Desolation
Desolation
Sheet
AC 13 · HP 7 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingWIS
- ArcanaINT
- AthleticsSTR
- DeceptionSTR
- HistoryINT
- InsightWIS
- IntimidationCHA
- InvestigationINT
- MedicineWIS
- NatureINT
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- ReligionINT
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Weapons
Tools
Languages
Features
12 featuresAlways on
- Thaumaturgy
When As an action
Desolation produces a small controlled flame in his palm, causing harmless flames, smoke, or other minor supernatural effects within the spell's normal limits.
- Fire Bolt
When As an action
A streak of fire flies from Desolation's hand and strikes a creature or object within range.
- Mage Hand
When As an action
A spectral hand appears at range and manipulates an object, opens an unlocked door or container, retrieves or stows an item, or pours out the contents of a vessel.
- Toll the Dead
When As an action
Desolation creates a hovering, invisible force that deals 1d10 force damage to a creature within range and pushes it up to 10 feet on a failed Strength saving throw.
- SpellcastingLevel 1
Desolation is a spellcaster. Intelligence is his spellcasting ability. He can prepare wizard spells from his spellbook, use a spellcasting focus or component pouch, and cast ritual spells from his spellbook without expending a spell slot when they have the Ritual tag.
- Ritual AdeptLevel 1
Desolation has a spellbook containing six prepared level 1 wizard spells. He can add wizard spells to the book as he adventures and can change which prepared spells are available after a Long Rest.
- Arcane RecoveryLevel 1
Once per Long Rest, after a Short Rest, Desolation can recover expended spell slots with a combined level of up to 1. He can recover one expended level 1 spell slot.
- TraitTieflingDarkvision, Desolation can see in dim light within 60 feet as if it were bright light and in darkness as if it were dim light, but he sees darkness as shades of gray.
- Fiendish Legacy, InfernalTieflingDesolation has Resistance to fire damage.
- TraitTieflingThaumaturgy, Desolation knows the Thaumaturgy cantrip, using Charisma as its spellcasting ability. At higher levels, his Infernal legacy grants additional spells.
- TraitTieflingCreature Type, Humanoid.
- AlertCriminal
Desolation has the Alert origin feat. He adds his proficiency bonus to initiative rolls, and he can switch initiative with a willing ally in the same combat when neither of them is incapacitated.
Spells
6 spellsSpellcasting. Desolation casts with Intelligence (spell save DC 13, to hit with spell attacks).
1st level (2 slots): , , , , ,
Gear
9 itemsWeapons
- QuarterstaffA simple but carefully balanced wooden staff used as both a walking aid and an arcane focus.
- 2×DaggerA light blade concealed easily beneath a coat or robe.
Tools
- CrowbarA sturdy iron bar useful for forcing doors, crates, and prison locks.
- Thieves' ToolsA compact set of picks, tension bars, and probes used for bypassing locks and traps.
- Gaming SetA marked set of gaming dice used for gambling, distraction, and reading the habits of dishonest opponents.
Gear
- SpellbookA leather-bound spellbook containing Desolation's six prepared wizard spells and arcane notes.
- Component PouchA pouch containing the mundane materials needed for Desolation's spells.
- Scholar's PackA scholarly pack containing a backpack, book of lore, ink, pen, parchment, small bags of sand, and a knife.
Purse
- 16×Gold PiecesCoins retained from criminal work and the Golden Throats' final contract.
Appearance
Desolation is a lean, sharp-featured male tiefling with ash-red skin, swept-back black horns, ember-orange eyes, and long dark hair tied behind his neck. A thin scar crosses his left cheek, and his hands are marked by old burns and sword-calluses. He wears a dark traveling coat over reinforced robes, with a spellbook chained to his belt and a finely balanced longsword at his side. His presence is controlled and severe, like a banked furnace waiting for command.
Mannerisms
Desolation speaks in clipped, formal sentences and refers to plans as operations. He checks every exit when entering a room, taps the pommel of his sword before casting a spell, and gives a faint nod whenever someone states a fact he already knows.
Personality
Quiet, observant, and relentlessly methodical. Desolation treats conversation like reconnaissance, revealing little while cataloging every weakness, exit, and possible threat. He has a dry sense of humor that appears at the worst possible moments, especially when fire is involved. Beneath his cold discipline is a fierce loyalty to people who prove dependable.
Ideals
Order. Power is only useful when controlled. A disciplined hand can prevent a thousand deaths, while an undirected one can cause them.
Bonds
The Golden Throats saved him from a life of petty crime and conscripted him into their legendary mercenary company of bladesingers. Their veterans trained him to weave swordplay and arcane formulae into a single discipline, turning his natural affinity for fire and violence into deliberate craft. Desolation learned to obey formations, memorize battle plans, and strike only when the order was given. Though he eventually fled the company after discovering that their contracts concealed a ruthless political agenda, he still carries their black-and-gold insignia and considers the surviving members his true family.
Flaws
Desolation obeys structure even when structure is cruel. He has difficulty forgiving disobedience, improvises poorly when plans collapse, and secretly fears that without orders, discipline, or a target, there is nothing beneath the violence he has cultivated.
Quirks
Background
Desolation was born beneath a bad omen in a city where tiefling children were treated as either weapons or warnings. He ran away before adolescence, carrying only a stolen knife and a talent for making candle flames bend toward his fingers. Hunger taught him stealth, suspicion taught him patience, and the criminal underworld taught him that every promise has a price. He survived by smuggling messages, breaking locks, and occasionally setting fire to places he had been paid to enter quietly.
“He ran away before adolescence, carrying only a stolen knife and a talent for making candle flames bend toward his fingers.”
- Background
- Criminal
Connections
Species
Tiefling
Media
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