Tremmer Kushions

Art by Sea\_bayer

### Main Campaign(s)

*Arcane Academy*, *Astral Academy*, *Astral Academy X Goblins of Io*, *Final Battle Vs. Kaasma Khara*

### Guest Appearances

*Miss Demeanor*, *Under Io*, *Goblins of Io*

**Tremmer Kushions** was a student at the *Astral Academy*. He was played by Criken.

## Description

### Appearance

A young man with a scarf around his neck and a brooding expression. He is often seen with his familiar Otto.

### Personality

Tremmer often has a sarcastic sense of humor, hiding darker moods. He often pushes boundaries, both with magic and relationships, such as dabbling with Necromancy and risking death with Elenora's Handshake.

Though others are put off by his nature, he genuinely means well, wishing to right the wrongs he's seen at the Academy. This inquisitive, rebellious nature often gets him in trouble with the Academy staff and his friends.

## History

### Background

**Tremmer Kushions** was a student at the *Astral Academy*. Standoffish and conceited, Tremmer was single-minded in his pursuit of magical power. Yet soon after his arrival at the Arcane Academy, he found himself surrounded by people that he felt a deep connection to in a way that he never had before.

## Mechanics

### Powers and Abilities

#### Wizard Abilities

* *Arcane Recovery*
* Necromancy abilities
	+ *Necromancy Savant*
	+ *Grim Harvest*
	+ *Undead Thralls*

#### Spell list

##### Cantrips

* *Astral Shuffle* (Evocation magic)
	+ Make a ranged spell attack (15ft) On a hit, it deals 1d10 astral damage and the target cannot take reactions until the start of its next turn. Normal scaling rules for cantrips apply here.
* *Death's Grasp* (Necromancy magic)
	+ Make a melee spell attack. On a hit, the target takes 1d12 Necrotic damage, has its movement speed reduced by 10ft, and cannot regain HP until the start of your next turn. Normal scaling rules for cantrips apply here.
* *Familiar Bond* (Enchantment magic)
	+ You must have a familiar to cast this spell. You may spend 10 minutes to draw upon your familiar's power and gain 1 of the following benefits for 8 hours.
		- Gain a +1 to AC
		- Deal 1 extra point of damage with spells you cast
		- Double your proficiency bonus with Arcana checks
		- Gain 10 temp HP
* *Vile Lightning* (Necromancy magic)
	+ Make a melee spell attack. On a hit, the target takes 1d6 Lightning and Necrotic damage. In addition, you may also target an additional foe within 5ft for every successful attack you make with this spell. you cannot target the same creature multiple times. Normal scaling rules for cantrips apply here.
	+ If they have resistance to 1 element, they resist the spell. If they have immunity to 1 element, they resist the spell. the target may only be immune to this spell if it is immune to both Lightning and Necrotic damage.

##### 1st Level

* *Magic Missile (Mastery)*
	+ You may fire an additional missile whenever you cast this spell.
* *Pack of the Wolves (Mastery)* (Enchantment magic, Concentration, Self)
	+ All allies within 5ft of you gain advantage on attack rolls.
	+ You have advantage on attack rolls if an ally is next to you and is not incapacitated.
	+ The range increases by 5ft for every 2 levels above 1st spent (3, 5, 7, 9)
* *Shield (Mastery)*
	+ You may instead spawn a small shield with this spell. This shield acts as a buckler, granting +2 AC for 1 minute and blocks 1 magic missile.
* *Spell Extraction (Mastery)* (Divination magic)
	+ You may place your hands on a dead mythical creature and learn spells from it. If the creature has multiple spells, you must make an Arcana check (DC=10+CR) to decipher the spells and pick from them. If the check fails, the spell is randomly rolled for by the DM. You may prepare the spell instantly if you have an open slot. If the creature cannot teach a spell, this spell fails and the slot is not lost.
	+ You may teach a number of willing targets up to your Intelligence modifier that are within touch range the spell that you learned from the creature.

##### 2nd Level

* *Blur*
* *Gentle Riposte*
* *Knock* (Mastery)
	+ When you cast the spell, the loud knock is audible from 200 feet away instead of 300 feet away.
* *Misty Step*

##### 3rd Level

* *Counterspell*
* *Feign Death*
* *Lightning Bolt*
* *Summon Undead*
* *Vampiric Touch*

##### 4th Level

* *Bane of Kaasma* (Necromancy magic, Can only be learned by Tremmer)
	+ You link yourself to a being of Kaasma. While you maintain this link, the creature takes 150 true damage for up to 3 rounds. When Concentration is broken, that creature will be immune to this spell.
	+ If you complete your full concentration, the spell slot is unused.
* *Blight*
* *Seismic Wave* (Evocation magic)
	+ You pound your fists into the ground and create a tectonic shift. Each creature within a 20x60ft line must make a Dex save. They take 8d6 bludgeoning damage on a failed save, or half as much on a successful one.
	+ This does not affect flying creatures
	+ The area within the spell becomes difficult terrain
	+ When you upcast the spell, you add an additional 1d6 damage above 4th level.

##### 8th Level

* *Call Giant Worm*
	+ You summon a giant worm into the battlefield.

#### Special Abilities

* Through studying lightning magic, Tremmer has gained a resistance to Lightning damage.
* *Immortal traits*
	+ You learn all necromancy spells that are on the Wizard spell list
	+ You no longer need to eat or sleep
	+ You gain a resistance to Necrotic damage, but healing magic is halved.
		- As you are more in tune with undead, healing magic would have no effect, but necrotic damage will heal you.
	+ You have gained the path to becoming a Lich. To prevent this, you may cast Preserve Life on yourself as a ritual after a long rest.
* ***Kaasma Power***
	+ Through drawing the energy of Kaasma, you may transform into a special Kaasma version of yourself for 1 round. While in this form, you gain the following benefits:
		- Your size becomes Large.
		- You gain temporary hit points equal to your current hit points. This temp HP vanishes at the end of the round.
	+ ***Kaasma Battery***
		- You may either generate 1d4 spell levels for yourself, or generate 2d4 spell levels for your allies.

#### Notable Items

* *Robe of the Archmagi*
* *Headband of Intellect*

* *Brand of Nycara* (Longsword)
	+ You may attack with this weapon using your Intelligence modifier
	+ This weapon deals an additional 1d6 Necrotic damage
	+ You have resistance to Radiant damage while holding this weapon
	+ This weapon sheds light in a 10ft radius and dim light for an additional 10ft.

## Trivia

* Tremmer attempted to learn the Mordove hand shake cantrip from Elenora by letting Elenora use the spell against him. He nearly died on multiple occasions due to this but gained many cool lightning scars and the Cantrip *Vile Lightning.*
	+ Brett mentioned he was close to getting a lightning damage resistance which Tremmer would later get during a time skip.
* Tremmer had the chance to become a dangerous encounter in phase 3 as a vessel under the control of Nycrona in his final moments.

## Images

### Official Art

Tremmer as he appeared in Arcane Academy (Art by Sea\_bayer).Tremmer as he appeared in Astral Academy (Art by Sea\_bayer)A lich created by Nycrona using Tremmer's blood.Kaasma Tremmer (Art by ???).