Nethrith Veynsk
Nethrith Veynsk
Sheet
AC 11 · HP 82 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- ArcanaINT
- AthleticsSTR
- DeceptionCHA
- HistoryINT
- InsightWIS
- InvestigationINT
- MedicineWIS
- NatureINT
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- ReligionINT
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Weapons
Languages
Features
23 featuresAction
- Divination
When When information is needed
As an action, choose one creature, object, or location within range and receive a brief sensory impression of its immediate surroundings or recent past, subject to the spell's limits.
- The Third EyeLevel 10
You can use an action to gain darkvision, ethereal sight, greater comprehension, or proficiency in one skill. The chosen benefit lasts for 1 hour or until you dismiss it.
Always on
- Greater PortentLevel 2
When When a visible creature makes an attack roll, saving throw, or ability check
Replace a visible creature's attack roll, saving throw, or ability check with one of your recorded Portent results before the outcome is determined.
- SpellcastingLevel 1
You have a spellbook containing six 1st-level wizard spells. You can prepare wizard spells from that book, using Intelligence as your spellcasting ability. You can use an arcane focus or component pouch, and you can ritual cast wizard spells with the ritual tag from your spellbook without preparing them.
- Arcane RecoveryLevel 1
Once per day when you finish a short rest, you can recover expended spell slots with a combined level of half your wizard level, rounded up. No slot can be 6th level or higher.
- Arcane Tradition, School of DivinationLevel 2
Choose the School of Divination. Your choice grants features at 2nd, 6th, 10th, and 14th level.
- PortentLevel 2
You can add the result of a d20 roll made as part of Portent to another creature's attack roll, saving throw, or ability check that you can see. You can do so after the roll but before the outcome occurs.
- Wizard Spellbook ExpansionLevel 2
You can add two wizard spells of your choice to your spellbook for free when you gain a wizard level.
- Ability Score ImprovementLevel 4
You can increase two ability scores by 2, or one ability score by 2 and another by 1, or take a feat. You cannot increase an ability score above 20.
- Expert DivinationLevel 6
When you cast a divination spell of 2nd level or higher using a spell slot, you regain one expended spell slot. The slot must be lower than the spell cast and cannot be 6th level or higher.
- Ability Score ImprovementLevel 8
You can increase two ability scores by 2, or one ability score by 2 and another by 1, or take a feat. You cannot increase an ability score above 20.
- Ability Score ImprovementLevel 12
You can increase two ability scores by 2, or one ability score by 2 and another by 1, or take a feat. You cannot increase an ability score above 20.
- Ability Score ImprovementLevel 16
You can increase two ability scores by 2, or one ability score by 2 and another by 1, or take a feat. You cannot increase an ability score above 20.
- Spell MasteryLevel 18
You can cast one 1st-level wizard spell and one 2nd-level wizard spell at their lowest level without expending a spell slot. After casting either spell this way, you must finish a short or long rest before casting it that way again.
- Signature SpellsLevel 20
You gain two 3rd-level wizard spells in your spellbook. You can cast each of those spells once at 3rd level without expending a spell slot. After casting either spell this way, you must finish a short or long rest before doing so again.
- TraitHigh ElfDarkvision, 60 feet.
- TraitHigh ElfFey Ancestry, advantage on saving throws against being charmed, and magic cannot put you to sleep.
- TraitHigh ElfTrance, you do not need to sleep and can finish a long rest in 4 hours by meditating.
- TraitHigh ElfKeen Senses, proficiency in the Perception skill.
- TraitHigh ElfElf Weapon Training, proficiency with longswords, shortswords, shortbows, and longbows.
- TraitHigh ElfCantrip, one wizard cantrip of your choice, using Intelligence as its spellcasting ability.
- TraitHigh ElfLanguages, Common and Elvish, plus two additional languages.
- ResearcherSage
When you attempt to learn or recall lore, you know where and from whom you can obtain the information. Usually, this comes from a library, university, sage, or other learned person, though the DM may rule that the knowledge is lost, hidden, or impossible to obtain.
Spells
41 spellsSpellcasting. Nethrith Veynsk casts with Intelligence (spell save DC 14, 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): ,
7th level (2 slots): , ,
8th level (1 slot): , ,
9th level (1 slot): , , ,
Gear
10 itemsWeapons
- QuarterstaffA polished ash quarterstaff used as both walking stick and arcane focus.
Tools
- Small knifeA small utility knife.
Gear
- Component pouchA leather spell component pouch containing common, carefully labeled materials.
- Scholar's packA scholar's pack containing a backpack, a book of lore, ink, a quill, parchment, a little sand, a small knife, and a tinderbox.
- SpellbookA spellbook containing the wizard's known spells.
- InkA small bottle of black ink.
- QuillA quill cut from a marsh bird's feather.
- Letter from a dead colleagueA letter from a dead scholar posing a question Nethrith has not yet answered.
- Common clothesPlain, well-repaired scholar's clothing.
Purse
- 10×Gold piecesCoin saved from years of archival work.
Appearance
A lean high elf with warm brown skin, tightly braided black hair threaded with copper wire, and alert gray-green eyes. Their robes are practical rather than grand, repeatedly repaired at the cuffs and hem with mismatched blue thread. A beautifully maintained silver clasp, the only luxurious item they own, fastens the collar. Within a minute of meeting them, people notice the pause before they speak, as if they are arranging several possible sentences and choosing the least dangerous one.
Mannerisms
Before speaking, Nethrith takes a quiet breath through the nose and briefly looks toward the nearest window, as if checking whether the future is listening. They tap the silver collar clasp when thinking, align books and loose papers into exact squares, and pronounce names with painstaking care.
Personality
Quietly attentive and relentlessly curious. Nethrith asks precise questions, remembers small promises, and becomes unexpectedly warm when discussing bad books, useful maps, or clever acts of kindness. They dislike grand speeches but have a dry, surgical sense of humor.
Ideals
Knowledge is a responsibility, not a possession. If the truth can prevent suffering, hiding it is a form of cowardice.
Bonds
The river-city archive that raised me contains a sealed collection that someone is trying to erase from history. I will protect its people and recover every missing page.
Flaws
I mistake preparation for wisdom and can spend precious time seeking a perfect answer when a compassionate imperfect one is needed. I also keep dangerous secrets because I fear what people will do with knowledge they have not earned.
Quirks
Background
Nethrith Veynsk was raised in a river-city archive where high elves, humans, and dwarves traded maps, legal records, and old arguments under the same slate roof. As a child, Nethrith discovered that the archive's most valuable texts were not the oldest ones, but the damaged ones, because every missing line forced someone to think carefully. They became an assistant to the archive's senior cataloguer, learning to reconstruct extinct alphabets, identify forged histories, and listen for the political motive hidden inside apparently dry scholarship. Their apprenticeship ended when a sealed folio began answering questions before they were asked. Nethrith studied the phenomenon through divination, first using harmless glimpses of possible futures, then confronting the terrible responsibility of knowing what might happen and choosing whether to interfere. A failed attempt to prevent a scholar's murder left the killer alive and the victim dead, but it also taught Nethrith that certainty is often a temptation wearing the mask of wisdom. They now travel as a learned investigator and wizard, seeking lost knowledge, correcting dangerous lies, and trying to make their foresight useful without allowing it to make them cruel.
“Their apprenticeship ended when a sealed folio began answering questions before they were asked.”
- Background
- Sage
Connections
Species
High Elf
Media
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