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Grand Sage Baltimore

Grand Sage Baltimore

Tucked away in an expansive archive of scrolls and tomes, Grand Sage Baltimore studies the arcane to the benefit of Sky Spire. Appointed by the former King - Blair V - as the quarter official of the Arcane Quarter, he sees over its educational institution.

Physical Description

General Physical Condition

thin

Facial Features

A long black raven beak

Personality Characteristics

Motivation

the prospect of knowledge

Likes & Dislikes

  • an intense, irrational fear of snakes
  • Social

    Religious Views

    Feels that the fate of Sky Spire is better left in the hands of logic and reason rather than the hands of the gods.

    Social Aptitude

    As Baltimore can't speak normally, he's only as socially apt as his translator is.

    Speech

    He is physically only capable of mimicking the words of others and cannot speak himself. He relies on his magic and his assistant to communicate.

    Wealth & Financial state

    He is granted a significant amount of funds from the monarchy to further arcane pursuits.
    Alignment
    Neutral
    Current Location
    Species
    Children
    Gender
    male
    Eyes
    Full black
    Hair
    sleek black feathers that coat his body
    Height
    6' 1"
    Weight
    110 lbs

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    Grand Sage Baltimore

    Medium Kenku, Head Sage of Sky Spire, Neutral

    Armor Class 15
    Hit Points 14d6+28
    Speed: 30 ft

    STR

    9
    ( -1 )

    DEX

    14
    ( +2 )

    CON

    14
    ( +2 )

    INT

    20
    ( +5 )

    WIS

    16
    ( +3 )

    CHA

    9
    ( -1 )

    Saving Throws INT +9, WIS +7
    Languages Understands Common and Celestial, but can't speak unless through his Mimicry trait
    Challenge Rating Level 14 Wizard

    Description

    A kenku man in blue regal robes and an arcane staff

    Ideals

    Pursuit of Knowledge, pragmatism,

    Bonds

    He believes he can be a better ruler than the queen.

    Grand Sage Baltimore is a 14th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 18, +10 to hit with spell attacks). Baltimore has the following wizard spells prepared.   Cantrips (at will): Toll the Dead, Fire Bolt, Frostbite 1st level (4 slots): Shield, Grease, Magic Missile 2nd level (3 slots): Misty Step, Mirror Image, Web 3rd level (3 slots): Counterspell, Thunderstep, Slow 4th level (3 slots): Ice Storm, Evard's Black Tentacles 5th level (2 slots): Copycat, Animate Objects, 6th level (1 slot): Contingency, Wall of Ice 7th level (1 slot): Crown of Stars


    Mimicry.

    Lair Actions

    When fighting inside his lair, Grand Sage Baltimore can invoke the embedded magic to take lair actions, On initiative count 20 (losing initiative ties), Grand Sage Baltimore can take one action to cause one of the following effects:  

  • A 50-foot square area of the ground within 120 feet of Baltimore animates (floorboards bend, floor tiles levitate, a whirlwind of loose papers, etc. that area is difficult terrain until initiative count 20 on the next round.
  • Walls within 120 feet of Baltimore sprout grasping spectral hands until initiative count 20 on the round after next. Each creature of Baltimore's choice that starts its turn within 10 feet of such a wall must succeed on a DC 15 Dexterity saving throw or be grappled. Escaping requires a successful DC 15 Strength (Athletics) or Dexterity (Acrobatics) check.
  • A magical tome opens within 60 ft of Baltimore. One

  • Big multi-tiered library with stone statue protectors (gargoyles)

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