Post by moralhazard on Mar 2, 2019 18:10:31 GMT
Character Information
Character Level: 6
Race: Air Genasi
Gender: Female
Alignment: Lawful Neutral
Size: Medium
Hair: White with bluish tones, shoulder length
Eyes: Bright, pale blue
Weight: 110 lbs (50 kg)
Height: 5'2" (1.58 m)
Age: 22 years old
Appearance: Thea is slight, standing a few inches above five feet, and boyishly slim. Her skin is a pale, icy blue, and her eyes a bright, pale blue. Her hair is white with bluish tones, shoulder length and faintly wavy. Althea has slim wrists and mobile, expressive hands, with long fingers. She has a smattering of crystal freckles on the outside corners of her cheekbones, indistinguishable from normal skin in most lights. Her arms have a smattering of faint, darker-blue burn scars, usually in various stages of healing. On her back, she has a branching fractal scar which arcs from her shoulder blades and down in dark blue like a lightning bolt, with little branches twinning off. She prefers to dress in dark blues, browns and grays, usually a loose tunic with a belt across the hips and tights beneath.
History: Althea “Thea” Baring is a Sembite, a daughter of a large sea merchant family with artisan roots. She spent her childhood on her mother’s family’s estate in Sembia; she never knew her father, from whom she gets her Air Genasi heritage. At twelve, her mother took her to sea, where she spent several happy and adventurous years before an enormous storm sunk the ship and killed the entire crew; only Thea was left alive. During her recovery, she re-discovered her childhood love of glassblowing, and, when it came time for her to choose a career path, became a glassblower herself. The storm also left her with strange and terrifying new powers, a fact it took her some years to come to terms with. Now, a fully-fledged glassblower, Thea has her sights set on a new adventure: Waterdeep.
Personality: Thea is cheerful and outgoing, with a love for exploration and new experiences. She is an excellent listener, active and fully engaged with whatever she’s being told. Nonetheless, there are things she holds fiercely private. She would always rather hear about someone else’s day than discuss her own; the only thing she’ll freely share is her art. The rest, she prefers to keep close to the chest, sometimes even with those she’s closest to. She has a temper with a long fuse; she’ll nurse any anger for a long time, hiding any sign of it, before exploding in a clean burst and washing it away. She is proud and vain, particularly of her heritage – both genasi and human – and of her glassblowing skill.
Character Stats:
Total Exp: 17,310/23,000
HP: 32 | AC: 12
Speed: 30 feet
Initiative: +2
Ability Scores:
Strength: | 10 (+0) |
Dexterity: | 14 (+2) |
Constitution: | 12 (+1) |
Intelligence: | 10 (+0) |
Wisdom: | 15 (+2) |
Charisma: | 16 (+3) |
Skills:
+2 Acrobatics | +2 Animal Handling | +0 Arcana |
+0 Athletics | +6 Deception | +0 History |
+5 Insight | +6 Intimidation | +0 Investigation |
+2 Medicine | +0 Nature | +2 Perception |
+3 Performance | +6 Persuasion | +0 Religion |
+2 Sleight of Hand | +2 Stealth | +2 Survival |
Languages:
Common | Primordial |
Elvish |
Proficiencies:
Tools | Glassblower's tools |
Weapons | Crossbow, light; Dagger; Dart; Quarterstaff; Sling; Unarmed strike |
Background:
Background: Artisan (Glassblower)
You are an established and respected member of a guild, and you have benefits that come with that membership. Some of the benefits of being in a guild are that they will provide you lodging and food if needed, and even pay for your funeral. In cities and towns, a guildhall is a central place to meet others of the same profession as well as patrons, allies, or hirelings.
Guilds have tremendous political power as well, which if needed your guild will provide services if you seem just in your case, if your crime was done for good intentions or the case looks promising. If needed you can get access to powerful political figures if your standing is good within the guild, it usually requires a donation of money or magic items. Your guild dues are 5 gp per month, if you miss any payments you must make that up to stay in good standings.
Abilities:
Class Abilities:
Tempestuous Magic | Use a bonus action on your turn, immediately before or after you cast a spell of 1st level of higher, to have whirling gusts of elemental air fly you up to 10 feet without provoking opportunity attacks. |
Twinned Spell | When you cast a spell that targets only one creature and doesn't have a range of self, you can spend a number of sorcery points equal to the spell's level to target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip) |
Quickened Spell | When you cast a spell that has a casting time of 1 action, you can spend 2 sorcery points to change the casting time to 1 bonus action for this casting. |
Heart of the Storm | At 6th level, you gain resistance to lightning and thunder damage. In addition, whenever you start casting a spell of 1st level or higher that deals lightning or thunder damage, stormy magic erupts from you. This eruption causes creatures of your choice that you can see within 10 feet of you to take lightning or thunder damage (choose each time this ability activates) equal to half your sorcerer level. |
Storm Guide | At 6th level, you gain the ability to subtly control the weather around you. If it is raining, you can use an action to cause the rain to stop falling in a 20-foot-radius sphere centered on you. You can end this effect as a bonus action. If it is windy, you can use a bonus action each round to choose the direction that the wind blows in a 100-foot-radius sphere centered on you. The wind blows in that direction until the end of your next turn. This feature doesn't alter the speed of the wind. link copied to clipboard., anyone with the link can view. |
Racial Abilities:
Mingle with the Wind | You can cast the levitate spell once with this trait, requiring no material components, and you regain the ability to cast it this way when you finish a long rest. Constitution is your spellcasting ability for this spell. |
Unending Breath | You can hold your breath indefinitely while you're not incapacitated. |
Spells:
Spell Save DC: 14
Spell Attack: +6
Sorcery Points: 6
Spell Slots: 4/3/3
Cantrips:
Gust | 1 action 30 ft V, S Instantaneous | Create one of the following effects:
|
Ray of Frost | 1 action 60 ft V, S Instantaneous | You use your action to fire a beam of ice at a creature you can see. Make a ranged spell attack. On hit, the target takes 1d8 cold damage, and its speed is reduced by 10 feet until the start of your next turn. This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8) and 17th level (4d8). |
Shocking Grasp | 1 action Touch V, S Instantaneous | Lightning springs from your hand to deliver a shock to a creature you try to touch. Make a melee spell attack against the target. You have the advantage on the attack roll if the target is wearing armor made of metal. On a hit, the target takes 1d8 lightning damage, and it can't take reactions until the start of its next turn. This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8) and 17th level (4d8). |
Minor Illusion | 1 action 30 ft S, M 1 minute | You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again. |
Mage Hand | 1 action 30 ft V, S 1 minute | A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again. You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it. The hand can't attack, activate magic items, or carry more than 10 pounds. Thea's "hand" manifests as visible (silvery) gusts of wind. |
1st Level:
Fog Cloud | 1 action 120 feet V, S Conc,<1hour | You create a 20 foot radius sphere of fog centered on a point within range. The sphere spreads around corners, and its area is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it. At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the radius of the fog increases by 20 feet for each slot level above 1st. |
Mage Armor | 1 action Touch V, S, M 8 hours | You touch a willing create who isn't wearing armor, and a protective magical force surrounds it until the spell ends. The target's base AC becomes 13+ its Dexterity modifier. The spell ends if the target dons armor or if you dismiss the spell as an action. |
Witch Bolt | 1 action 30 feet V, S, M Conc,<1min | A beam of crackling, blue energy lances out towards a creature within range, forming a sustained arc of lightning between you and the target. Make a ranged spell attack against that creature. On a hit, the target takes 1d12 lightning damage, and on each of your turns for the duration, you can use your action to deal 1d12 lightning damage to the target automatically. The spell ends if you use your action to do anything else. The spell also ends if the target is ever outside the spell's range or if it has total cover from you. At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the initial damage increases by 1d12 for each slot level above 1st. |
2nd level:
Levitate (racial) | 1 action 60 feet V, S, M Conc,<10min | One creature or object of your choice that you can see within range rises vertically, up to 20 feet, and remains suspended there for the duration. The spell can levitate a target that weighs up to 500 pounds. An unwilling creature that succeeds on a Constitution is unaffected. The target can move only by pushing or pulling against a fixed object or surface within reach (such as a wall or a ceiling), which allows it to move as if it were climbing. You can change the target's altitude by up to 20 feet in either direction on your turn. If you are the target, you can move up or down as part of your move. Otherwise, you can use your action to move the target, which must remain within the spell's range. When the spell ends, the target floats gently to the ground if it is still aloft. |
Shatter | 1 action 60 feet V, S, M Instantaneous | A sudden loud ringing noise, painfully intense, erupts from a point of your choice within range. Each creature in a 10-foot-radius sphere centered on that point must make a Constitution saving throw. A creature takes 3d8 thunder damage on a failed save, or half as much damage on a successful one. A creature made of inorganic material such as stone, crystal, or metal has disadvantage on this saving throw. A nonmagical object that isn't being worn or carried also takes the damage if it's in the spell's area. At higher levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd. |
Gust of Wind | 1 action Self V, S, M Conc,<1 min | A line of strong wind 60 feet long and 10 feet wide blasts from you in a direction you choose for the spell's duration. Each creature that starts its turn in the line must succeed on a Strength saving throw or be pushed 15 feet away from you in a direction following the line. Any creature in the line must spend 2 feet of movement for every 1 foot it moves when moving closer to you. The gust disperses gas or vapor, and it extinguishes candles, torches, and similar unprotected flames in the area. It causes protected flames, such as those of lanterns, to dance wildly and has a 50 percent chance to extinguish them. As a bonus action on each of your turns before the spell ends, you can change the direction in which the line blasts from you. |
3rd level:
Lightning Bolt | 1 action Self V, S, M Instantaneous | A stroke of lightning forming a line 100 feet long and 5 feet wide blasts out from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 8d6 lightning damage on a failed save, or half as much damage on a successful one. The lightning ignites flammable objects in the area that aren't being worn or carried. At higher levels: When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd. |
Counterspell | 1 reaction 60 feet S Instantaneous | You attempt to interrupt a creature in the process of casting a spell. If the creature is casting a spell of 3rd level or lower, its spell fails and has no effect. If it is casting a spell of 4th level or higher, make an ability check using your spellcasting ability. The DC equals 10 + the spell’s level. On a success, the creature’s spell fails and has no effect. At higher levels: When you cast this spell using a spell slot of 4th level or higher, the interrupted spell has no effect if its level is less than or equal to the level of the spell slot you used. |
Equipment:
Gear: Backpack (empty); Clothes, common; Clothes, fine; Clothes, traveler's; Dagger; Dagger, Glassblower's tools (+2); Mess kit; Rope, hempen (50 feet), Waterskin, Arcane Focus
Thea's arcane focus is a piece of exogenic fulgurite, a natural formation that occurs from lightning strikes. Hers is a flat glossy black lump with a colorful sheen, kept in a small woven wire cage and usually worn as a necklace beneath her clothing.
Current Cash: 5,885 gp, 1 sp