Vailea

Raina Kai's page

326 posts. Alias of bookrat.


Full Name

Raina Kai

Race

AC 16 | Init +2 | Saves S-1, D2, C1, I3, W6, Ch1 | Pass Perc 15 | Status: Normal | Insp: No |

Classes/Levels

WDM 3/3 | WW 7/7

Gender

Female Water Genasi | Druid 4 | WS 2/2 | Spells 1: 4/4, 2: 3/3 | Spell DC 14 | CDW 1/1 | HP 28/28 |

Size

Medium

Age

24

Special Abilities

Faction: Emerald Enclave

Alignment

CG

Location

Setting: Storm King's Thunder

Occupation

Historical Storyteller

Homepage URL

DCI: 5231443523

Strength 8
Dexterity 14
Constitution 12
Intelligence 12
Wisdom 18
Charisma 13

About Raina Kai

Race: Water Genasi Background: Entertainer/Sage Class: Druid (Land, Coastal)
STR 8 (-1) DEX 14 (+2) CON 12 (+1) INT 12 (+1) WIS 18 (+4) CHA 13 (+1)
HP 27 (HD: 4d8)
AC 16
Initiative +1
Speed: 30' Land, 30' Swim
Proficiency +2
Alignment: CG

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:
Wildshape 2/SR, 1/4 Max CR, no fly or sswim speeds.
+1 spell slot, 1st level
Druid Circle (Land, Coastal)
Bonus Cantrip (Shillelagh)
Natural Recovery (gain half spell slots on short rest, 1/day)

Level 3:
+1 spell slot, 1st level
+2 spell slot, 2nd level
Coastal Spells (always prepared): Mirror Image, Misty Step

Level 4:
Wild shape Improvement: Max CR 1/2, No flying.
+1 Cantrip (Create Bonfire)
+1 Spell Slot, 2nd Level
Ability Score Improvement: +2 Wis

Race Features:
+1 Wis, +2 Con
Speed: 30' Land, 30' Swim
Size: Medium
Languages: Common, Primordeal
Acid Resistance
Amphibious (breathe air and water)
Call to Water (Shape Water Cantrip, Create/Destory Water at 3rd level as 2nd level spell, Casting Stat: Con)


Inventory:

Coins & Gems:
GP 64
EP 0
SP 1
CP 7

Armor:
Studded Leather Armor
Wooden Shield

Weapon:
Scimitar. +3 to hit. 1d6+2 slashing damage.
Oar (Club). -1 to hit (+5 with Shillelagh). 1d4-1 (1d8+3 with Shillelagh) bludgeoning damage.

Readied Item:
Druidic Focus

Trinkets:
A silver teardrop made from a real tear

Other Items:
Explorer's Pack

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
Uncommon
This silver-tipped wooden wand makes a loud chiming sound when used.
This wand has 3 charges. While holding it, you can expend 1 charge as an action to cast the detect magic spell from it. The wand regains 1d3 expended charges daily at dawn.

Wand of Webs
Uncommon, Attunement by Spellcaster
This short, squat wand is fashioned from single piece of white wood tipped with a pair of black diamonds cut to resemble spinnerets. This wand has 7 charges.
While holding it, you can use an action to expend one of its charges to cast the web spell (save DC 15) from it. The wand regains 1d6+1 charges daily at dawn. If you expend the wand’s last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.


Background:
Custom Entertainer/Sage
Prof: Performance, History
Tools: Navigator's Tools, Water Vehicle

Speciality: Historian/Storyteller

Feature: By Popular Demand
You can always find a place to perform, usually in an inn or tavern but possibly with a circus, at a theater, or even in a noble's court. At such a place, you receive free lodging and food of a modest or comfortable standard (depending on the quality of the establishment), as long as you perform each night. In addition, your performance makes you something of a local figure. When strangers recognize you in a town where you have performed, they typically take a liking to you.

Trait: I change my mood or mind as often as I change key in a song.
Trait: I travel from place to place to learn different culture's stories.

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
Gained Level 2

Game 2: DDAL 5-6 Beneath the Fetid Chelimber
XP: 467 > 917
Gold: 54.17 > 61.37
Downtime: 10 > 15
Renown: 1 > 3
Magic items: 1 > 1

Pre-game changes: sold leather armor, bought studded leather, club (-40.1 gp)
Gained Level 3.

Game 3: DDAL 5-7 Chelimbers Decent
XP: 917 > 1517
Gold: 61.37 > 163.87
Downtime: 15 > 20
Renown: 3 > 4
Magic Items: 1 > 2

Gained Wand of Webs, Scroll of Tongues

Game 4: Lost Mines of Phandelver, Chapter 2
XP: 1517 > 2017
Gold: 163.87 > 475.87
Downtime: 20 > 30
Renown: 4 > 5
Magic Items: 2 > 2

Game 5: DDEX 2-13 Hillsfar Reclaimed
DM Rewards
XP: 2017 > 2117
Gold: 475.87 > 525.87
Downtime: 30 > 35
Renown: 5 > 5
Magic Items: 2 > 2

Game 6: Lost Mines of Phandelver, Chapter 3
XP: 2117 > 5110
Gold: 525.87 > 1004.03
Downtime: 30 > 40 > 25
Renown: 5 > 6
Magic Items 2 > 3 > 2

Obtained "Hew" +1 Battleaxe (max damage to plants).
Gained Level 4.

Spend 15 Downtime days to transfer magic item.

Game 7: Lost Mines of Phandelver, Chapter 4
XP: 5110 > 5910
Gold: 1004.03 > 1519.03
Downtime: 25 > 35 > 5
Renown: 6 > 7
Magic Items 2 > 4 > 2

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'):
1) Predict Weather over next 24 hours
2) Make a flower blossom, leaf bud bloom, seed pod open, or similar effect
3) Create harmless sensory effect, such as a puff of wind, falling leaves, scent of a skunk, sound of a small animal, or similar effect. Must fit in 5' cube.
4) Light or snuff out a candle, torch, or small campfire.

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'):
1) Move or change the direction/flow of water up to 5'. Does not cause damage.
2) Cause water to form a shape and animate for one hour under your control.
3) Change water's color or opacity for one hour.
4) Freeze water provided there are no creatures in it.
May have up to two such effects active at once.

Shillelagh.Turn a club or quarterstaff into a magical 1d8 weapon using wisdom as the attack stat.