Iolan Kelthana (5e NPC)

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Land of Tramonte
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Iolan Kelthana[edit]

Medium humanoid (Half-elf), neutral good

Armor Class 15 (chain shirt)
Hit Points 10
Speed 30 feet

9 (-1) 14 (+2) 14 (+2) 10 (+0) 12 (+1) 17 (+3)

Saving Throws Strength -1, Dexterity +2, Constitution +2, Intelligence +0, Wisdom +3, Charisma +5
Skills Acrobatics* +4, Animal Handling +1, Arcana +0, Athletics -1, Deception* +5, History* +2
Insight* +3, Intimidation +3, Investigation +0, Medicine* +3, Nature +0, Perception* +3
Performance +3, Persuasion +3, Religion +0, Sleight of Hand +2, Stealth + 2, Survival +1
* trained skill
Senses passive Perception 11
Languages Common, Elven, Dwarven, Orc, Goblin, Primordial, Draconic
Challenge 1 (0 XP)

Spellcasting You draw upon the power of the Astral Sea to cast your miracles.

Cantrips Known: spare the dying, truestrike, message
Spells Prepared (4+2 Bonus Spells):arms of hadar, hex
Spell Slots 1st-2

Divine Curse Manifesting unfiltered astral energy into a physical form is difficult and imperfect. For an experienced oracle, that excess energy can be forcefully harnessed but takes a toll on the body and sometimes, the mind as spells currently in use are temporarily forgotten. But at a certain point of mastery, that energy changes the oracle into more and more of a reflection of their higher self, able to deflect unwanted spells from even beyond their own perception.
Starting at 1st level, each time you cast a spell you must roll a d20. If the result is equal or lower than 14, the spell is successful but if the result is equal to or higher than 15, the spell failed. The casting time and materials are all wasted but you do not expend the spell slot that would have been used. At 5th level, you can choose to take radiant damage equal to twice the spell's level in order to successfully cast it. At 10th level, you can choose to use this feature when targeted by a spell to ignore any initial damage or conditions the spell would have inflicted, if the result you rolled lead to spell failure. Any subsequent effects from the spell in later turns affect you normally, however.

Darkvision Thanks to your elf blood, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Fey Ancestry You have advantage on saving throws against being charmed, and magic can't put you to sleep.

Equipment a bottle of black ink, a quill, a small knife, a letter from a dead colleague posing a question you have not yet been able to answer, a set common clothes, and a belt pouch, chess set, holy symbol, traveler's clothes, explorer's pack
a dagger, quarterstaff, chain shirt, sling and 20 bullets

Currency 10 gp


Action Name. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage.

Torn between two cultures Iolan travels and searches for purpose. Some part of him feels missing. There are talks of another plane, an Astral Plane. People go there and can find answers. Could it be this lost half-elf could do the same? Perhaps one day Iolan will make it there; until then, he takes comfort in being alive.

Iolan has the Sage background and is using the "Orator of the Occult" Astral Personication from the oracle class.

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