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Yelesmiel - AI-generated fantasy Character

Yelesmiel

Air Genasi · Sorcerer (Draconic Bloodline) · Level 3 · Outlander

Yelesmiel

Yelesmiel is soft-spoken, observant, and unnervingly patient.
AC15
HP17/17
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 15 · HP 17 · 30 ft.
AlignmentNeutral EvilGenderMaleAge28 years old
STR
DEX
CON
INT
WIS
CHA

Saving throws

STRDEXCONINTWISCHA

Skills

  • AcrobaticsDEX
  • Animal HandlingWIS
  • ArcanaINT
  • AthleticsSTR
  • DeceptionCHA
  • HistoryINT
  • InsightWIS
  • IntimidationCHA
  • InvestigationINT
  • MedicineWIS
  • NatureINT
  • PerceptionWIS
  • PerformanceCHA
  • PersuasionCHA
  • ReligionINT
  • Sleight of HandDEX
  • StealthDEX
  • SurvivalWIS

Weapons

Daggers,
Darts,
Slings,
Quarterstaffs,
Light crossbows

Tools

Flute

Languages

Common,
Primordial,
Draconic

Features

25 features

Bonus action

  • Font of MagicLevel 2

    Yelesmiel can use a bonus action to spend 2 sorcery points to create one 1st-level spell slot, or spend 3 sorcery points to create one 2nd-level spell slot. He regains all expended sorcery points when he finishes a long rest.

  • Quickened Spell and Seeking SpellLevel 3

    Yelesmiel can spend 1 sorcery point to cast a spell with a casting time of 1 action as a bonus action, or spend 2 sorcery points to cast a spell that targets only one creature without spending a sorcery point to avoid disadvantage on a ranged spell attack.

Always on

  • Ray of Frost

    When An enemy is within 120 feet

    Yelesmiel exhales a burst of freezing wind at a creature within 120 feet. The target must make a Constitution saving throw or take 1d8 cold damage, taking half damage on a successful save.

  • Fire Bolt

    When An enemy or flammable object is within 120 feet

    Yelesmiel creates a small flame in his hand or on an object, illuminating the area and dealing 1 fire damage to a flammable object that is not being worn or carried.

  • Minor Illusion

    When A distraction or false sensory detail would be useful

    Yelesmiel produces a harmless sensory effect, such as a whispering breeze, a scent, or a fleeting image.

  • Mage Hand

    When A nearby object must be moved or manipulated

    Yelesmiel manipulates a small object or produces a minor magical effect at close range.

  • Thunderwave

    When Multiple enemies are within 15 feet

    Yelesmiel releases a wave of thunderous force in a 15-foot cube. Creatures in the area make a Constitution saving throw, taking 2d8 thunder damage and being pushed 10 feet on a failed save, or half damage without being pushed on a success.

  • Chromatic Orb

    When A dangerous single target is within 90 feet

    Yelesmiel launches a shard of ice at one creature within 90 feet. The target makes a Dexterity saving throw, taking 3d6 cold damage on a failed save, or half damage on a success.

  • Magic Missile

    When A reliable ranged attack is needed

    Yelesmiel creates three glowing darts of magical force. Each dart hits a creature he can see within 120 feet and deals 1d4 + 1 force damage.

  • Blur

    When He must survive sustained attacks

    Yelesmiel distorts the air around a creature, granting advantage on Dexterity saving throws and imposing disadvantage on attack rolls against it until the spell ends.

  • Dragon AncestorLevel 1

    Yelesmiel's innate magic comes from an unusual connection to draconic power. He has a draconic ancestor associated with a silver dragon, granting him a natural affinity for cold damage. He can speak, read, and write Draconic.

  • Draconic ResilienceLevel 1

    His draconic heritage hardens his body. His hit point maximum increases by 1 at 1st level and increases by 1 whenever he gains a level in this class. He also has a natural armor class of 13 + his Dexterity modifier while not wearing armor.

  • SpellcastingLevel 1

    Yelesmiel can cast known sorcerer spells using Charisma as his spellcasting ability. He can use a spellcasting focus or component pouch where appropriate.

  • Sorcery PointsLevel 2

    Yelesmiel gains 3 sorcery points, which fuel his Metamagic options and other sorcerer features.

  • MetamagicLevel 3

    Yelesmiel knows two Metamagic options. He can apply one known option to a spell when he casts it, unless the option says otherwise.

  • Additional Sorcerer CantripLevel 3

    Yelesmiel can learn an additional sorcerer cantrip.

  • Ability Score IncreaseAir GenasiConstitution increases by 2 and Dexterity increases by 1.
  • DarkvisionAir GenasiYou can see in dim light within 60 feet as if it were bright light, and in darkness as if it were dim light.
  • Unending BreathAir GenasiYou can hold your breath indefinitely while you are not incapacitated.
  • Mingle with the WindAir GenasiYou can cast levitate once per long rest without material components, using Constitution as your spellcasting ability.
  • Elemental ResistanceAir GenasiYou have resistance to lightning damage.
  • Elemental NatureAir GenasiYou do not need to eat, drink, or breathe.
  • SizeAir GenasiMedium.
  • SpeedAir Genasi30 feet.
  • WandererOutlander

    Yelesmiel has an excellent memory for maps, terrain, weather, and natural landmarks. He can find food and fresh water for himself and up to five other people each day, provided the land offers such resources. He can also recall the general layout of terrain, settlements, and other features around him.

Spells

8 spells

Spellcasting. Yelesmiel casts with Charisma (spell save DC 12, to hit with spell attacks).

Cantrips (at will): , , ,

1st level (4 slots): , ,

2nd level (2 slots):

Gear

9 items

Weapons

  • Light crossbow
    A light crossbow suitable for hunting or defense.
  • Staff
    A sturdy walking staff used during travel and wilderness treks.

Tools

  • Hunting trap
    A metal trap used to catch small or medium beasts.

Gear

  • 20×
    Crossbow bolts
    Ammunition for the light crossbow.
  • Component pouch
    Used to provide material components for sorcerer spells.
  • Explorer's pack
    Contains a bedroll, mess kit, tinderbox, torches, rations, waterskin, and rope.
  • Trophy from a slain animal
    A preserved raven feather from the first creature Yelesmiel killed for food.
  • Traveler's clothes
    Plain, durable clothing suited to long travel.

Purse

  • 10×
    Gold pieces
    Starting currency from his life as a wilderness wanderer.

Appearance

Yelesmiel is a lean, long-limbed air genasi with pale blue-gray skin that seems faintly dusted with silver. His white hair lifts and stirs even in still rooms, as though caught in a private breeze, and his eyes are the clear gray of a storm front. He wears practical travel leathers beneath a weather-stained green cloak, with a polished brass compass hanging at his throat. The compass is heavily worn around the hinge and its needle spins whenever he is angry. Years spent under harsh sun, cold mountain wind, and abrasive desert dust have roughened his hands and tightened the skin around his knuckles. A small cluster of raven feathers is tied into his hair with red thread.

Mannerisms

Yelesmiel constantly tests the air with a slow breath before entering a room. He tilts his head toward distant sounds, pauses before answering questions as if measuring the wind, and touches the worn hinge of his compass whenever he is deciding whether to lie.

Personality

Yelesmiel is soft-spoken, observant, and unnervingly patient. He prefers to stand near exits and learn everyone's habits before speaking. He is courteous to strangers when courtesy is useful, generous when generosity creates dependence, and openly contemptuous of people who waste opportunities. He enjoys riddles, maps, and watching powerful people discover that their plans have unseen weaknesses.

Ideals

Power. The world belongs to those who can seize the high ground and keep it. Freedom is only meaningful when everyone else lacks the strength to take yours away.

Bonds

He carries the brass compass left by his mother and intends to follow its impossible needle to the place she disappeared. He is also bound to the mountain monastery that raised him, though he privately plans to return one day as its master rather than its servant.

Flaws

Yelesmiel regards compassion as a resource to be rationed, and he is quick to exploit anyone who mistakes his patience for kindness. He cannot resist humiliating a rival who has challenged his intelligence. When frightened, he becomes calculating rather than honest, and he would rather let an innocent person suffer than reveal that he was outmaneuvered.

Quirks

He names every significant storm he survives.
He leaves a single raven feather at campsites he intends to revisit.
He silently counts doors, windows, and exits whenever he enters a building.
He refuses to sleep with his compass more than an arm's length away.

Background

Yelesmiel was born where a highland monastery kept wind shrines above the tree line. His mother, an air genasi pilgrim, vanished soon after his birth, leaving him to be raised by ascetics who treated his unnatural breath and restless hair as omens. He learned the old trails, the moods of mountain weather, and the quiet value of being underestimated. The monks taught him discipline, but they also taught him that anyone who controls the road controls the people who travel it.

“He learned the old trails, the moods of mountain weather, and the quiet value of being underestimated.”
From their backstory
Background
Outlander

Connections

Species

Air Genasi

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