pack
    A collection of clothes, gear, and supplies for travel and social maneuvering.
  • Letter of Introduction
    A letter proving your standing and welcome among guild contacts.
  • Traveler's Clothes
    Travel clothes suited for respectable public appearance.
  • Stone Pendant
    A refined token that resonates faintly with seasonal fey magic and personal memory.

Purse

  • 15 gp
    Purse containing starting guild artisan funds.

Appearance

Wordsmith Nithaan is an Eladrin elf of striking seasonal presence, standing 6'2" with a slender, graceful frame and an otherworldly poise that makes him seem both ancient and ageless. His skin is pale and faintly luminous, currently washed in the warm golden glow of high summer, with subtle seasonal motes shifting beneath the surface like sunlight over water. His hair is long, straight, and glittering gold, falling to the middle of his back and seeming to move in a breeze no one else can feel. His eyes are luminous green, bright and focused, like sunlight filtered through emerald glass. He wears a deep forest green coat, a cream high-collared shirt, tailored dark trousers, and polished burnished boots, with silver jewelry, rune-marked forearms, and a quiet stone pendant that hums with latent magic.

Mannerisms

He speaks with deliberate cadence, pausing as though listening for the shape of the next word before he says it. When considering a difficult question, he lightly taps one silver ring against the other. In conversation, he often tilts his head as if aligning a sentence in the air before releasing it.

Personality

Quiet, exacting, and gently amused, Nithaan chooses every word as though it were a gemstone to be set into a crown. He is patient with fear, skeptical of bluster, and far kinder than his formal speech first suggests. He listens longer than most people are comfortable with, then answers in a voice like rustling leaves, warm and melodic, with a hint of summer sunlight beneath the calm.

Ideals

Truth should be made usable, not merely spoken. A well-chosen sentence can protect the vulnerable, expose corruption, and turn rivals into allies without bloodshed. He believes civilization is strongest when beauty and honesty are bound together.

Bonds

He keeps the stone pendant of his first mentor, who taught him that a speaker's true duty is to make peace where pride has made noise. He is also bound to the guild that shaped his mortal reputation, and will defend its members with unusual ferocity if their honor is threatened.

Flaws

He can become so committed to precision that he keeps talking long after a simpler answer would have served, especially if he believes language itself is being misused. He also underestimates how often sincerity is messy, assuming every social conflict can be solved with the perfect phrase before remembering that some wounds resist even elegant words.

Quirks

He unconsciously aligns objects, papers, and utensils into precise rows before speaking.
His silver earrings chime softly whenever he grows emotionally invested in a conversation.
He sometimes taste-tests words aloud under his breath before using them in public.
His skin and eyes subtly brighten when he is pleased, as if responding to sunlight.

Background

Nithaan was born beneath a court of summer-glade eladrin who believed every true thing in the world could be preserved, if only it was named precisely enough. From childhood, he showed an almost unsettling sensitivity to language, not merely hearing words, but feeling their shape, weight, and hidden intent. He apprenticed himself to a guild of scribes, negotiators, and ceremonial speakers in a modern city where contracts, branding, law, and public trust were all forms of magic in their own right. There he learned that eloquence could open doors a sword could only break, and that a well-placed phrase could steady a panic, soften a feud, or expose a liar before a crowd. Over time, his gift matured into true bardic power, a discipline of voice, timing, and presence that let him turn argument into art and art into enchantment. As his craft deepened, Nithaan discovered that his eladrin nature was tied to the turning of the seasons, and that his magic changed with his heart. In summer he blazes with warmth and confidence, his skin and eyes bright with living color, while in other seasons his expression and presence shift into other hues of memory and temper. He has become a master of the College of Eloquence, serving as a mediator between guilds, patrons, rivals, and the powerful people who think they can command a room until he begins to speak. Though he dresses in modern elegance, he still carries the old elven sense that every promise should be exact, every name should matter, and every silence should mean something. He now travels not only to perform and negotiate, but to find the original language of a lost oath that, if spoken correctly, may restore a fractured accord between mortal institutions and the unseen courts of the Feywild.

“From childhood, he showed an almost unsettling sensitivity to language, not merely hearing words, but feeling their shape, weight, and hidden intent.”
From their backstory
Background
Guild Artisan

Connections

Species

Elf

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