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About Raina KaiRace: Water Genasi Background: Entertainer/Sage Class: Druid (Land, Coastal)
Proficiencies:
Saving Throws: Int (+3), Wis (+6)
Skills: Insight, History, Performance, Perception Weapons: Clubs, Daggers, Darts, Javelins, Maces, Quarterstaff, Scimitar, Sickle, Sling, Spear Armor: Light armor, Medium Armor, Shields (cannot be made of metal) Tools: Herbalism Kit, Navigator's Tools, Water Vehicle Languages: Common, Druidic, Primordial Spellcasting:
Spell Attack: +6
Spellcasting DC: 14 Spell Slots 1st Level: 4 2nd Level: 3 Cantrips Known (5): Create Bonfire, Druidcraft, Frostbite, Shape Water, Shillelagh Spells Prepared (8): Animal Friendship (1), Healing Word (1), Ice Knife (1), Thunderwave (1), Gust of Wind (2), Moonbeam (2), Always Prepared: Mirror Image (Coastal), Misty Step (Coastal) Class & Race Abilities:
Class Features:
Skills: Insight, Perception Lang: Druidic Spellcasting (Wis+Druid level) Cantrips (2, Druid craft, Frostbite) Ritual Casting Level 2:
Level 3:
Level 4:
Race Features:
Inventory:
Coins & Gems: GP 64 EP 0 SP 1 CP 7 Armor:
Weapon:
Readied Item:
Trinkets:
Other Items:
A bottle of black ink, a quill, a small knife, a letter from a dead colleague posing a question you have not yet been able to answer, a set of common clothes, and a belt pouch containing 10 gp Items acquired in game: Wand of Magic Detection
Wand of Webs
Background:
Custom Entertainer/Sage
Prof: Performance, History Tools: Navigator's Tools, Water Vehicle Speciality: Historian/Storyteller Feature: By Popular Demand
Trait: I change my mood or mind as often as I change key in a song.
Ideal: The legends and stories of the past should be preserved. Bond: My life's work is a series of tomes related to a specific field of study. Flaw: I cant keep a secret to save my life, or anyone else's. Backstory:
They say our people came from a union of merman named Eadro and a human woman named Selune. It was a forbidden love as the people of the land and the people of the sea were not meant to mix. We were born of their love and we lived on the coastlines and tended the waters on the shores. We looked human enough from a distance, but the bluish-green tint of our skin exposed their love, so we often hid in the shallows, only going on land to hunt. But we are a folly people, as changeable as the waters we lived in, and in our folly we grew reckless and brave. We spent more and more time on land. And the more time we spent on land, the more we loved it. And it was with this mistake that we were caught.
When Umberlee, the God of the Sea, discovered our people, she became enraged. She threatened Eadro and Sulune and forbade them from ever seeing each other again. In her wrath, she brought forth a tidal wave to eradicate us. Eadro and Selune stood against her, hand in hand, to protect their children. Our people were saved from the waters, but our village was destroyed. Umberlee did not like this. She banished Selune to the moon where she could never walk upon the land again, and Eadro to the bottom of the oceans, where he could never to see the surface again. Selune was distraught. She cried; and as her tears touched the moon they became silver. They rained down upon the ocean and sank all the way to Eadro so he would never forget her. Eadro collected them all and left some in the shallows for us to find. To this day we keep them with us. They protect us from the wrath of Umberlee and have allowed our people to survive. Those of us who tend the shores wear the silver teardrop, made from the tears of our mother. (In Forgotten Realms, Selune is the CG Goddess of the Moon, Eadro the N God of Merfolk, and Umberlee the CE Goddess of Sea and Storm). Notes:
Using PHB and Elemental Evil Player's Guide
Faction: Emerald Enclave Lifestyle: Modest
Log Sheet:
Game 1: The Secret of Sokol Keep XP: 0 > 467 Gold: 10 > 54.17 Downtime: 0 > 10 Renown: 0 > 1 Magic items: 0 > 1 Gained Wand of Magic Detection
Game 2: DDAL 5-6 Beneath the Fetid Chelimber
Pre-game changes: sold leather armor, bought studded leather, club (-40.1 gp)
Game 3: DDAL 5-7 Chelimbers Decent
Gained Wand of Webs, Scroll of Tongues Game 4: Lost Mines of Phandelver, Chapter 2
Game 5: DDEX 2-13 Hillsfar Reclaimed
Game 6: Lost Mines of Phandelver, Chapter 3
Obtained "Hew" +1 Battleaxe (max damage to plants).
Spend 15 Downtime days to transfer magic item. Game 7: Lost Mines of Phandelver, Chapter 4
Acquired: +1 Dragonguard breastplate: Also grants advantage on saving throws against breath weapons of all Dragons, Dragonborn, etc. Uncommon. Acquired: +1 mace, lightbringer. Also deals 1d6 extra radiant damage against an undead. And can glow bright light that can be shut on and off at will as if it were a torch. 30 downtime days spent to trade two magic items: Armor and Mace Spell Notes:
Create Bonfire. One Action. Concentration; 1 minute. Creates a bonfire in a 5 ft cube. Range 60 ft. Dex save or take 1d8 fire damage. Dex save needed first time in fire or when ending turn there.
Druidcraft. One Action. Pick one of the following (Range, 30'):
Frostbite. Con Save or take 1d6 damage and disadvantage on next attack. Range 60'. One action. Shape Water. One Action. Pick one of the following (range 30'):
Shillelagh.Turn a club or quarterstaff into a magical 1d8 weapon using wisdom as the attack stat.
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