About Urth StormravenAge 30 Height 6-ft, 2-in Weight 200 lb.
APPEARANCE:
Urth is a tall Illuskan human with an obviously strong upper body. He has raven black hair and tanned skin indicating a life spent in the sun. He wears plate armor that is decorated in shells and fish motifs and shoulders a backpack with a coil of hempen rope strapped to it. His weapon’s harness carries a cutlass and a shield with an emblem of a cloud above three lightning bolts. Nine the Flesh Golem Race Variant Illuskan Human
Initiative +1 Senses Perception +5 ==DEFENSE==
==OFFENSE==
==STATISTICS==
==PROFICIENCIES ==
==SKILLS==
Languages Common, Giant ==ABILITIES ==
War Priest: 2/day From 1st level, your god delivers bolts of inspiration to you while you are engaged in battle. When you use the Attack action, you can make one weapon attack as a bonus action. You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest. Arcane Recovery: 3 levels You have learned to regain some of your magical energy by studying your spellbook. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your wizard level (rounded up), and none of the slots can be 6th level or higher. For example, if you’re a 4th-level wizard, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level spell slot or two 1st-level spell slots. Portent: Starting at 2nd level when you choose this school, glimpses of the future begin to press in on your awareness. When you finish a long rest, roll two d20s and record the numbers rolled. You can replace any attack roll, saving throw, or ability check made by you or a creature that you can see with one of these foretelling rolls. You must choose to do so before the roll, and you can replace a roll in this way only once per turn. Each foretelling roll can be used only once. When you finish a long rest, you lose any unused foretelling rolls. Expert Divination: Beginning at 6th level, casting divination spells comes so easily to you that it expends only a fraction of your spellcasting efforts. When you cast a divination spell of 2nd level or higher using a spell slot, you regain one expended spell slot. The slot you regain must be of a level lower than the spell you cast and can’t be higher than 5th level. Feature = Ship’s Passage: When you need to, you can secure free passage on a sailing ship for yourself and your adventuring companions. You might sail on the ship you served on, or another ship you have good relations with (perhaps one captained by a former crewmate). Because you’re calling in a favor, you can’t be certain o f a schedule or route that will meet your every need. Your Dungeon Master will determine how long it takes to get where you need to go. In return for your free passage, you and your companions are expected to assist the crew during the voyage. ==SPELL CASTING ==
Cleric Prepared: 3+2 Bless (aVSMc), Cure Wounds (aVS), Divine Favor (bVS), Healing Word (bV), Shield of Faith (bVSMc) Wizard Cantrips: 4 Chill Touch (aVS Frigus), Minor Illusion (aSM), Poison Spray (aVS Venenum), Prestidigitation (aVS) Wizard Prepared: 10 DC 15 Absorb Elements, Counterspell, Feather Fall (rVM), Lightning Bolt (aVSM Fulmen), Magic Missile, Misty Step, Phantasmal Force, Polymorph, Shield, See Invisibility Spellbook: 8 x1st , 4 x2nd, 3 x 3rd, 1x 4th
== FAMILIAR ==
== EQUIPMENT == 675 gp
Explorer’s backpack – 5 lb. (10 gp)
One command word causes the box to unfold into a boat 10 feet long, 4 feet wide, and 2 feet deep. The boat has one pair of oars, an anchor, a mast, and a lateen sail. The boat can hold up to four Medium creatures comfortably. The second command word causes the box to unfold into a ship 24 feet long, 8 feet wide; and 6 feet deep. The ship has a deck, rowing seats, five sets of oars, a steering oar, an anchor, a deck cabin, and a mast with a square sail. The ship can hold fifteen Medium creatures comfortably. When the box becomes a vessel, its weight becomes that of a normal vessel its size, and anything that was stored in the box remains in the boat. The third command word causes the folding boat to fold back into a box, provided that no creatures are aboard. Any objects in the vessel that can't fit inside the vessel remain outside the box as it folds. Any objects in the vessel that can fit inside the box do so. Load: 154.1 lb. Carrying Capacity: Str x15 = 240 lb. CHANGES IN WEALTH:
Creation Expenses
Expenses since creation Income Cash on Hand BACKGROUND:
Urth Stormraven grew up near the docks of Waterdeep, the son of son of a sailor. He followed his father and grandfather to sea as young as he could. While sailing, his devout faith in Valkur was rewarded with divine powers.
During one winter when the ice blocked the port, he took a job with a wizard. He quickly picked up spell-casting and eventually stayed a few years apprenticing. After his master died, he decided to join a crew of rivermen who plied the Rivers Dessarin, Surbin and Rauvin. They shipped goods from Sundabar to Everlund to Silverymoon to Nesme to Yartar to Waterdeep. Recently, his ship was attacked by giants who murdered his captain and crew leaving him for dead near Triboar. There, he settled there to get his life back together. When orcs attacked, he joined the militia. When they returned to Triboar, he joined the heroes on their hunt for more giants. After getting his vengeance, he found his way to Neverwinter looking for the next part of his life.
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