Tobin from Phandalin
Tobin from Phandalin
Sheet
AC 9 · HP 17 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingWIS
- ArcanaINT
- AthleticsSTR
- DeceptionSTR
- HistoryINT
- InsightWIS
- IntimidationCHA
- InvestigationINT
- MedicineWIS
- NatureINT
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- ReligionINT
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Weapons
Tools
Languages
Features
21 featuresAlways on
- Prestidigitation
When At will
Tobin casts a minor magical effect within range, such as creating a small sensory effect, manipulating an object, or producing a harmless sign.
- Fire Bolt
When Action
Tobin hurls a mote of fire at a creature within range, making a ranged spell attack that deals 1d10 fire damage on a hit.
- Mage Hand
When Action
Tobin creates a small spectral hand that can manipulate objects, open doors, retrieve items, and perform other simple tasks.
- Thunderwave
When Action
Tobin releases a wave of thunderous force. Creatures in the area must 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.
- Magic Missile
When Action
Tobin fires three glowing darts of magical force, each automatically striking a creature he can see and dealing 1d4 plus 1 force damage.
- Longstrider
When Action
Tobin touches a willing creature, increasing its speed by 10 feet and granting other benefits for the spell's duration.
- Shield
When Reaction
Tobin creates a protective magical barrier that increases a creature's Armor Class by 5 until the start of his next turn.
- Protection from Evil and Good
When Action
Tobin surrounds a creature with a shimmering ward that grants a bonus to saving throws and causes attackers to have disadvantage against it.
- Chromatic Orb
When Action
Tobin launches a glowing mote at a creature, dealing 1d6 plus 3 psychic damage on a hit and gaining advantage on his next attack against that creature before the end of his next turn.
- Scorching Ray
When Action
Tobin creates a 20-foot-radius sphere of flame. Creatures in the area make a Dexterity saving throw, taking 8d6 fire damage on a failed save or half damage on a success.
- Invisibility
When Action
Tobin turns invisible until the spell ends, or until he attacks or casts a spell.
- Unseen Servant
When Action
Tobin creates a magical servant that can perform simple tasks and manipulate objects for him.
- SpellcastingLevel 1
Tobin is a 3rd-level spellcaster. He can cast wizard spells using Intelligence as his spellcasting ability. He has a spellbook containing his known wizard spells and can prepare a number of wizard spells equal to his Intelligence modifier plus his wizard level.
- Arcane RecoveryLevel 1
Once per day when he finishes a short rest, Tobin can recover expended spell slots with a combined level of up to 2. The recovered slots can include one 2nd-level slot or two 1st-level slots.
- Arcane Tradition, School of EvocationLevel 2
Tobin has joined the School of Evocation. Evocation magic allows him to manipulate magical energy to produce powerful effects and protect allies from some of his area spells.
- Sculpt SpellsLevel 2
When Tobin casts an evocation spell that affects other creatures he can see, he can choose a number of them equal to 1 plus the spell's level. Those creatures automatically succeed on their saving throws against the spell, and they take no damage if the spell normally deals half damage on a successful save.
- Ability Score IncreaseHumanEach of Tobin's ability scores increases by 1.
- SizeHumanTobin is Medium.
- SpeedHumanTobin's walking speed is 30 feet.
- LanguagesHumanTobin can speak, read, and write Common and one extra language, Dwarvish.
- Rustic HospitalityFolk Hero
Tobin can find a place to hide, rest, or recuperate among common folk. Commoners will shield him from the law or anyone searching for him, though they will not risk their lives for him.
Spells
12 spellsSpellcasting. Tobin from Phandalin casts with Intelligence (spell save DC 13, to hit with spell attacks).
Cantrips (at will): , ,
1st level (4 slots): , , , , , ,
2nd level (2 slots): ,
Gear
10 itemsWeapons
- QuarterstaffA simple wooden staff used for walking, warding off pests, and channeling magic.
- DaggerA finely balanced blade kept as a practical tool and emergency weapon.
Tools
- Woodcarver's toolsWoodcarver's tools used to make charms, small repairs, and simple farm implements.
Gear
- Component pouchA pouch containing the material components needed for wizard spells that do not have a listed cost.
- Scholar's packA pack containing a bedroll, mess kit, tinderbox, torches, rations, waterskin, and rope.
- SpellbookA leather-bound spellbook containing Tobin's wizard spells, notes, diagrams, and several blank pages.
- ShovelA sturdy shovel carried from his family's farm and used for digging, camp work, and occasional crypt exploration.
- Iron potA plain iron cooking pot, blackened from years of use.
- Common clothesPractical homespun clothing suitable for farm work and travel.
Purse
- 10×Gold piecesMoney saved from farm work and rewards for defending local villagers.
Appearance
Tobin is a lean human man with weathered olive skin, a narrow face, and unruly chestnut hair streaked with early gray. His bright hazel eyes are magnified slightly by brass-rimmed spectacles. He wears a patched blue-gray traveling coat over simple brown clothes, sturdy boots, and a spellbook case secured with red cord. His hands are stained with ink, soot, and farm soil, and a small wooden wheat charm hangs from his neck.
Mannerisms
Tobin adjusts his spectacles whenever he is thinking, taps rhythms against his spellbook while memorizing magic, and explains dangerous situations using farming metaphors. When nervous, he quietly counts objects in the room.
Personality
Tobin is patient, earnest, and intensely curious. He treats farmers, laborers, merchants, and scholars with the same careful respect. He prefers solving problems through preparation and cooperation, but his quiet voice becomes remarkably firm when someone threatens helpless people.
Ideals
Protection. Knowledge has value only when it is used to keep people safe, especially those who have no power of their own.
Bonds
Phandalin and the surrounding farms are my home. I will defend its people, and I will recover the missing pages of the old wizard's ledger that began my magical education.
Flaws
Tobin overestimates what careful planning can accomplish and becomes stubborn when forced to improvise. He is also painfully uncomfortable admitting that he does not understand a magical phenomenon, and may take foolish risks to prove that he does.
Quirks
Background
Tobin was born to tenant farmers outside Phandalin, where his first lessons came from counting seed sacks, reading weather signs, and listening to old miners tell stories beside the fire. As a boy, he discovered that the strange marks in a discarded wizard's ledger responded when he traced them with a charcoal-stained finger. The traveling scholar who owned the ledger recognized the spark of talent in him and taught Tobin the rudiments of reading arcane script. Tobin never became physically strong or quick, but he possessed an uncommon patience and a mind that could hold patterns long after others forgot them. When a band of extortionists threatened the farms around Phandalin, Tobin used improvised magic, clever traps, and a network of neighbors to expose their hidden storehouse and drive them away. The people called him a hero, though Tobin insists that the real victory belonged to everyone who stood together. He now travels as a wizard in order to protect ordinary folk from dangers they cannot name, while searching for the missing pages of the ledger that first awakened his magic. He keeps one promise above all others, that no village will be abandoned simply because its defenders lack swords, wealth, or noble blood.
“As a boy, he discovered that the strange marks in a discarded wizard's ledger responded when he traced them with a charcoal-stained finger.”
- Background
- Folk Hero
Connections
Species
Human
Media
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