Nithaan
Nithaan
Sheet
AC 13 · HP 143 · 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
Armor
Weapons
Tools
Languages
Features
29 featuresBonus action
- Silver TongueLevel 3
You can use a bonus action to inspire allies and bolster the effect of your performance, making your magic and words harder to dismiss or resist.
- TraitElfFey Step, magically teleport up to 30 feet as a bonus action once per short or long rest
Reaction
- Infectious InspirationLevel 14
When you roll initiative and have no Bardic Inspiration remaining, you regain one use. In addition, when a creature within 60 feet sees you use Bardic Inspiration and then succeeds with it, you can inspire another creature as a reaction.
Always on
- Bardic InspirationLevel 1
When Bonus action
You grant an ally Bardic Inspiration, adding your high-level bardic die to their next qualifying roll.
- Unsettling WordsLevel 3
When Bonus action
You speak a few precise words that twist an enemy's confidence, imposing a penalty on its next saving throw.
- Song of RestLevel 2
When Short rest
You restore allies with your inspiring presence and song, reinforcing their resolve during rest.
- SpellcastingLevel 1
You can cast bard spells using Charisma as your spellcasting ability. You use a spellcasting focus or an instrument to channel your magic.
- Bardic Spell FocusLevel 1
You can use a musical instrument as a spellcasting focus for your bard spells.
- Jack of All TradesLevel 2
You gain proficiency in two skills of your choice. If you make an ability check with a skill you are proficient in, you can add half your proficiency bonus, rounded down, to the check if you are not already proficient.
- ExpertiseLevel 3
Choose three skills. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.
- Bard CollegeLevel 3
Choose a Bard College. You gain the features granted by that college.
- Unfailing InspirationLevel 6
When a creature succeeds on a saving throw against one of your Bardic Inspiration dice, it still takes the inspiration if it benefits an ally by your feature. Your inspiration becomes more efficient and reliable.
- Universal SpeechLevel 6
You can magically understand any spoken language you hear, and any creature that knows at least one language can understand your words as if you spoke its language.
- Eloquence TrainingLevel 3
You gain proficiency in Persuasion and Performance if you did not already have them, and your words can better steer conversations in your favor.
- Sovereign of SpeechLevel 6
You cannot be silenced by the usual barriers of language when you choose to make yourself understood. Your speech carries the weight of intent even in confusion, distance, or hostility.
- Font of InspirationLevel 5
You regain expended uses of Bardic Inspiration on a short rest instead of a long rest.
- CountercharmLevel 6
When a hostile creature can hear you, you can use music or words to distract and disrupt it, granting allies protection against enemy charm and fear effects.
- Magical SecretsLevel 10
You can choose an additional two spells from any class list to add to your bard spells known.
- Superior InspirationLevel 10
Your Bardic Inspiration die becomes a d10.
- Magical SecretsLevel 14
You can choose two more spells from any class list to add to your bard spells known.
- Bardic Inspiration ImprovementLevel 15
Your Bardic Inspiration die becomes a d12.
- Magical SecretsLevel 18
You can choose two final spells from any class list to add to your bard spells known.
- Superior BardLevel 20
You can inspire yourself and allies without hesitation. Your mastery of performance, persuasion, and magical rhetoric is complete.
- TraitElfDarkvision 60 ft.
- TraitElfKeen Senses, proficiency in Perception
- TraitElfFey Ancestry, advantage on saving throws against being charmed, and magic can't put you to sleep
- TraitElfTrance, 4 hours of meditation counts as a long rest for sleep
- TraitElfSeasonal Magic, his eladrin nature shifts the tone and intensity of his aura with his emotions
- Guild MembershipGuild Artisan
You have the respect and support of members of your guild. As long as you are in good standing, guild members will provide lodging, food, and assistance where they can, and your guild can help you find work and spread information about your craft.
Spells
26 spellsSpellcasting. Nithaan casts with Charisma (spell save DC 19, 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
12 itemsWeapons
- RapierA finely balanced melee weapon favored by duelists and performers.
- DaggerA lightweight backup blade.
- Second DaggerA versatile backup weapon carried with practiced ease.
Armor
- Leather ArmorLight protective gear for traveling and performance.
Tools
- LuteA spellcasting instrument and symbol of artistic devotion.
- Calligrapher's SuppliesA set of artisan's tools used in the guild trade.
- FluteA second spellcasting instrument used for different styles of performance.
- ViolA third instrument, chosen for richer harmonies and private reflection.
Gear
- Diplomat's PackA pack containing formal necessities for diplomacy and travel.
- Guild Letter of IntroductionA formal letter that identifies his standing within the guild.
- Fine ClothesFine clothing suited to meetings, performances, and audiences.
- Belt PouchA modest purse and travel funds for expenses.
Appearance
Nithaan is a 6'2" eladrin elf with a slender, graceful build and an otherworldly poise that makes him seem both ancient and ageless. His skin is pale with a faint seasonal luminescence, currently glowing with the warm gold of high summer. Long straight hair of glittering gold falls to the middle of his back, and his luminous green eyes shift with his thoughts, presently bright and focused like sunlight through emerald glass. He wears a deep forest green coat over a cream high-collared shirt, dark tailored trousers, polished burnished boots, silver rings, and delicate earrings that chime softly when he moves. A simple stone pendant hangs at his throat, and faint glowing runes trace his forearms beneath rolled sleeves.
Mannerisms
He speaks with deliberate pauses, as if selecting each word from a shelf of rare and fragile things. When thinking, he taps one silver ring against another in a soft, rhythmic pattern, and when he is pleased, the corners of his eyes brighten as though lit from within. He often tilts his head slightly toward whoever is speaking, giving the impression of perfect attention even in a crowded room.
Personality
Quiet, measured, and unnervingly precise, Nithaan treats language as both art and instrument. He is patient with confusion, respectful toward competence, and almost impossible to rush. In conversation he prefers truth spoken elegantly, because he believes careless words are a form of cruelty. He rarely raises his voice, yet when he does, it carries the certainty of a formal verdict.
Ideals
Expression. Truth matters, but so does the form it takes. A perfect truth spoken cruelly can do less good than a carefully shaped truth that lets someone endure it.
Bonds
He keeps a small stone pendant that once belonged to the first mortal who treated him not as a curiosity, but as a peer. He will go to great lengths to honor any sincere bargain, and he feels personally responsible for the safety of the guildhouse that gave him a place in the world.
Flaws
Nithaan is so accustomed to precision that he can become quietly intolerant of emotional messiness, even when compassion would serve better than correctness. He also has a dangerous habit of assuming he can talk his way out of any situation, which has nearly cost him more than once when steel, grief, or pride answered where language failed.
Quirks
Background
Nithaan was born under a bloom of impossible spring in a hidden eladrin enclave where words were treated as living things, carefully polished, never wasted, and occasionally feared. From early on he showed a gift for language that went beyond eloquence. He could soothe tempers with a phrase, sharpen resolve with a line of verse, and turn a simple promise into a binding thing that seemed to hum in the air. His elders trained him in the etiquette of seasonal courts, but his curiosity always wandered beyond ritual. He became fascinated by the mortal worlds where contracts, songs, laws, and lies were all made from the same fragile material, speech. He eventually walked among modern cities and found a place in a guild of writers, negotiators, and artistic advisors, where his uncanny poise and exacting tongue made him invaluable. There he learned that commerce could be as dramatic as any ballad and that a well-timed silence could move mountains. Yet Nithaan never fully belonged to the age of steel and glass. He is still touched by the slow tides of eladrin seasonality, and his emotions can subtly tint the world around him. He now travels as a master of words and presence, shaping treaties, exposing falsehoods, and composing living arguments that strike with the force of a blade. Every speech he gives is a performance, every negotiation a duet, and every promise a spell of its own.
“From early on he showed a gift for language that went beyond eloquence.”
- Background
- Guild Artisan
Connections
Species
Elf
Media
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