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Dhair Darkrose - AI-generated fantasy Character

Dhair Darkrose

Tiefling · Wizard (School of Evocation) · Level 20 · Criminal

Dhair Darkrose

Dhair is controlled, observant, urbane, and relentlessly pragmatic.
AC13
HP120/120
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 13 · HP 120 · 30 ft.
AlignmentLawful EvilGenderMaleAgeApproximately 53 years old, appearing to be in his late thirties
STR
DEX
CON
INT
WIS
CHA

Saving throws

INTWISSTRDEXCONCHA

Skills

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

Weapons

Daggers,
Darts,
Slings,
Quarterstaffs,
Light Crossbows

Tools

Thieves' Tools,
Gaming Set

Languages

Common,
Infernal,
Undercommon

Features

26 features

Always on

  • Sculpted Cataclysm

    When When casting a damaging Evocation spell that affects multiple creatures

    Dhair releases a devastating burst of magical force. Creatures he chooses within the spell's area are protected by Sculpt Spells, while others endure the full blast.

  • Memorize SpellLevel 5

    When After a Long Rest

    He calmly replaces one prepared spell with another from his spellbook after a period of study, adapting his repertoire to the next stage of a plan.

  • OverchannelLevel 14

    When When casting a wizard Evocation spell of level 1 through 5

    Dhair pushes an Evocation spell beyond its safe limits, accepting magical strain to maximize its destructive potential.

  • SpellcastingLevel 1

    You can cast wizard spells using Intelligence as your spellcasting ability. You have a spellbook containing the wizard spells you know, and you can use a spellcasting focus or an arcane focus as the material component for wizard spells when appropriate.

  • Ritual AdeptLevel 1

    You can perform the Ritual version of a wizard spell in your spellbook without having that spell prepared, provided the spell has the Ritual tag.

  • Arcane RecoveryLevel 1

    Once per Long Rest, after a Short Rest, you can recover expended spell slots with a combined level of up to ten, and no slot recovered can be level six or higher.

  • ScholarLevel 2

    You gain expertise in one skill in which you are proficient. Choose Arcana. Your proficiency bonus is doubled for Arcana checks.

  • Evoker SubclassLevel 3

    You choose the Evocation school. Your study of evocation magic grants the subclass features listed below.

  • Sculpt SpellsLevel 3

    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. The 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.

  • Evocation SavantLevel 3

    You gain the ability to copy Evocation spells into your spellbook at reduced time and cost, according to the Evocation Savant rules.

  • Ability Score ImprovementLevel 4

    You gain an Ability Score Improvement or another feat for which you qualify.

  • Potent CantripLevel 6

    When you cast a wizard Evocation spell with a spell slot, you can add your Intelligence modifier to one damage roll of that spell.

  • Ability Score ImprovementLevel 8

    You gain an Ability Score Improvement or another feat for which you qualify.

  • Empowered EvocationLevel 10

    When you cast a wizard spell that deals damage, you can add your Intelligence modifier to one damage roll of that spell. You can use this feature only once per spell.

  • Ability Score ImprovementLevel 12

    You gain an Ability Score Improvement or another feat for which you qualify.

  • Ability Score ImprovementLevel 16

    You gain an Ability Score Improvement or another feat for which you qualify.

  • Spell MasteryLevel 18

    You have mastered two spells of 1st level and two spells of 2nd level. You can cast each of those spells at their lowest level without expending a spell slot, provided they are prepared. You can change one or more of these spells after a Long Rest.

  • Epic Boon, Boon of Spell RecallLevel 19

    You gain an Ability Score Improvement or another feat for which you qualify.

  • Boon of Spell RecallLevel 19

    When you cast a wizard spell of level 1 through 4 and expend a spell slot, you can roll a d6. On a roll of 1 through 5, you expend no spell slot. You can use this feature twice per Long Rest.

  • Arcane ApotheosisLevel 20

    You can cast any wizard spell in your spellbook without preparing it, provided you use a spell slot of the spell's level or higher. In addition, whenever you finish a Short Rest, you regain all expended uses of Arcane Recovery.

  • TraitTieflingDarkvision, 60 feet.
  • TraitTieflingOtherworldly Presence, granting the Thaumaturgy cantrip.
  • TraitTieflingInfernal Legacy, granting resistance to fire damage, the Hellish Rebuke spell once per Long Rest at character level 3 or higher, and the Darkness spell once per Long Rest at character level 5 or higher. Charisma is the spellcasting ability for these species spells.
  • TraitTieflingCreature type Fiend.
  • TraitTieflingThe Infernal tiefling lineage reflects Dhair's enduring connection to the Hells and to Glasya.
  • Criminal ContactCriminal

    You have a reliable and discreet criminal contact who acts as your liaison to a network of informants, fences, smugglers, thieves, and other underworld figures. Your network extends unusually far, including contacts across several planes, although favors, secrets, and payments are still expected.

Spells

27 spells

Spellcasting. Dhair Darkrose casts with Intelligence (spell save DC 18, 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

10 items

Weapons

  • 2×
    Dagger
    Balanced blades concealed in sleeves, boots, or the folds of a robe

Tools

  • Thieves' Tools
    A set of tools for opening locks and disabling mundane traps

Gear

  • Arcane Focus
    A focus for channeling arcane magic, often used as a wand or crystal
  • Spellbook
    A bound volume containing Dhair's prepared formulae, copied discoveries, planar notations, and encoded criminal references
  • Robes
    Light, durable clothing suitable for travel and clandestine work
  • Scholar's Pack
    A pack containing a backpack, book of lore, ink, ink pen, parchment, small bag of sand, and a knife
  • Crowbar
    A sturdy iron bar useful for prying, leverage, and intimidation
  • Gaming Set
    A gaming set used to establish trust, collect debts, and identify dishonest opponents
  • Black Iron Rose Pendant
    The black iron rose gifted by Glasya, infernal in origin and magically significant to its owner

Purse

  • 25×
    Gold Pieces
    Money retained from criminal work and wizardly commissions

Appearance

Dhair is a tall, lean tiefling with polished black-red skin, swept-back obsidian horns, and a long tail usually wrapped once around one ankle while he is thinking. His silver-white hair is worn to his shoulders, carefully tied with black cord. His eyes are a deep ember-orange, but his gaze is more memorable than their color. Within a room, his attention moves constantly from exits to hands to concealed pockets, rarely resting on a speaker's face for long. He smells faintly of vellum, cold iron, and expensive smoke from infernal incense. A black iron pendant shaped like a rose hangs at his throat, its petals sharp enough to draw blood.

Mannerisms

He silently counts exits, windows, and visible weapons whenever he enters a room. When considering a spell, he taps one horn with the tip of a finger. He speaks to priests with exquisite courtesy, using their titles more precisely as his contempt increases. When Glasya is mentioned, the pendant is unconsciously closed inside his hand.

Personality

Dhair is controlled, observant, urbane, and relentlessly pragmatic. He can be charming when charm is useful, generous when generosity purchases loyalty, and frighteningly patient when revenge requires years. He is fascinated by every form of magic, from divine miracles and infernal contracts to forgotten cantrips scratched into prison walls. Though he despises gods, he does not dismiss their power. He studies them as he studies every threat, with the hope that sufficient understanding can turn even worshiped immortals into solvable problems.

Ideals

No power deserves worship merely because it is ancient or strong. Knowledge should belong to the person capable of using it, and every hierarchy should be forced to justify its authority.

Bonds

He keeps the black iron rose gifted by Glasya against his skin at all times. He knows she can see through it, and that knowledge is part vulnerability, part challenge, and part cherished memory. Their relationship has never been simple. He refused her pact when he was young, but stayed in contact with her, and their dangerous affection has occasionally crossed into intimacy. He is also bound to the sprawling criminal network that raised him. He will protect a useful contact from betrayal, even when doing so is strategically inconvenient.

Flaws

He assumes every act of kindness conceals a price, and he is often correct just often enough to reinforce the habit. Dhair cannot resist proving that a priest, celestial, or supposedly righteous institution is hypocritical. He treats promises as weapons, affection as exploitable intelligence, and trust as a condition to be tested until it breaks. His hatred of gods sometimes overrides his better judgment, especially when an opportunity arises to embarrass, rob, or undermine one.

Quirks

He gives every spell a private nickname based on the first person it defeated.
He leaves a single black rose at shrines after removing anything valuable from them.
He keeps written records of favors owed to him and favors he owes, with different inks for mortals, fiends, celestials, and undead.
He occasionally asks strangers which god they pray to, then remembers the answer for years.
He prefers doors with complicated locks because simple locks feel insulting.

Background

Dhair Darkrose was born in Baldur's Gate and orphaned before he was old enough to understand what death meant. He prayed to every god whose name he heard, offering childish bargains in alleys, shrines, and rain-soaked cemeteries. None answered. Priests offered rehearsed comfort, charity with conditions, or warnings about his blood. Dhair learned a different lesson: the gods were either absent, indifferent, or powerful enough to ignore suffering without consequence. He grew up among pickpockets, burglars, smugglers, and information brokers, first stealing food and later stealing secrets. His criminal work taught him that every miracle had a mechanism, every oath had leverage, and every institution had a hidden ledger.

“He prayed to every god whose name he heard, offering childish bargains in alleys, shrines, and rain-soaked cemeteries.”
From their backstory
Background
Criminal

Connections

Species

Tiefling

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