Amphibious, Control Air & Water, Down Low Claim to Fame, Emissary of the Deep, Guardian of the Depths, Swimming
Alignment
LN
Deity
Glondarra - Queen of the Sirens
Location
Salt Marsh Vicinity
Languages
Common, Aquan, Primordial
Occupation
Smuggler
Strength
13
Dexterity
14
Constitution
14
Intelligence
8
Wisdom
10
Charisma
16
About Althea Wisk
Althea / 1 Character Sheet
Spoiler:
Althea Female Triton Warlock 1
Medium humanoid, no alignment
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Armor Class 13 (leather armor)
Hit Points 13 (1d8+2)
Speed 30 ft., swim 30 ft.
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STR 13 (+1), DEX 14 (+2), CON 14 (+2), INT 8 (-1), WIS 10 (+0), CHA 16 (+3)
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Saving Throws Wis +2, Cha +5
Skills Athletics +3, Deception +5, Investigation +1, Nature +1
Damage Resistances cold
Senses passive Perception 10
Languages Common, Aquan, Primordial
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Ability Score Adjustments. +1 to STR, +1 CON, +1 CHA
Amphibious. The creature can breathe air and water.
Control Air and Water (1/day).
1st Level Fog cloud
3rd Level Gust of Wind
5th Level Wall of Water
CHA Based 1/long rest each
Emissary of the Deep (At will). Communicate simple thoughts with Beasts of the deep.They can understand me but not reply back.
Guardian of the Depths (At will). Resistant to Cold, and ignore all drawbacks of deep water
Actions
Spoiler:
Eldritch Blast
[dice]1d20+5[/dice] To Hit
[dice]1d10[/dice] Force Damage
Light Crossbow.Ranged Weapon Attack: +4 to hit, range 80 ft./320 ft., one target.
Hit: 1d8+2 piercing damage.
[dice]1d20+4[/dice] To Hit
[dice]1d8+2[/dice] Damage
Dagger.Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20 ft./60 ft., one target.
Hit: 1d4+2 piercing damage.
[dice]1d20+4[/dice] To Hit
[dice]1d4+2[/dice] Damage
Dagger.Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20 ft./60 ft., one target.
Hit: 1d4+2 piercing damage.
[dice]1d20+4[/dice] To Hit
[dice]1d4+2[/dice] Damage
Spear.Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20 ft./60 ft., one target.
Hit: 1d8+1 piercing damage or 1d8+1 piercing damage if used with two hands to make a melee attack.
[dice]1d20+3[/dice] To Hit
[dice]1d8+1[/dice] Damage
Background
Spoiler:
Personality Trait: I love being on the water, but hate fishing
Personality Trait: I become wistful when I see the sun rise over the ocean
Ideal: People - For all my many lies, I place a high value on friendship
Bond: I give most of my profits to a charitable cause, and don't like to brag about it.
Flaw: Few people know the real me.
History
Basically Althea (The Triton) was found washed up on the shore near Saltmarsh, and raised by a fisherman and his wife who had no children of their own. They knew the girl would stand out, so kept her at home most of the time, making trips into town only for supplies or emergencies.
A group of smugglers decided that the family property was a perfect way-station for their clandestine activities, so took the family house, and sold the girl's Mother and Father into slavery. She was kept around due to her abilities in the water, and raised to adulthood by these villains.
When she was a young adult she came across a Nymph near the house who told her much of the fey kingdom. She pledged her soul to the queen of the Nymphs in return for untold powers. Killing the guards left to watch her, she made her way to Saltmarsh, and is growing low on coin, as she contemplates the next stage of her life.
Spell Descriptions
Spoiler:
Eldritch Blast Warlock 0th
Evocation cantrip
Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: Instantaneous
A beam of crackling energy streaks toward a creature within range.
Make a ranged spell attack against the target. On a hit, the target takes 1d10 force damage. The spell creates more than one beam when you reach higher levels: two beams at 5th level, three beams at 11th level, and four beams at 17th level. You can direct the beams at the same target or at different ones. Make a separate attack roll for each beam.
Mage Hand Warlock 0th
Conjuration cantrip
Casting Time: 1 action
Range: 30 feet
Components: V, S
Duration: 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.
Comprehend Languages Warlock 1st
1st-level divination (ritual)
Casting Time: 1 action
Range: Self
Components: V, S, M (a pinch of soot and salt)
Duration: 1 hour
For the duration, you understand the literal meaning of any spoken
language that you hear. You also understand any written language that
you see, but you must be touching the surface on which the words are
written. It takes about 1 minute to read one page of text. This spell doesn’t decode secret messages in a text or a glyph, such as an arcane sigil, that isn’t part of a written language.
Sleep Warlock 1st
1st-level enchantment
Casting Time: 1 action
Range: 90 feet
Components: V, S, M (a pinch of fine sand, rose petals, or a cricket)
Duration: 1 minute
This spell sends creatures into a magical slumber. Roll 5d8; the total
is how many hit points of creatures this spell can affect. Creatures
within 20 feet of a point you choose within range are affected in
ascending order of their current hit points (ignoring unconscious
creatures). Starting with the creature that has the lowest current hit points, each creature affected by this spell falls unconscious until the spell ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. Subtract each creature’s hit points from the total before moving on to the creature with the next lowest hit points. A creature’s hit points must be equal to or less than the remaining total for that creature to be affected. Undead and creatures immune to being charmed aren’t affected by this spell.
At Higher Levels. When you cast this spell using a spell slot of 2nd
level or higher, roll an additional 2d8 for each slot level above 1st.