Salkha Dadiani
Salkha Dadiani
Sheet
AC 11 · HP 182 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingWIS
- ArcanaINT
- AthleticsSTR
- IntimidationSTR
- InvestigationINT
- MedicineWIS
- NatureINT
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- ReligionINT
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Weapons
Tools
Languages
Features
36 featuresAction
- Healing HandsAasimarAs an action, you can touch a creature and cause it to regain hit points equal to 2d4 plus your proficiency bonus. Once used, this trait cannot be used again until you finish a long rest.
Bonus action
- Celestial RevelationAasimarStarting at level 3, you can use a bonus action to manifest celestial power for 1 minute. Choose Heavenly Wings, Inner Radiance, or Necrotic Shroud. Once used, this trait cannot be used again until you finish a long rest.
Always on
- Mage Hand
When As an action
You cause a spectral, floating hand to appear at a point within range. It can manipulate objects, open unlocked doors and containers, stow or retrieve items, and pour out the contents of vessels. It cannot attack, activate magic items, or carry more than 10 pounds.
- Fire Bolt
When As an action
You launch a mote of fire at a creature or object within range. Make a ranged spell attack. On a hit, the target takes 1d10 fire damage. A flammable object hit by the spell ignites if it is not being worn or carried.
- Minor Illusion
When As an action
You create a sound or an image of an object within range that lasts for 1 minute. Physical interaction reveals the illusion as false.
- Healing Hands
When As an action
A willing creature you touch regains hit points equal to 2d4 plus your spellcasting ability modifier. Once used, this trait cannot be used again until you finish a long rest.
- Celestial Revelation
When As a bonus action
For 1 minute, you manifest celestial power. Choose Heavenly Wings, Inner Radiance, or Necrotic Shroud when you use this trait. Once used, it cannot be used again until you finish a long rest.
- SpellcastingLevel 1
You can use a spellbook as the focus for your Wizard spells. You begin with a spellbook containing six level 1 Wizard spells and add two Wizard spells to it whenever you gain a Wizard level. You can prepare a number of Wizard spells equal to your Wizard level plus your Intelligence modifier, currently 20 spells.
- Arcane RecoveryLevel 1
You can regain expended spell slots during a short rest. Once per long rest, after a short rest, you can recover expended slots with a combined level equal to or less than 10, and none of the slots can be level 6 or higher.
- Ritual AdeptLevel 1
You can cast a Wizard spell as a Ritual if it has the Ritual tag and is in your spellbook, without preparing it.
- ScholarLevel 2
You gain expertise with one Wizard skill in which you are proficient. Choose Arcana or History. You also gain expertise with your chosen tool proficiency from your background if the feat or feature allows it.
- Wizard SubclassLevel 3
You gain a Wizard subclass. Salkha is an Evoker, gaining the Evocation Savant and Potent Cantrip features.
- Ability Score ImprovementLevel 4
You gain two Ability Score Improvement feats or other eligible feats. Salkha takes Ability Score Improvement twice, increasing Constitution from 15 to 17 and Strength from 14 to 16 before the final scores shown here.
- Memorize SpellLevel 5
You can cast one prepared level 1 or level 2 Wizard spell without expending a spell slot once per long rest, provided the spell has a casting time of an action.
- Arcane Recovery ImprovementLevel 6
You gain one additional use of Arcane Recovery between long rests, but only one use can be used on the same day. You also gain an additional Wizard cantrip.
- Modify SpellLevel 7
You can alter the damage type of a Wizard spell you cast, replacing one listed damage type with another type listed in the spell's description, according to the spell's rules.
- Ability Score ImprovementLevel 8
You gain two Ability Score Improvement feats or other eligible feats. Salkha chooses Tough and increases her hit point maximum by 40.
- Memorize Spell ImprovementLevel 9
You can alter a prepared Wizard spell by changing one eligible property of the spell, such as damage type, range, or components, according to the spell's rules.
- Modify Spell ImprovementLevel 11
You can alter another eligible property of a prepared Wizard spell when you cast it, using the Modify Spell feature and the spell's listed options.
- Ability Score ImprovementLevel 12
You gain two Ability Score Improvement feats or other eligible feats. Salkha chooses Ability Score Improvement twice, increasing Constitution from 15 to 17 and Strength from 14 to 16 before the final scores shown here.
- Create SpellLevel 13
You can create a modified version of a prepared Wizard spell, combining several alterations allowed by Modify Spell. The modified spell is recorded in your spellbook and follows the normal rules for modified spells.
- Ability Score ImprovementLevel 16
You gain two Ability Score Improvement feats or other eligible feats. Salkha chooses Ability Score Improvement twice, increasing Constitution from 15 to 17 and Strength from 14 to 16 before the final scores shown here.
- Spell MasteryLevel 18
You have achieved mastery over certain low-level spells. Choose one level 1 Wizard spell and one level 2 Wizard spell in your spellbook. You can cast each chosen spell without expending a spell slot, at its lowest level, and can change the choices after a long rest.
- Signature SpellsLevel 20
You gain complete mastery over two powerful spells in your spellbook. Choose two level 3 Wizard spells. You can cast each chosen spell once without expending a spell slot, and regain those uses after a long rest.
- Sculpt SpellsLevel 3
When you cast an Evocation spell that affects other creatures you can choose a number of them equal to 1 plus the spell's level. Chosen creatures automatically succeed on their saving throws against the spell and take no damage if they would normally take half damage on a successful save.
- Potent CantripLevel 3
When a creature succeeds on a saving throw against one of your damaging Evocation cantrips, it takes half the cantrip's damage, but suffers no other effect.
- Empowered EvocationLevel 6
You add your Intelligence modifier to one damage roll of any Wizard Evocation spell you cast. Your Intelligence modifier is currently +0.
- OverchannelLevel 10
When you cast a Wizard spell from the Evocation school using a spell slot of level 1 or higher, you can deal maximum damage with that spell. Once used, this feature cannot be used again until you finish a long rest.
- Overchannel ImprovementLevel 14
When you cast an Evocation spell of level 2 or lower using a spell slot, you can deal maximum damage without expending Overchannel. You can use this benefit a number of times equal to your Intelligence modifier, minimum once, and regain all uses after a long rest.
- Celestial ResistanceAasimarYou have Resistance to Necrotic damage and Radiant damage.
- DarkvisionAasimarYou can see in dim light within 60 feet of yourself as if it were bright light, and in darkness as if it were dim light. You discern colors in darkness only as shades of gray.
- Light BearerAasimarYou know the Light cantrip. Charisma is your spellcasting ability for it.
- Heavenly WingsAasimarYou sprout spectral wings and gain a Fly Speed equal to your Speed.
- Inner RadianceAasimarYou shed bright light in a 10-foot radius and dim light for an additional 10 feet. At the end of each of your turns, each creature within 10 feet of you takes Radiant damage equal to your proficiency bonus.
- Necrotic ShroudAasimarYour eyes briefly become pools of darkness, and each creature of your choice within 10 feet of you must succeed on a Charisma saving throw or become Frightened of you until the end of your next turn. Once on each of your turns, you deal extra Necrotic damage to a target when you deal damage to it with an attack or spell. The extra damage equals your proficiency bonus.
- Criminal ContactCriminal
You have contacts in the criminal underworld. You know how to communicate with criminals through signals, coded language, and discreet intermediaries, and you can usually obtain introductions to members of criminal networks in settlements where such networks exist.
Spells
20 spellsSpellcasting. Salkha Dadiani 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): no spells
8th level (1 slot): no spells
9th level (1 slot): , ,
Gear
8 itemsWeapons
- QuarterstaffA plain ash-wood quarterstaff reinforced with iron at both ends.
- 2×DaggerSlim balanced blades used for emergencies, intimidation, and cutting purses.
Tools
- Thieves' ToolsA set of picks, files, tension bars, and probes for opening locks and disabling simple traps.
Gear
- Component PouchA leather pouch containing the material components needed for spells that do not have a specific costly component.
- SpellbookA spellbook bound in cracked gray leather, containing Salkha's known Wizard spells and the criminal ledger concealed beneath its inner cover.
- Scholar's PackA pack containing a bedroll, mess kit, tinderbox, ten torches, ten days of rations, a waterskin, and 50 feet of hempen rope.
- Burglar's PackA pack containing a backpack, 1,000 ball bearings, 10 feet of string, a bell, five candles, a crowbar, a hammer, 10 pitons, a hooded lantern, two flasks of oil, five days of rations, tinderbox, and a waterskin.
Purse
- 16×Gold PiecesLoose currency kept in several hidden pockets.
Appearance
Salkha is a broad-shouldered aasimar woman with a compact, work-hardened build and a habit of standing too close to everyone else. Her skin has a muted bronze cast, and faint gold light gathers beneath it when she is angry or casting. Her dark hair is cut bluntly at the jaw and usually tied back with cord. Two small, worn ivory-colored horns rise from her temples, more like old bone knobs than elegant celestial adornments. She has strong square teeth, one chipped at the front, and shows them often when eating, smiling, or threatening someone. Her robes are practical charcoal wool reinforced with leather panels, covered in chalk marks, lock picks, ink stains, and tiny stitched labels identifying every pocket. A thin halo of pale fire sometimes circles her shoulders when her celestial revelation manifests.
Mannerisms
Salkha leans into conversations until people retreat or submit. She counts silently on her knuckles while listening, taps her quarterstaff against the floor before casting, and chews tough food with exaggerated patience while staring at anyone who is speaking. Her smile is usually a baring of strong, chipped teeth rather than an expression of warmth.
Personality
Salkha is practical, invasive, and relentlessly observant. She speaks to powerful people as if they are incompetent laborers and to desperate people as if they are tools that have not yet been properly handled. She enjoys precise work, strong tea, locked doors, and the instant when someone realizes she has already planned for their betrayal.
Ideals
Freedom is the right to do whatever one can get away with. Laws are cages built by people too weak to enforce their will personally.
Bonds
The old thieves' guild ledger is hidden inside her spellbook. It contains the names of every patron, informer, judge, and guild member who profited from the district's misery. Salkha intends to find each name and decide what the person is worth.
Flaws
She treats kindness as a temporary lapse in judgment and assumes every relationship has a price. When frightened, she becomes cruel before she becomes honest. She is also convinced that because celestial power chose her, every act of mercy she refuses is a deliberate moral victory.
Quirks
Background
Salkha grew up above a tannery in a crowded river district, the second daughter of a family that survived by repairing what wealthier people broke and hiding what wealthier people stole. Her first talent for magic appeared while she was opening a magistrate's strongbox. Instead of tripping the lock, she made the metal remember being molten. The box sagged open, the room filled with white heat, and three guards died before she understood what she had done. Her family sold her to the local thieves' guild to settle the cost of the damage. The guild taught her stealth, codes, burglary, and the useful distinction between a spell that frightens a person and one that leaves no person behind.
“Her first talent for magic appeared while she was opening a magistrate's strongbox.”
- Background
- Criminal
Connections
Species
Aasimar
Media
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