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Pydwyn Sede - AI-generated fantasy Character

Pydwyn Sede

Dhampir · Wizard (School of Evocation) · Level 6 · Sage

Pydwyn Sede

Pydwyn is observant, dryly witty, and unusually considerate in practical matters.
AC12
HP26/26
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 12 · HP 26 · 35 ft.
AlignmentNeutral GoodGenderFemaleAge27 years old, physically mature but unnaturally unchanged since her transformation
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

Calligrapher's supplies

Languages

Common,
Draconic,
Giant

Features

16 features

Always on

  • Fire Bolt

    When When a hostile creature is within 120 feet

    Pydwyn projects a narrow lance of flame at a creature within 120 feet. The target makes a Dexterity saving throw, taking 1d10 fire damage on a failure or half as much on a success.

  • Fireball

    When When several enemies are clustered together

    Pydwyn creates a burst of flame at a point within 150 feet. Creatures in a 20-foot-radius sphere make Dexterity saving throws, taking 8d6 fire damage on a failure or half as much on a success. Sculpt Spells can protect selected allies.

  • Flame Strike

    When When enemies surround her or block a narrow passage

    Pydwyn releases a 60-foot cone of roaring flame. Creatures in the area make Dexterity saving throws, taking 8d6 fire damage on a failure or half as much on a success. Sculpt Spells can protect selected allies.

  • SpellcastingLevel 1

    You have a spellbook containing six 1st-level wizard spells of your choice. You use Intelligence as your spellcasting ability, and you can copy additional wizard spells into the book as described by the wizard class.

  • Arcane RecoveryLevel 1

    Once per day when you finish a short rest, you can recover expended spell slots with a combined level equal to or less than 3, and none of the slots can be 6th level or higher.

  • Arcane TraditionLevel 2

    You gain proficiency with artisan's tools of your choice, and you can inscribe magical formulas in your spellbook as part of your Arcane Tradition training.

  • Sculpt SpellsLevel 2

    When you cast an evocation spell that affects other creatures you can see, 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.

  • Ability Score ImprovementLevel 4

    You can prepare one additional wizard spell from your spellbook. You can also add two wizard spells of your choice to your spellbook when you gain a wizard level.

  • Potent CantripLevel 6

    When a creature succeeds on a saving throw against one of your cantrips, it takes half the cantrip's damage, but suffers no other effect.

  • TraitDhampirDarkvision to 60 feet.
  • Deathless NatureDhampirYou do not need to breathe.
  • Spider ClimbDhampirYou have a climbing speed equal to your walking speed. At 3rd level, you can move up, down, and across vertical surfaces and upside down along ceilings while leaving your hands free.
  • Vampiric BiteDhampirYour fanged bite is a natural weapon that deals 1d4 piercing damage plus your Constitution modifier on a hit. When you are missing half or more of your hit points, you have advantage on attack rolls with the bite. When you hit a creature that is not a construct or undead, you can empower yourself with the bite, gaining a bonus to your next attack roll or ability check, or regaining hit points, a number of times per long rest equal to your proficiency bonus.
  • Ancestral LegacyDhampirYou retain proficiency in two skills from your former lineage, represented here by Insight and Perception, and your walking speed increases to 35 feet.
  • Creature TypeDhampirHumanoid.
  • ResearcherSage

    If Pydwyn does not know a piece of information, she usually knows where and from whom it can be obtained. She can locate a library, scholar, archive, occult collector, or other source of learning, though access may require persuasion, payment, or a service.

Spells

20 spells

Spellcasting. Pydwyn Sede 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): , , ,

Gear

8 items

Gear

  • Spellbook
    A dark leather-bound spellbook containing Pydwyn's prepared formulas and marginal notes in three inks
  • Arcane focus
    A carved yew wand capped with a brass ring, used as an arcane focus
  • Component pouch
    A small pouch of components, including sulfur, mica, charcoal, copper wire, and powdered chalk
  • Scholar's pack
    A scholar's pack containing a backpack, a book of lore, ink, a quill, ten sheets of parchment, a little bag of sand, and a small knife
  • Robes
    A plain black robe lined with blue thread and designed for easy movement
  • Silver reliquary
    A silver reliquary containing a fragment of forbidden research
  • Ink
    A bottle of dark ink used for copying spells and annotating research
  • Research notes
    A small collection of copied diagrams and historical notes concerning curses, undead, and magical transformations

Appearance

Pydwyn Sede is a short, slender woman with pale skin so nearly white that faint blue veins show at her wrists and temples. Her short, wavy black hair is carefully trimmed around her ears, though one stubborn curl always falls over her left brow. Her eyes are a clear, cold blue, made more striking by the stillness of her expression and the slight points of her canine teeth. She dresses in layered charcoal and deep blue robes, favoring practical hems and many inner pockets for chalk, folded notes, and spell components. She keeps her fingernails immaculate and repeatedly checks the clasp of a small silver reliquary at her throat without realizing she is doing it.

Mannerisms

Within a minute of meeting someone, Pydwyn will likely adjust the clasp of her silver reliquary, smooth one sleeve, and glance at the person's hands as though assessing whether they can be trusted near a spellbook. When thinking, she silently counts backward from thirteen.

Personality

Pydwyn is observant, dryly witty, and unusually considerate in practical matters. She remembers how people take their tea, which floorboards creak, and who dislikes the smell of sulfur. She dislikes grand speeches but enjoys precise arguments, especially when she knows she is right. Around strangers she is reserved, yet she becomes unexpectedly animated when discussing magical theory, obscure history, or the ethics of dangerous research.

Ideals

Precision. Power is not proven by how much destruction it causes, but by how carefully it can be stopped. Every dangerous force deserves a boundary and a responsible hand.

Bonds

The silver reliquary at her throat contains the final page of her mentor's research and the only clue to the person responsible for her transformation. She will risk far too much to recover the missing pages and keep them from anyone who would repeat the experiment.

Flaws

She treats emotional vulnerability as an intellectual problem and can respond to kindness by interrogating it. Her hunger makes her ashamed, and that shame sometimes drives her into needless isolation or dangerous experiments in self-control.

Quirks

She labels every spell component pouch by weight and purity.
She never sits with her back to an open doorway.
She keeps a private list of people who have shown her kindness, including the date and exact circumstance.
She tastes a drop of wine or soup before drinking deeply, even when she knows it contains no blood.
She dislikes mirrors that are slightly warped and will turn them toward the wall.

Background

Pydwyn Sede was born in a northern river town where winter darkness lasted long enough for people to become suspicious of anyone who preferred libraries to hearths. She studied first as a copyist, then as an apprentice to a reclusive evoker who believed that magic was best understood through controlled disaster. Pydwyn proved unusually gifted at shaping destructive spells around living things, bending fire and force through narrow gaps without scorching a page or cracking a glass. Her mentor valued the precision, but disliked Pydwyn's habit of asking whether every spell could be made less cruel. The answer came during an expedition beneath an abandoned monastery, where a sealed reliquary held the remains of a starving dhampir and a fragment of forbidden research. Pydwyn survived the encounter, but not unchanged. The transformation left her with an immortal hunger, spiderlike freedom of movement, and a bite that can draw strength as easily as blood. Rather than hide the condition or surrender to it, she turned her studies toward evocation, seeking a discipline that could impose clean boundaries on dangerous appetites. She now travels as a scholar and problem-solver, hunting the names of the people who created the reliquary while quietly helping other cursed or altered beings avoid becoming weapons in someone else's experiment.

“She studied first as a copyist, then as an apprentice to a reclusive evoker who believed that magic was best understood through controlled disaster.”
From their backstory
Background
Sage

Connections

Species

Dhampir

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