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Croaker Winddancer's page

135 posts. Alias of Tareth.


Full Name

Croaker Winddancer

Gender

Ravenfolk Warlock, Level 2|HP: 14/14|AC: 13 (16)|Per: 11|Init: +3|PB: +2

About Croaker Winddancer

Croaker Winddancer
CG Ravenfolk Male Warlock 1
Init: +3; Perception: +1
XP:
Downtime Days:
Size: Medium
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DEFENSE
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AC: 14 (16 with Mage Armor)
HP: 14
Armor: Leather
Saving Throws: Wisdom, Charisma

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OFFENSE
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Speed: 30 ft.
Proficiency Bonous: +2

Dagger-Melee: +5 (1d4+3 P)
Nurian Hook: +5 (1d6+3 P)
Eldritch Blast-Spell: +5 (1d10+3 Force)

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STATISTICS
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STR: 8(-1), DEX: 16(+3), CON: 10(+0), INT: 12(+1), WIS: 13(+1), CHA: 16(+3)

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SKILLS & LANGUAGES
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Acrobatics +3
Animal Handling +1
* Arcana +3
Athletics -1
* Deception +5
History +1
Insight +1
Intimidation +3
* Investigation +3
Medicine +1
Nature +0
Perception +1
Performance +3
* Persuasion +5
* Religion +3
Sleight of Hand +3
* Stealth +5
Survival +1

Languages: Northern Common, Huginn, Primordial (Auran), Mharoti

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BACKGROUND
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Background: Prophet
Skill Proficiencies: Religon, Persuasion
Tool Proficiencies: Calligraphers

Character History:

Born in Vidim, Croaker was raised like most of the huginn in the chill grey realm to serve the Tsar. One of his first assignments upon reaching adulthood was to travel with an army into the heart of the Rothenian Plain to subdue and bring the Khazzaki under Vidim's control. The effort ended in complete disaster. Croaker and several members of his immediate squad ending up fleeing south as the army was routed. Unfortunately they ended up within the Red Mounds, sacred burial sites protected by the Khazzaki.

Being discovered and captured among the mounds, they were subsequently tried by the angry horsemen and buried alive as a punishment. Fortunately for Croaker as his executioners filled his soon to be grave, he spotted a large rough diamond in the soil. Being a true huginn the shining stone fascinated Croaker. The sparkle drawing his attention even as more soil was thrown atop his head. Twisting, stretching and craning his neck just enough, the trapped huginn was just able to reach out and grab the gem in his beak.

Surprisingly, as soon as it touched his flesh Croaker became imbued with with new knowledge and power as Calipha, the Scouring Wind, became aware of his existence and entered his mind. Entombed beneath the great plain, he communed with Calipha for seconds, minutes, days, Croaker doesn't really know. Visions upon visions passed through his mind. Through the lens of one of the great immortal beings of multiverse he witnessed gods and events unfathomable to mortal minds. Most he did not understand. Little does he remember, except screaming and clawing in the entombed darkness as his mind was shattered and rebuilt for anothers purposes.

All he truly knows from the experience is that he did not die buried under the Rothenian Plain. Instead he emerged from his tomb reborn, alive and with a new purpose.

Physically little had changed except several of the feathers around his neck and on his head had changed color from the usual blue-black to a lighter gray and even white. Mentally his mind was ablaze. New ways of seeing the world coursed through him. He felt a special link with, and ability to manipulate, the elements that make up this mortal existence.

Following his escape and he wandered the plain and further south seeking he knew not what. Yet always he felt compelled to preach the glory of the Scouring Wind.

Being a wandering prophet with little money or mind for personal wealth, Croaker has traveled (or been run out of depending on who you speak with) communities across the Rothenian plain and through the Mharoti Empire. It was in the empire where his preaching dreams of freedom to the Jambuka had him escaping several towns and cities just ahead of the Dread Sultan's soldiers and where he first learned of St. Helba.

With the blessing of his also curious patron, Croaker vowed to learn more of this fledgling god of Midgard. Following caravan and smuggler routes he continued his wanderings north and west. Across hundreds, thousands of miles Croaker wanders. Speaking of St. Helba. Asking of St. Helba. Searching for answers, or perhaps making up his own, he is never really very sure which. Around the Ruby Sea to Perunalia, through Magdar and finally to Zobeck. Within the great city he has felt the calling of this new goddess. His wild eyes churn upon the borders of madness as he preaches of St. Helba and the Scouring Wind.

Personality:

Ideal:

Flaw:

Bond:

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SPELLS & SPECIAL TRAITS
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Cantrips: Eldritch Blast, Minor Illusion
Level One: Chromatic Orb, Circle of Wind, Proselyize
Level Two:

Spell Slots: 2 (1st Level)

Otherworldly Patron: The Genie Lord

Genie Lords Favor: At 1st level you can speak, read, and write Primordial. You can understand and be understood by any creature that speaks Auran, Ignan, Terran, or Aquan.

Additionally, your patron grants you a token that can absorb elemental power. You gain a magical gemstone with the following properties:
• You can use the gem as an arcane focus.
• The gem can capture and store elemental power. When you take acid, cold, fire, lighting, or thunder damage, you can choose to transfer some of the damage into
the gem instead of taking the damage yourself. The gem's maximum capacity for damage equals twice your warlock level plus your Charisma modifier. The gem
drains of energy and becomes empty again when you complete a long rest.
• While the gem stores any amount of elemental power, you can use an action to cause it to shed bright light out to 20 feet and dim light for an additional 20 feet, to
shed dim light out to 5 feet, or to douse the light. If you lose your token, you can perform a 1-hour ceremony to receive a replacement from your patron. This
ceremony can be performed during a short or long rest, and it destroys the previous token. The token shatters to slivers when you die.

Genie Lord Expanded Spells: 1st - Chromatic Orb, Thunderwave

Proficiencies: Light Armor, Simple Weapons, Arcana, Investigation

Sudden Attack: You have advantage on attack rolls against a surprised creature.

Mimicry: Ravenfolk can mimic any sound they’ve heard. Make a Charisma (Deception) check against the passive Wisdom (Insight) of any listeners. Success indicates they believe the sound you created was real.

Trickster: You have proficiency in the Deception and Stealth skills.

Languages: You can speak, read, and write Huginn’s Speech and Northern Tongue.

Eldritch Innvocations: In your study of occult lore, you have unearthed e!dritch invocations, fragments of forbidden knowledge that
imbue you wilh an abiding magical ability. At 2nd level, you gain two eldritch invocations of your choice. Agonizing Blast, Armor of Shadows

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WEALTH & EQUIPMENT
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Nurian Hook, 2 Daggers, Leather Armor, Arcane Focus and Holy Symbol (Diamond Gemstone mounted in Silver Brooch with engraved spiral patterns), Calligraphers Tools, Commoners Clothes, Dungeoneers Pack, Pouch, Whetstone, Waterskin, Soap, Whistle, Journal with ramblings and philosophy, Candle (5), Chalk and Charcoal, Mirror, Ball Bearings.

Magic Items:

PP:
GP: 5
SP:
CP:

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SPELL DESCRIPTIONS
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Eldritch Blast:

Evocation cantrip
Casting Time: 1 action
Range: 120 feet
Components: V,5
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 1dlO force damage.

The spell creates more than one beam when you reach higher leveis: two beams at 5th levei, three beams at 11th levei, and four beams at 17th leveI. You can direct the beams at the same target or at different ones. Make a separate attack roll for each beam.

Minor Illusion (DC15):

Illusion cantrip
Casting Time: 1 action
Range: 30 feet
Components: 5, M(a bit of fleece)
Duration: 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. If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else's voice, a lion's roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends.
If you create an image of an object-such as a chair, muddy footprints, or a small chest-it must be no larger than a 5-foot cube. The image can't create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it.
If a creature uses its action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save De. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature.

Memento Mori (DC15):

Necromancy cantrip
Casting Time: 1 action
Range: Self
Components: V, S
Duration: 1 round
You transform yourself into a horrifying vision of death, rotted and crawling with maggots, exuding the stench of the grave. Each creature that can see you must succeed on a Charisma saving throw or be stunned until the end of your next turn.
A creature that succeeds on the saving throw is immune to further castings of this spell for 24 hours.

Chromatic Orb:

1st.level evocation
Casting Time: 1 action
Range: 90 feet
Components: V,S. M(a diamond worth at least 50 gp)
Duration: Instantaneous
You hurl a 4-ineh-diameter sphere of energy at a creature that you can see within range. You choose acid, cold. tire, lightning, poison, or thunder for the type of orb you create. and then make a ranged spell attack against the target. If the attack hits. the creature takes 3d8 damage of the type you chose.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by ld8 for each slot level above 1st.

Circle of Wind:

1st-level abjuration (ring)
Casting Time: 1 action
Range: Self
Components: V, S, M (a crystal ring)
Duration: 8 hours
Light wind encircles you, leaving you in the center of a mild vortex. You gain a +2 bonus to your AC against ranged attacks. You also have advantage on saving throws against extreme environmental heat and against harmful gases, vapors, and inhaled poisons.

Proselytize:

1st-level enchantment (apocalypse)
Casting Time: 1 action
Range: Self (10-foot radius)
Components: V, S, M (a holy symbol or religious tome,
text, or pamphlet)
Duration: Instantaneous
You imbue your words with darkness and fear, bringing creatures around you to their knees. Every creature within 10 feet of you must make a Wisdom saving throw. On a failed save, a creature is knocked prone and can’t take reactions until the end of its next turn.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the radius of the effect increases by 10 feet for each slot level above 1st.

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REWARDS & ADVENTURES
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