Tóvra Etxen
Tóvra Etxen
Sheet
AC 11 · HP 8 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- ArcanaINT
- AthleticsSTR
- DeceptionCHA
- HistoryINT
- InsightWIS
- InvestigationINT
- MedicineWIS
- NatureINT
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- ReligionINT
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Weapons
Tools
Languages
Features
27 featuresAction
- Minor Illusion
When When you need a brief distraction or simple sensory imitation within 30 feet.
You create a harmless sensory effect, such as a sound, image, smell, or other minor phenomenon, within range. The effect lasts up to 1 minute and can be dismissed as an action.
Reaction
- Concentration Training, Magic Initiate
When When making a Constitution saving throw to maintain Concentration.
You gain advantage on Constitution saving throws made to maintain Concentration, and you can use a reaction to give yourself a bonus to one Constitution saving throw.
Always on
- Fire Bolt
When When you make a ranged spell attack against a creature or object within 120 feet.
You release a mote of flame that deals 1d10 fire damage to one creature or object within 120 feet. The spell can ignite flammable objects that are not being worn or carried.
- Message
When When you need to communicate quietly with a creature within 120 feet.
You send a message of up to 25 words to a creature within range. The creature can reply immediately if it knows you are the recipient.
- Minor Illusion, Magic Initiate
When When you need a brief distraction or simple sensory imitation within 30 feet.
You create a harmless sensory effect, such as a sound, image, smell, or other minor phenomenon, within range.
- Mage Hand, Magic Initiate
When When you need to manipulate an unattended object within 30 feet.
You create a tiny magical hand that can manipulate objects, open an unlocked container, stow or retrieve an item, and perform other simple tasks within 30 feet.
- Protection from Evil and Good, Magic Initiate
When When you touch a willing creature before an expected danger from aberrations, celestials, elementals, fey, fiends, or undead.
You touch one willing creature, granting it a magical ward that adds 1d4 to one saving throw it makes before the spell ends.
- Fire Bolt
When When you make a ranged spell attack against a creature or object within 120 feet.
You launch a mote of fire at a creature or object within range. Make a ranged spell attack. On a hit, the target takes 1d10 fire damage.
- Shield
When When you are hit by an attack or targeted by Magic Missile.
A protective force surrounds a willing creature, granting it a +5 bonus to AC until the start of your next turn in response to an attack.
- Fire Bolt
When When you make a ranged spell attack against a creature or object within 120 feet.
You hurl a mote of fire at a creature or object within range. Make a ranged spell attack. On a hit, the target takes 1d10 fire damage.
- Frostbite
When When you target a creature within 60 feet.
You create a 15-foot cone of freezing air. Each creature in the area makes a Constitution saving throw, taking 1d8 cold damage on a failed save, or half as much on a success.
- Detect Magic
When When you examine an area, creature, object, or magical effect for magic.
You choose one creature, object, or magical effect within range and sense whether certain types of magic are present. You learn the school of magic, if any.
- Mind Sliver
When When you target a creature within 60 feet.
A creature within range makes a Wisdom saving throw. On a failed save, it takes 1d6 psychic damage and has disadvantage on its next attack roll before the end of its next turn.
- Cure Wounds, Magic Initiate
When When you touch a willing creature that needs healing.
You touch a willing creature, restoring 1d8 hit points plus your spellcasting ability modifier.
- Fog Cloud
When When you need to obscure an area within 120 feet.
You create a 20-foot cube of fog centered on a point within range. The area is heavily obscured for the duration.
- Magic Missile
When When you need reliable force damage against creatures within 120 feet.
You create three glowing darts of magical force. Each dart automatically hits a creature you can see, dealing 1d4 plus 1 force damage.
- Longstrider
When When you touch a willing creature before travel or a pursuit.
You touch a willing creature and increase its speed by 10 feet for the duration.
- SpellcastingLevel 1
You have learned to cast spells through study and memorization. Intelligence is your spellcasting ability. You have a spellbook containing six 1st-level Wizard spells, can prepare four of them after a Long Rest, and can cast prepared spells using spell slots. You can use a spellcasting focus or a component pouch for material components.
- Ritual AdeptLevel 1
You can cast a Wizard spell as a Ritual if that spell has the Ritual tag and is in your spellbook, without needing to have it prepared.
- Arcane RecoveryLevel 1
Once per Long Rest, immediately after finishing a Short Rest, you can regain expended spell slots with a combined level equal to half your Wizard level, rounded up. At 1st level, this restores one expended 1st-level spell slot.
- ResourcefulHumanYou gain Heroic Inspiration whenever you finish a Long Rest.
- SkillfulHumanYou gain proficiency in one skill of your choice, represented here by Perception.
- VersatileHumanYou gain one Origin feat of your choice, represented here by Alert.
- Alert Origin FeatHumanYou add your proficiency bonus to Initiative rolls.
- Standard human size and walking speed of 30 feetHumanHuman appearance and physiology vary widely.
- TraitHumanYou speak Common and one additional language of your choice.
- ResearcherSage
When you attempt to learn or recall a piece of lore, you know where to obtain the information, usually from a library, archive, scholar, or other learned person. The Dungeon Master may rule that the knowledge is unavailable, especially if it is obscure or secret.
Spells
13 spellsSpellcasting. Tóvra Etxen casts with Intelligence (spell save DC 13, to hit with spell attacks).
Cantrips (at will): , , , , ,
1st level (2 slots): , , , , , ,
Gear
11 itemsWeapons
- QuarterstaffA simple wooden staff suitable for walking and defense.
- 2×DaggerA light, finesse weapon used as a backup weapon.
Gear
- Arcane Focus, crystalA focus for channeling Wizard spells.
- Scholar's PackContains books, ink, parchment, and other basic scholarly supplies.
- SpellbookContains the six 1st-level Wizard spells learned at 1st level.
- Sage's RobeA hooded robe appropriate for a traveling scholar.
- Ink, 1 ounce bottleUsed for writing and copying magical or scholarly text.
- Quill PenA fine quill suitable for precise notation.
- 10×ParchmentClean sheets for notes, diagrams, and spell transcription.
- Sand, small pouchUsed in Tóvra's experiments with elemental and illusion magic.
Purse
- 8×Gold PiecesPersonal funds remaining after assembling travel supplies.
Appearance
A lean human with warm brown skin, a narrow face, and dark auburn hair worn in a practical braid tied with red thread. Their gray-green eyes are sharp with constant attention, and a small ink stain marks the side of their left thumb. They dress in a weathered scholar's robe over fitted traveling clothes, with a brass spectacles case, a leather-bound spellbook, and a bundle of carefully labeled parchment tubes.
Mannerisms
Tóvra pauses before answering difficult questions and silently counts on their fingers while organizing thoughts. They straighten crooked books, label nearly everything, and tap the spine of their spellbook twice before casting from it.
Personality
I am patient with mysteries and impatient with people who pretend not to have any. I listen closely, remember small details, and become unexpectedly warm when someone shows genuine curiosity. In danger, I grow calmer rather than braver, as if fear were simply another problem to catalogue.
Ideals
Knowledge should be made useful. Learning that cannot protect people, reveal truth, or prevent suffering is only another form of vanity.
Bonds
I carry the unfinished research of my first mentor, who vanished while investigating a sealed ruin. I will uncover what happened and preserve the truth, whatever it costs.
Flaws
I become argumentative when someone makes a confident claim without evidence, even when the situation calls for tact or speed. I also have a dangerous habit of investigating cursed objects before deciding whether they should be touched.
Quirks
Background
Tóvra Etxen was raised in a riverside town where humans, dwarves, and elves traded books as eagerly as they traded grain. Their mother repaired navigational charts, while their grandfather copied legal records in a cramped room above the town archive. Tóvra learned early that knowledge was not an ornament. It was a practical tool that kept bridges standing, disputes quiet, and travelers alive. Their first brush with magic came while restoring a fire-damaged manuscript, when a half-erased diagram briefly made every candle in the room burn blue. The town's archivist recognized the pattern as a fragment of wizardly instruction and arranged for Tóvra to study under a wandering arcanist. Tóvra proved capable, methodical, and utterly unwilling to accept an unexplained rule. They became a sage by habit before earning the title, collecting oral histories, comparing contradictory maps, and tracking magical phenomena that other scholars dismissed as superstition. Now they travel with a borrowed spellbook and a personal catalogue of unanswered questions, hoping to find the lost source of the blue flame while making certain that dangerous knowledge does not fall into careless hands.
“Their mother repaired navigational charts, while their grandfather copied legal records in a cramped room above the town archive.”
- Background
- Sage
Connections
Species
Human
Media
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