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Nithaan - AI-generated fantasy Character

Nithaan

Elf (High Elf, Eladrin-flavored) · Bard (College of Eloquence) · Level 20 · Guild Artisan

Nithaan

Quietly eloquent, patient, observant, and exacting, Nithaan treats every conversation like a carefully composed work of art.
AC14
HP143/143
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 14 · HP 143 · 30 ft.
AlignmentNeutral GoodGenderMaleAge148
STR
DEX
CON
INT
WIS
CHA

Saving throws

DEXCHASTRCONINTWIS

Skills

  • ArcanaINT
  • DeceptionCHA
  • HistoryINT
  • InsightWIS
  • PerceptionWIS
  • PerformanceCHA
  • PersuasionCHA
  • StealthDEX

Armor

Light armor

Weapons

Simple weapons,
Hand crossbows,
Longswords,
Rapiers,
Shortswords,
Longsword,
Shortsword,
Shortbow,
Longbow

Tools

Calligrapher's supplies,
One musical instrument of choice, such as lute

Languages

Common,
Elvish,
Sylvan,
Draconic

Features

28 features

Bonus action

  • Bardic InspirationLevel 1

    When Bonus action

    Bardic Inspiration can be granted as a bonus action to assist an ally's next important roll.

Reaction

  • Unfailing InspirationLevel 6

    Starting at 6th level, if a creature adds one of your Bardic Inspiration dice to a roll and succeeds, you can use your reaction to give Bardic Inspiration to another creature other than yourself within range, without expending an additional use. You can do this a number of times equal to your Charisma modifier per long rest.

Always on

  • Unsettling WordsLevel 3

    When Bonus action

    Unsettling Words can impose a penalty on a foe's next attack roll, saving throw, or ability check, weakening them with a perfectly timed phrase.

  • CountercharmLevel 6

    When Action

    Countercharm can be used to help allies resist charm and fear effects.

  • Bonus ProficienciesLevel 1

    Choose any three skills to gain proficiency in. You gain Deception, Insight, and Persuasion.

  • Jack of All TradesLevel 2

    You can add half your proficiency bonus, rounded down, to any ability check that uses a skill with which you aren't already proficient.

  • Song of RestLevel 2

    You and allies who hear your performance regain extra hit points during a short rest, equal to a roll of your Bardic Inspiration die, currently a d12, plus your Charisma modifier.

  • ExpertiseLevel 3

    You gain proficiency in two skills of your choice. Choose Persuasion and Deception, representing razor-edged rhetoric and cultivated charm.

  • SpellcastingLevel 1

    You gain the ability to cast a handful of bard spells using Charisma as your spellcasting ability. You know two cantrips and gain additional cantrips as you level.

  • Font of InspirationLevel 5

    At 3rd level, your Bardic Inspiration die becomes a d6.

  • Bardic Inspiration ImprovementLevel 5

    At 5th level, your Bardic Inspiration die becomes a d8.

  • Font of InspirationLevel 5

    You gain the ability to use Bardic Inspiration to protect against harm. You can expend a use when a creature rolls damage against a target you can see within 60 feet, adding your Bardic Inspiration die to the damage reduction. At 15th level, this die becomes a d12.

  • ExpertiseLevel 10

    You gain two additional uses of Expertise, choosing two more proficient skills to double your proficiency bonus with. Choose Insight and Performance.

  • Bardic Inspiration ImprovementLevel 10

    At 10th level, your Bardic Inspiration die becomes a d10.

  • Silver TongueLevel 3

    You gain the ability to use words to affect minds and hearts. Your Bardic Inspiration can be used on Charisma checks after you see the roll, and your inspiration die does not roll below 10 when used on Persuasion or Deception checks. When a creature adds your Bardic Inspiration die to an attack roll, ability check, or saving throw, it can roll the die twice and keep the higher result if it benefits from your feature at higher levels through your college.

  • Universal SpeechLevel 6

    At 6th level, you can cast tongues without expending a spell slot, and you can speak, read, and write all languages for 1 hour.

  • Infectious InspirationLevel 14

    At 14th level, when a creature adds your Bardic Inspiration and succeeds on the roll, you can let another creature within 60 feet gain a Bardic Inspiration die without spending a use. This can happen once per turn.

  • Bardic Inspiration ImprovementLevel 15

    At 15th level, your Bardic Inspiration die becomes a d12.

  • Magical SecretsLevel 10

    You can choose additional magical secrets from any class list, gaining access to two spells of 5th level or lower at 10th level, two spells of 7th level or lower at 14th level, and two spells of 9th level or lower at 18th level.

  • Superior InspirationLevel 20

    Your Bardic Inspiration die becomes a d12 and you regain one use of Bardic Inspiration when you roll initiative and have no uses left.

  • TraitElf (High Elf, Eladrin-flavored)Darkvision, 60 ft.
  • TraitElf (High Elf, Eladrin-flavored)Keen Senses, proficiency in Perception
  • TraitElf (High Elf, Eladrin-flavored)Fey Ancestry, advantage on saving throws against being charmed, and magic cannot put you to sleep
  • TraitElf (High Elf, Eladrin-flavored)Trance, you meditate for 4 hours and gain the same benefit a human gains from 8 hours of sleep
  • TraitElf (High Elf, Eladrin-flavored)Elf Weapon Training, proficiency with longsword, shortsword, shortbow, and longbow
  • TraitElf (High Elf, Eladrin-flavored)Cantrip, you know one wizard cantrip of your choice, here represented as Minor Illusion
  • TraitElf (High Elf, Eladrin-flavored)Extra Language, you can speak, read, and write one additional language
  • Guild MembershipGuild Artisan

    You are a respected member of an artisan's guild, and can usually secure lodging, food, and assistance from members of your guild and allied craftsmen. In civilized settlements, your guild knows your trade and can help you find work, contacts, or access to local markets and craft circles.

Spells

23 spells

Spellcasting. 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

8 items

Weapons

  • Rapier
    A rapier, elegant and finely balanced, used as much for ceremony as for self-defense.

Tools

  • Lute
    A diplomatic instrument of performance and subtle magic, ideal for courtly stages and intimate salons.
  • Calligrapher's supplies
    A set of calligrapher's supplies, used for contracts, seals, and beautiful formal correspondence.

Gear

  • Diplomatic papers
    A bundle of neatly written poems, contracts, and lyric sheets tied with green ribbon.
  • Guild letter of introduction
    A letter of introduction from the local guild, bearing seals that open doors in civilized places.
  • Fine clothes
    A fine set of clothes suitable for meetings, performances, and formal negotiation.
  • Traveler's gear
    A selection of travel necessities, including bedroll, rations, waterskin, and a pouch for ink and wax.

Purse

  • 15×
    Gold
    A pouch containing 15 gp.

Appearance

Wordsmith Nithaan is an Eladrin-flavored elf of impossible poise, standing 6'2" with a slender, graceful frame and an almost ageless bearing. His pale skin carries a faint, seasonal luminescence that presently glows like high summer, warm and gold-touched. Long, straight hair of glittering gold falls to the middle of his back, seeming to drift in unseen currents of air. His face is sharply elegant, with high cheekbones, a slender nose, and luminous green eyes that brighten or soften with emotion like sunlight through emerald glass. His ears are long and pointed, adorned with delicate silver jewelry. He wears a deep forest-green coat over a cream silk shirt, tailored dark trousers, polished burnished boots, silver rings, and a flat stone pendant that hums quietly against his chest. The air around him carries a faint scent of wild honeysuckle and fresh rain.

Mannerisms

He speaks in carefully measured phrases and often pauses a heartbeat before answering, as though choosing the exact shape of a truth. When thinking, he gently touches the stone pendant at his throat. He smiles with only the slightest lift at one corner of his mouth, and his ears faintly chime when he turns his head.

Personality

Quietly eloquent, patient, observant, and exacting, Nithaan treats every conversation like a carefully composed work of art. He is never hurried in speech, and his amusement arrives as a dry glimmer behind luminous green eyes. He values courtesy, clarity, and restraint, but beneath his calm lives a fiercely protective loyalty toward those who trust his words.

Ideals

Truth, but not cruelty. Words should illuminate reality, not merely wound. He believes language is a civic trust, and those who shape it bear responsibility for the lives they change. Beauty is worthwhile, but only when it serves understanding.

Bonds

He owes his guild a debt of opportunity, and will not allow any contract made under his seal to be broken lightly. He keeps a small stone pendant that belonged to the first master who taught him that good words can outlast stone walls. He is quietly devoted to preserving endangered languages, old songs, and the names of people history tries to forget.

Flaws

He can become so enamored of precise language that he forgets not everyone values accuracy over speed. He sometimes underestimates simple brute force, assuming every conflict can be solved by the right phrasing. When emotionally wounded, he grows cold and impossibly formal, turning affection into etiquette and grief into polished distance.

Quirks

He unconsciously mouths sentences twice, as if testing the phrasing before speaking it aloud.
He keeps immaculate notes on people he meets, including preferred titles, allergies, and conversational weak points.
He can identify the emotional tone of a room within moments and often adjusts his posture to match it.
He recites legal clauses like lullabies when trying to calm himself.

Background

Nithaan learned early that words could be more than conversation, they could be architecture. Born among the long memories of elven kind, he found himself less drawn to blade or bow than to the patient craftsmanship of phrasing, cadence, and meaning. In a guild hall filled with ledgers, contracts, seals, and signatures, he discovered a second kind of magic, the kind that turns a promise into a bond and a letter into law. His first patrons came to hear him negotiate disputes between merchants, but they stayed to listen to him turn quarrels into common purpose. He became known as Wordsmith Nithaan, a bard whose eloquence could soothe tempers, reveal hidden motives, and make even a hostile room lean closer to hear the next sentence. His elven nature expresses itself not as aloofness but as a slow, exacting attention to the world. He remembers every face, every slight, every kindness, and every useful truth. The strange seasonal shimmer in his skin has followed him since youth, and he has long suspected that his soul is touched by courts older than mortal kingdoms. Yet he rarely speaks of destiny. Instead, he travels as a guild-connected envoy, broker, and advocate, carrying contracts, songs, and carefully chosen secrets from city to city. In places where nobles prefer silence and merchants prefer leverage, he offers something rarer, an honest voice with the skill to make honesty profitable.

“His first patrons came to hear him negotiate disputes between merchants, but they stayed to listen to him turn quarrels into common purpose.”
From their backstory
Background
Guild Artisan

Connections

Species

Elf (High Elf, Eladrin-flavored)

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