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Delfen Ondabarl

Archmage Delfen Ondabarl

"Knowledge is the light that drives back the darkness; all learned souls would do well to share what they know, that we might continue to keep it at bay."
— Delfen

Physical Description

General Physical Condition

For an elderly human, Delfen is in good physical condition. He doesn't suffer from the aches and pains typical of someone of his advancing years and still has a few adventures left in him, should he ever need to leave the comfort of his tower.

Facial Features

Delfen has a weathered, but kindly face, and sports a shaggy medium-length beard.

Apparel & Accessories

Most often wears a crimson silk robe with black-and-gold trim, which some believe has magical properties.

Mental characteristics

Employment

Delfen is currently the de facto magical protector and archmage of Daggerford. Like most powerful wizards, Delfen comes from a scholarly background and is a recognised authority on astronomical events.

Intellectual Characteristics

A reflective individual, Delfen is a keen observer of human(oid) nature, and an excellent "big picture" strategist (although he sometimes misses the smaller details of what's going on around him due to this holistic orientation).

Morality & Philosophy

A firm believer in the notion that a society is better off when the individuals who live within it work together, lifting each other up and striving towards common goals. Reciprocity is a core concept of Delfen's philosophy and he believes that those who have the means to help others should do so freely, with the understanding that the same kindness will be extended to them in return should they, themselves, ever be in need of assistance.
Children
Gender
Male
Eyes
Piercing blue.
Hair
Long, shaggy, and white.
Height
5'9"
Weight
146lbs
Known Languages
Common, elvish, dwarvish, celestial.

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Delfen Ondabarl

Medium Human Archmage , Neutral Good

Armor Class 17
Hit Points 74
Speed 30ft

STR
8 -1
DEX
12 +1
CON
10 0
INT
19 +4
WIS
16 +3
CHA
15 +2

Saving Throws Intelligence +10, Wisdom +9
Skills Arcana +10, History +10, Insight +9, Religion +10
Senses Passive perception 13
Languages Common, elvish, dwarvish, celestial.


Description

Delfen is a powerful wizard of advancing years, renowned throughout Faerun for the might of his magic, his patience and a magical instructor, and his kindness.

Ideals

Community: Delfen believes in co-operation and mutual support as a powerful means of bringing good into the world.

Bonds

His tower, his students, and the people of Daggerford.

Flaws

Sometimes too willing to try and find the good in people.


Spellcasting Ability: Intelligence

Spell Attack: +10

Spell Save DC: 18

Spell Slots: 1st: 4 | 2nd: 3 | 3rd: 3 | 4th: 3 | 5th: 3 | 6th: 1 | 7th: 1 | 8th: 1 | 9th: 1

At will: Blade Ward, Frostbite, Firebolt, Light, Mending


Special Abilities

Arcane Recovery: Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your wizard level (rounded up), and none of the slots can be 6th level or higher.
Channel Arcana: 3 charges
Divine Arcana: Bonus action, +2 bonus to the attack roll or spell save DC of the next spell cast.
Chanel Divinity - Preserve Life: As an action, you present your holy symbol and evoke healing energy that can restore a number of hit points equal to five times your wizard level. Choose any creatures within 30 feet of you, and divide those hit points among them. This feature can restore a creature to no more than half of its hit point maximum. You can't use this feature on an undead or a construct.
Disciple of Life: Whenever a spell of 1st level or higher is used to restore hit points to a creature, the creature regains additional hit points equal to 2 + the spell's level.
Blessed Healer: When you cast a spell of 1st level or higher that restores hit points to a creature other than you, you regain hit points equal to 2 + the spell's level.
Supreme Healing: When you would normally roll one or more dice to restore hit points with a spell, you instead use the highest number possible for each die. For example, instead of restoring 2d6 hit points to a creature, you restore 12.
Spell Mastery: L1: Shield | L2: Hold Person



 

Spell LevelAvailable in SpellbookPrepared
1
Bless, Chromatic Orb, Cure Wounds, Detect Magic, Mage Armour, Magic Missiles, Protection from Evil and Good, Sleep, Shield, Unseen Servant
Chromatic Orb, Cure Wounds, Magic Missiles, Shield, Unseen Servant
2
Hold Person, Lesser Restoration, Mirror Image, Misty Step, Scorching Ray, See Invisibility, Spiritual Weapon
Scorching Ray, Spiritual Weapon
3
Beacon of Hope, Counterspell, Dispel Magic, Fireball, Fly, Lightning Bolt, Magic Circle, Revivify
Counterspell, Fireball
4
Death Ward, Fabricate, Greater Invisibility, Guardian of Faith, Stoneskin, Wall of Fire
Greater Invisibility, Guardian of Faith, Stoneskin
5
Animate Objects, Hold Monster, Mass Cure Wounds, Raise Dead, Telekinesis
Animate Objects, Hold Monster
6
Disintegrate, Globe of Invulnerability, Heal, Mass Suggestion, Planar Ally
Disintegrate, Globle of Invulnerability, Heal
7
Divine Word, Forcecage, Reverse Gravity, Teleport
Divine Word, Teleport
8
Feeblemind, Holy Aura, Mind Blank
Feeblemind
9
True Polymorph, True Resurrection, Wish
True Polymorph, Wish

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