Darnethriel Lomenelda
Darnethriel Lomenelda
Sheet
AC 9 · HP 57 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingWIS
- ArcanaINT
- AthleticsSTR
- DeceptionCHA
- HistoryINT
- InsightWIS
- IntimidationCHA
- InvestigationINT
- MedicineWIS
- NatureINT
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- ReligionINT
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Weapons
Tools
Languages
Features
32 featuresAlways on
- Fire Bolt
When A hostile creature is within 120 feet
Darnethriel releases a burst of scorching flame at a creature within range. The target makes a Dexterity saving throw, taking 2d10 Fire damage on a failed save or half as much on a success.
- Produce Flame
When A creature is within 30 feet
He launches a condensed ray of flame at a creature within range. The target makes a Dexterity saving throw, taking 2d10 Fire damage on a failed save or half as much on a success.
- Minor Illusion
When A small sensory deception would help
Darnethriel creates a minor magical sound or image, useful for distractions, signals, and theatrical emphasis.
- Thunderwave
When Several creatures are close together
He releases a concentrated blast of thunderous force in a 15-foot cube. Creatures in the area make a Constitution saving throw, taking 3d8 Thunder damage on a failed save or half as much on a success, and unsecured objects can be pushed away.
- Charm Person
When Violence can be avoided through magical persuasion
A creature Darnethriel can see makes a Wisdom saving throw or becomes charmed by him for 1 minute, regarding him as a friendly acquaintance.
- Fog Cloud
When The battlefield needs concealment
He creates a cloud of obscuring fog in a 20-foot-radius Sphere for up to 1 hour with Concentration.
- Magic Missile
When A target must be struck reliably
Darnethriel fires three glowing darts of magical force that automatically hit, dealing 1d4 plus 1 Force damage each.
- Shield
When He is hit by an attack or targeted by Magic Missile
He reacts to a triggering attack by raising a magical ward, gaining a +5 bonus to AC against the attack and immunity to Magic Missile until the start of his next turn.
- Mage Armor
When He expects danger and is not wearing armor
He wreathes himself in protective force, gaining a base AC of 13 plus his Dexterity modifier for 8 hours.
- Phantasmal Force
When A single enemy must be removed from the fight
A creature makes a Wisdom saving throw or becomes frightened for up to 1 minute with Concentration, repeating the save at the end of each turn.
- Darkness
When He needs to divide enemies or escape observation
Darnethriel creates a 20-foot-radius Sphere of darkness that blocks ordinary vision and lasts up to 10 minutes with Concentration.
- Mage Hand
When A distant object needs to be manipulated
He creates a floating hand that can manipulate objects, open doors, retrieve items, and perform other simple tasks at range.
- Clairvoyance
When Remote observation is required
Darnethriel creates an invisible sensor within range that can see and hear for up to 10 minutes with Concentration.
- Fireball
When Multiple enemies are clustered together
He conjures a 20-foot-radius Sphere of fire that deals 2d6 Fire damage to creatures entering or ending their turn there, with Concentration up to 1 minute.
- Protection from Evil and Good
When An ally faces extraplanar or undead enemies
A shimmering barrier of magical force grants a creature a +2 bonus to AC for up to 1 minute with Concentration.
- Web
When Enemies need to be restrained or slowed
Darnethriel creates a 20-foot-radius Sphere of difficult terrain filled with grasping magical energy. Creatures moving through it take 2d4 Piercing damage for every 5 feet moved.
- SpellcastingLevel 1
Darnethriel is a full spellcaster. Intelligence is his spellcasting ability. He can prepare wizard spells from his spellbook and cast prepared spells using spell slots. His spellbook contains the wizard spells listed in this character record.
- Ritual AdeptLevel 1
Darnethriel can cast a wizard spell as a Ritual if it has the Ritual tag and is in his spellbook, without expending a spell slot and without needing to have the spell prepared.
- Arcane RecoveryLevel 1
Once per Long Rest, when he finishes a Short Rest, Darnethriel can recover expended spell slots with a combined level of up to 4, with no slot of level 5 or higher restored.
- ScholarLevel 2
Darnethriel has advantage on saving throws to avoid or end the Charmed condition. In addition, he can add his Intelligence modifier to initiative rolls. This Intelligence bonus is already reflected in his initiative value.
- EvokerLevel 3
Darnethriel chooses the School of Evocation. His evocation spells can shape magical energy around allies, allowing him to protect them from the worst of his area spells.
- Potent CantripLevel 3
When he casts an evocation spell that requires a saving throw, creatures that succeed on the save take half damage instead of no damage, if the spell normally deals no damage on a successful save.
- Ability Score ImprovementLevel 4
Darnethriel gains an Ability Score Improvement. He increased Intelligence by 2, reflected in the supplied final ability scores.
- War CasterLevel 4
Darnethriel gains the War Caster feat. He has advantage on Constitution saving throws to maintain Concentration, can perform somatic components while holding weapons or a shield, and can cast a spell as an Opportunity Attack when the spell targets only that creature.
- Sculpt SpellsLevel 6
When Darnethriel casts an evocation spell that affects other creatures, he can choose a number of them equal to 1 plus the spell's level and protect them from the spell's damage. A protected creature takes no damage if it would normally take half damage on a successful save, and half damage if it would normally take full damage. He can use this feature a number of times equal to his Intelligence modifier per Long Rest.
- Ability Score ImprovementLevel 8
Darnethriel gains another Ability Score Improvement. His supplied final ability scores already include all selected increases.
- DarkvisionTieflingDarnethriel can see in dim light within 60 feet as if it were bright light, and in darkness as if it were dim light, though he sees darkness in shades of gray.
- Otherworldly PresenceTieflingDarnethriel knows the Thaumaturgy cantrip.
- Fiendish Legacy, InfernalTieflingHe has Resistance to Fire damage. He can cast Hellish Rebuke once per Long Rest without a spell slot, beginning at level 3, and Darkness once per Long Rest without a spell slot, beginning at level 5. Charisma is his spellcasting ability for these spells.
- TraitTieflingFiendish Legacy spells can also be cast with spell slots he has of the appropriate level.
- Creature TypeTieflingDarnethriel is a Humanoid.
- ResearcherSage
Researcher. When Darnethriel attempts to learn or recall lore, if he does not know the information, he usually knows where and from whom it can be obtained, provided that the information exists and is reasonably accessible.
Spells
18 spellsSpellcasting. Darnethriel Lomenelda casts with Intelligence (spell save DC 15, to hit with spell attacks).
Cantrips (at will): , , ,
1st level (4 slots): , , , , , , ,
2nd level (3 slots): , , ,
3rd level (3 slots): ,
4th level (2 slots): no spells
Gear
10 itemsWeapons
- QuarterstaffA simple wooden staff used as both a walking aid and an arcane focus.
- Small KnifeA small knife used for cutting parchment and scraping seals.
Gear
- Arcane FocusA crystal sphere mounted in a brass frame, used as an arcane focus.
- Scholar's PackA backpack containing parchment, books, ink, quills, candles, tinder, and other scholarly necessities.
- SpellbookDarnethriel's personal spellbook, containing his prepared spells and additional wizard formulas.
- InkA small bottle of black ink.
- QuillA sharp writing quill.
- Letter from a Dead ColleagueA letter from a dead colleague posing a question Darnethriel has not yet answered.
- Common ClothesPlain but well-maintained travel clothing.
Purse
- 8×Gold PiecesLoose starting currency from his Sage background.
Appearance
Darnethriel is a tall, narrow-shouldered tiefling with deep wine-red skin, swept-back black hair, and curling ivory horns polished smooth from constant handling. His teeth are unusually small and crowded, giving his smile a foxlike sharpness, while his lower jaw juts slightly when he concentrates. He smells faintly of candle smoke, old paper, and cinnamon, an aroma he insists comes from his spell components rather than his habit of burning enchanted incense. He dresses in layered scholar's robes beneath a weathered traveling cloak, with silver ink stains on his cuffs and a brass monocle-like reading lens hanging from his collar.
Mannerisms
He taps the ferrule of his quarterstaff three times before casting a complicated spell, pauses mid-conversation to correct his own metaphors, and tilts his head so one horn catches the light when he suspects someone is lying. He eats with intense concentration, breaking bread into precisely equal pieces before taking a bite.
Personality
Darnethriel is bright, irreverent, and relentlessly inquisitive. He speaks to books as though they are stubborn colleagues, offers strangers obscure but useful historical facts, and is far kinder to frightened monsters than to arrogant professors. He dislikes solemnity unless it is genuinely earned, and he responds to threats with a disarming mixture of academic politeness and immediate magical escalation.
Ideals
Knowledge belongs to everyone. Secrets hoarded by the powerful eventually become weapons, so dangerous lore must be studied openly and guarded by people willing to question authority.
Bonds
He carries the unfinished research of his dead mentor and will risk almost anything to prevent the planar gate described in it from being completed.
Flaws
He treats social boundaries as merely another kind of superstition and will open, read, or experiment with anything labeled forbidden. When frightened, he becomes more curious instead of more cautious, especially if the danger appears intellectually elegant.
Quirks
Background
Darnethriel Lomenelda was raised in a city archive where his tiefling mother repaired bindings and his adoptive elven father catalogued forbidden histories. As a child, Darnethriel discovered that certain books whispered when opened beneath moonlight. He learned to transcribe their voices, first as a curiosity and later as a discipline, until one volume began answering questions no living scholar could solve. The book belonged to a vanished wizard who had attempted to map the boundaries between mortal reality and the Lower Planes. Darnethriel became determined to finish the work, not to summon anything, but to understand why so many innocent people were blamed for the sins of their ancestors. His research drew the attention of a secretive circle of planar scholars. When the circle tried to use his notes to open a permanent gate, Darnethriel sabotaged the ritual and escaped with only his spellbook, a damaged letter from his dead mentor, and a memory of something on the other side learning his name. Now he travels as a wizard, collecting fragments of lost lore and dismantling dangerous magical experiments before they can harm ordinary people. His chaotic methods, improvised theories, and willingness to steal a tyrant's library have made him unwelcome in respectable academies, but the desperate and curious often find him an unexpectedly generous teacher.
“As a child, Darnethriel discovered that certain books whispered when opened beneath moonlight.”
- Background
- Sage
Connections
Species
Tiefling
Media
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