
Archmage of Tidepeak I do not say I am on the side of good and right. I am on the side of maintaining a balance in which society can exist
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BASIC
| NAME: |
Yussa Errenis |
| CANON: |
Critical Role |
| AGE: |
350+ |
| DOB: |
Unknown |
| GENDER: |
Transmale |
| SPECIES: |
Elf |
| ACTIVE: |
PSL, Memes |
|
| PLAYER: |
K |
|
APPEARANCE
| VISUAL: |
Here and here |
| HEIGHT: |
5'0" |
| BUILD: |
Slender, petite |
| HAIR: |
White |
| EYES: |
Gold |
| FEATURES: |
He has chiseled features, though there are some crow's feet wrinkles that are creeping in to show his age. |
| DRESS: |
Robes; favors the color gold. |
| VOICE: |
Here; voiced by Matthew Mercer |
|
STATS
| CLASS: |
Wizard |
| STYLE: |
Evocation and Conjuration |
| STRENGTH: |
10 |
| DEXTERITY: |
15 |
| CONSTITUTION: |
12 |
| INTELLIGENCE: |
20 |
| WISDOM: |
14 |
| CHARISMA: |
16 | reference |
CHARACTER
| ATTITUDE: |
Reserved, morally flexible but can be helpful; intensely curious |
| LIKES: |
Arcane arts and artifacts, tea |
| DISLIKES: |
Being around a lot of people, interruptions |
| VIRTUES: |
Intelligent, brave, curious, dedicated |
| VICES: |
Unable to resist arcane mysteries and puzzles; willing to use people toward his own ends; considers morality flexible. |
|
EXTRAS
| TAKEN: |
canon point can vary |
| ARRIVAL: |
N/A |
| RESIDENCE: |
Tidepeak Tower, Nicodranas |
| OCCUPATION: |
Independent arcanist |
| RELATIONSHIP: |
Flexible |
| HMD: |
Link |
| IC MAILBOX: |
Link |
| Further information soon. |
|
PERMISSIONS
| BACKTAGGING: |
✔ |
| THREADHOPPING: |
✔ |
| FOURTHWALLING: |
✘ |
| ROMANCE: |
✔ |
| MINDREADING: |
ask first |
| MANIPULATION: |
ask first |
| INJURY: |
✔ |
| FIGHTING: |
✔ |
| KILLING: |
let's talk | feel free to contact for details |
Yussa Errenis "I am generally uncomfortable making deals regarding passing glances at world shattering artifacts; but you have blessed me with fine tea this day."
BACKGROUND
Yussa Errenis is a powerful elven mage who is the owner of the Open Quay district in Nicodranas.
Of Gwardan descent, Yussa told the Mighty Nein that he has been practicing the arcane arts in seclusion for over two hundred years. According to Marion Lavorre, he is at odds with the Clovis Concord.
Yussa is close to Allura Vysoren and Planerider Ryn.
PERSONALITY
Yussa is incredibly shy and secretive, rarely venturing outside of his tower in the Open Quay. He primarily relies on his personal assistant, Wensforth, to take care of his business, and very rarely grants audiences to ordinary people.
Curiosity and a desire to learn and know are key to Yussa's personality. He is willing to put himself in danger to try to solve an arcane puzzle and, if not for the Mighty Nein, may have been trapped forever - or killed - in the the Folding Halls of Halas.
He has a great affinity for tea.
Yussa appears not to care about the morality of his actions, and believes that the means are always justified if the end is to preserve balance and peace. He assured Caleb that he should have no qualms about using other people to achieve his goals.
ABILITIES
School of EvocationEvocation Savant The gold and time you must spend to copy an evocation spell into your spellbook is halved.
Sculpt Spells When you cast an evocation spell that affects other creatures that you can see, you can choose a number of them equal to 1 + the spell’s level. The chosen creatures automatically succeed on their saving throws against the spell, and they take no damage if they would normally take half damage on a successful save.
Potent Cantrip When a creature succeeds on a saving throw against your cantrip, the creature takes half the cantrip’s damage (if any) but suffers no additional effect from the cantrip.
Empowered Evocation You can add your INT modifier (+4) to one damage roll of any wizard evocation spell you cast.
Overchannel When you cast a wizard spell of 1st through 5th level that deals damage, you can deal maximum damage with that spell. If you use this feature again before you finish a long rest, you take 2d12 necrotic damage (+1d12 per use of this feature) for each level of the spell after you cast it. This damage ignores resistance and immunity.
Spell Mastery You can cast chosen 1st level and 2nd level spells at their lowest level without expending a spell slot when you have them prepared. If you want to cast either spell at a higher level, you must expend a spell slot as normal. Racial TraitsDarkvision You can see in darkness (shades of gray) up to 60 ft.
Keen Senses You have proficiency in the Perception skill.
Fey Ancestry You have advantage on saves against being charmed, and magic can’t put you to sleep.
Trance You don't need to sleep, but meditate semiconsciously for 4 hours a day. While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.
Elf Weapon Training You have proficiency with the longsword, shortsword, shortbow, and longbow.
Cantrip You know one cantrip of your choice from the wizard spell list. INT is your spellcasting ability for it. SPELLS
Cantrips Dancing Lights Friends Mage Hand Mending Message Prestidigitation
Level 1 [4 slots] Alarm Burning Hands Chromatic Orb Command Comprehend Languages Detect Magic Disguise Self Expeditious Retreat Feather Fall Find Familiar Identify Illusory Script Mage Armor Magic Missile Shield Sleep Thunderwave Unseen Servant
Level 2 [3 slots] Alter Self Arcane Lock Blur Darkness Darkvision Detect Thoughts Hold Person Invisibility Knock Locate Object Magic Weapon Misty Step See Invisibility Suggestion
Level 3 [3 slots] Counterspell Dispel Magic Fear Feign Death Fireball Glyph of Warding Haste Leomund's Tiny Hut Magic Circle Major Image Protection from Energy Sending Slow Tongues
Level 4 [3 slots] Arcane Eye Banishment Blight Confusion Dimension Door Fabricate Greater Invisibility Locate Creature Mordenkainen's Private Sanctum Phantasmal Killer Wall of Fire
Level 5 [3 slots] Banishing Smite Cloudkill Creation Dominate Person Geas Legend Lore Mislead Planar Binding Scrying Telekinesis Teleportation Circle
Level 6 [2 slots] Arcane Gate Chain Lightning Circle of Death Disintegrate Guards and Wards Magic Jar Mass Suggestion Programmed Illusion True Seeing
Level 7 [2 slots] Delayed Blast Fireball Finger of Death Mirage Arcane Plane Shift Reverse Gravity Simulacrum Symbol Teleport
Level 8 [1 slot] Antimagic Field Control Weather Demiplane Feeblemind Incendiary Cloud Maze Power Word Kill Sunburst Telepathy
Level 9 [1 slot] Astral Projection Time Stop True Polymorph Weird Wish
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