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Feather Wind's page

31 posts. Alias of Amsheagar.


Full Name

Feather Wind

Race

Lightfoot Halfling

Classes/Levels

Cleric/2

Gender

Male

Size

3'2

Age

25

Alignment

Netrual Good

Deity

Manannan mac Lir, god of oceans and sea creatures (Tempest Domain)

Occupation

Sailor

Strength 15
Dexterity 14
Constitution 16
Intelligence 11
Wisdom 16
Charisma 15

About Feather Wind

Feather Wind:

Male Halfling Sailor Cleric 2
Neutral Good
Strength 15 (+2)
Dexterity 14 (+2)
Constitution 16 (+3)
Intelligence 11 (+0)
Wisdom 16 (+3)
Charisma 15 (+2)

Size: Small
Height: 3' 2"
Weight: 41 lb
Skin: Tan
Eyes: Red
Hair: Light Brown Wavy; Light Beard

Maximum Hit Points: 19
Speed: 25 feet
Armor Class: 18 = 10 + 6 [chain mail] + 2 [steel shield]
Proficiency bonus: +2
Initiative modifier: + 2 = + 2 [dexterity]

Misc:

Attack (handheld / thrown): + 5 = + 2 [strength] + 2 [proficiency]
Attack (missile / finesse): + 4 = + 2 [dexterity] + 2 [proficiency]
Strength save: + 2 = + 2 [strength]
Dexterity save: + 2 = + 2 [dexterity]
Constitution save: + 3 = + 3 [constitution]
Intelligence save: + 0
Wisdom save: + 5 = + 3 [wisdom] + 2 [proficiency]
Charisma save: + 4 = + 2 [charisma] + 2 [proficiency]
Insight (passive): 15 (20 with advantage)
Investigation (passive): 10 (15 with advantage)
Perception (passive): 15 (20 with advantage)
Carry: 225 lb maximum
For groups using the optional encumberance rules:
If carrying more than 75 lb, encumbered -- -10 on speed
If carrying more than 150 lb, heavily encumbered -- -20 on speed, disadvantage on ability checks, attack rolls, and saves involving strength, constitution, and/or dexterity
Languages: Common Halfling

Attacks:

Unarmed strike [+4 to hit; 1+2 bludgeoning]
Club [+4 to hit; 1d4+2 bludgeoning, 3 lb, light]
Crossbow, light [+4 to hit; 1d8+2 piercing, 6 lb, ammunition (range 80/320), loading, two-handed]
Warhammer [+4 to hit; 1d8+2 bludgeoning, 4 lb, versatile (1d10 bludgeoning)]
Chain mail [heavy; + 6 AC; max dex + 0; stealth disadvantage; 28 lb.]
Steel Shield [+2 AC; 3 lb.]
[/spoiler

[spoiler=Feats:] N/A

Skill:

Acrobatics Dex 2 =+2
Animal Handling Wis 3 =+3
Arcana Int 0 =+0
Athletics Str 4 =+2+ 2
Deception Cha 2 =+2
History Int 0 =+0
Insight Wis 5 =+3+ 2
Intimidation Cha 2 =+2
Investigation Int 0 =+0
Medicine Wis 5 =+3+ 2
Nature Int 0 =+0
Perception Wis 5 =+3+ 2
Performance Cha 2 =+2
Persuasion Cha 2 =+2
Religion Int 0 =+0
Sleight of Hand Dex 2 =+2
Stealth Dex 2 =+2
Survival Wis 3 =+3

Spells Known:

Level 0
Light -
Sacred Flame -
Spare the Dying

Level 1
Bane
Bless
Command
Create or Destroy Water
Cure Wounds
Detect Evil and Good
Detect Magic
Detect Poison and Disease
Fog Cloud [domain spell]
Guiding Bolt
Healing Word
Inflict Wounds
Protection from Evil and Good
Purify Food and Drink
Sanctuary
Shield of Faith
Thunderwave [domain spell]

Spells Prepared:

0-3
Light
Sacred Flame
Spare the Dying
1-3
Cure Wounds
Shield of Faith
Guiding Bolt
W-3
Bane
Bless
Cure Wounds
These are in addition to Feather Wind's domain spells.
Thunderwave
Fog Cloud

Proficient Items:

Instruments: Flute
Games: Board Game, Card Game and Dice game.
Tools: Navigator tools and Sail a ship

Race:

Halfling
+ 2 dexterity (already included)
Lucky: Halflings can reroll a natural 1 on any attack roll, ability check or saving throw.
Brave: Halflings have advantage on saves against being frightened.
Halfling Nimbleness: Halflings can move through the space of any larger creature.
Lightfoot Halfling (subrace)
Lightfoot Halflings receive +1 charisma (already included).
Lightfoot Halflings can attempt to hide even behind a creature one size larger.

Sailor:

You can secure passage for yourself on a vessels and have contacts in the seafaring community.
If you were a pirate instead, your bad attitude can intimidate others.
In any case, Feather Wind knows how to sail a ship (water vessel) and can navigate.

Cleric:

Proficient in using a healer kit (for resuscitations).
Ritual caster.

Three cantrips
The DC to resist your spells is 8 + proficiency bonus + your wisdom modifier.

Level 2: Channel Divinity (1 use between short rests)
Channel Divinity -- Turn Undead
Level 4: Four cantrips
Level 5: Destroy Undead -- if an undead of challenge rating 1/2 or lower fails its save on being turned, it is destroyed
Level 6: Channel Divinity (2 uses between short rests)
Level 8: Destroy Undead -- if an undead of challenge rating 1 or lower fails its save on being turned, it is destroyed
Level 10: Five cantrips
Level 10: Divine Intervention once a week -- percent chance.
Level 11: Destroy Undead -- if an undead of challenge rating 2 or lower fails its save on being turned, it is destroyed
Level 14: Destroy Undead -- if an undead of challenge rating 3 or lower fails its save on being turned, it is destroyed
Level 17: Destroy Undead -- if an undead of challenge rating 4 or lower fails its save on being turned, it is destroyed
Level 18: Channel Divinity (3 uses between short rests)
Level 20: Divine Intervention once a week -- succeeds automatically.
Tempest Cleric (domain)

Domain spells.
Proficient with martial weapons and heavy armor.
If you are struck, use your reaction to do 2d8 thunder or lightning damage, half on dexterity save.
Level 2: Channel Divinity -- Destructive wrath. Use this to do maximum thunder or lightning damage rather than rolling damage.
Level 6: When you do lightning damage to a large or smaller creature, can also push it 10 feet away.
Level 8: Add 1d8 thunder damage once per turn to weapon damage.
Level 14: Add 2d8 thunder damage once per turn to weapon damage.
Level 17: Stormborn -- can fly when you are out of doors.

Feather Wind's Equipment:

Backpack – 44lb
Bedroll – 5lb
Mess kit – 2lb
Rations (1 day) x 10 – 1lb
Rope (50', hempen) x 1 – 5lb
Tinderbox – 1lb
Torches x 10 – 10lb
Waterskins x 1
Holy symbol (silver) White Wave on Green background.
Flute
Dice
_____
80 lb
Total
Gold 150

background:

Feather Wind's Personality Traits: I enjoy sailing into new ports and making new friends over a flagon of ale.
Feather Wind's Ideal(s): Respect. The thing that keeps a ship together is mutual respect between captain and crew.
Feather Wind's Bond(s): The ship is most important—crewmates and captains come and go.
Feather Wind's Flaw(s): I’ll say anything to avoid having to do extra work.

Feather Wind’s story start when he was a little Halfling, playing with his friends one windy day. One moment, he was with his friends… the next moment the wind picked him up and took him on a wild ride.
He spent two days trapped within the furry of the wind. He didn’t know it at the time, but he was able to pick up an affinity with the power of the wind which would help him later on in his life.
Early on the 3rd day, the wind finally released him. He plummeted down and down into the sea, set adrift for several hours. He was at his ends when a ship spotted him and pulled him abroad.
He was in bed for a week before he was able to get back onto his feet. It took him another week to be able to move freely like he use to. It was the eve on the 15th day that he realized the ship that saved him, was a pirate ship. He never picked up a sword to help the pirates, yet he never picked up a sword to fight against them. He went around and helped anyone who was injured and saved many life, pirate and victim.
The pirates didn’t hate him for his actions, they would say “He’s just a little boy, he’ll grow up to be a fine pirate.” and let him do as he pleased. Eventually, he started to help with the regular routines of ship sailing. He was taught how to read the stars to know where he was and how to plot a course to get to land. Being on the pirate ship was the best thing that could happen to a boy, he was able to grow up to be a man free of obligations. He won a flute off of a crewmate in a game of dice and he learned how to play it better than its original owner. The pirates taught him all sorts of games and each time he would win they would say “We taught him too good.”
Eventually it became time for him to leave the pirates. He was a man, but he still hasn’t wielded a weapon to help the profit of the ship. The Captain knew it would be hard on Feather Wind and gave him gold to travel and make his own way into the world.
He was once again, lost in the winds of the world. But this time he was able to choose his direction. He made his way to a church and started up his apprenticeship as a cleric where he learned the mystic arts of healing and spells for defense.
While he was learning some of the basic magic, he accidently casts a spell that caused a cloud of fog to envelope the room. After a few more times of this happening, he researched what he could do to stop it. He came across a name Manannan mac Lir, the god of the oceans. The more he studied Manannan mac Lir, the more he understood how it was this god that changed his life.
He soon finished with his studies and once again, set out onto the world to feel the wondrous feeling of adventure once again.

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