Morgan
While her focus was on the last remaining marauder, Morgan noticed that in the bed of the boat laid a small chest that had been previously hidden beneath the body of whoever had been bundled up so restrictively. Belongings of the bait? ...They don't matter. There was not even a debate inside of the tribal water genasi. While she verily did understand the value of property in the form of necessities, in this life and death situation which required her to send these misguided creatures of Umberlee on their way, something like a treasure chest simply didn't factor into Morgan's obligations to her pack and the person who they had just rescued. Instead she refocused on the straggler as he bellowed up in his own foreign language, and when Gil inquired if the primordial speaker could understand this, she could only shake her head. Fortunately though, despite the lack of a shared language, there was no further need for hostilities to continue as the remaining assailant visibly saw the futility of his previous recklessness and then contented himself with grabbing the aforementioned chest to take at least something back into the sea with him. It is better... The Wavemother will be disappointed already...
Alas, Morgan deeply believed that any disappointment from her deity would be directed at the assailants who had failed so grievously at marauding on this human vessel, and Morgan felt herself far ahead of them in faith. She had bought safe passage from Umberlee when she had performed her prayer ritual in the grotto at the Westhaven harbour, and although these sea creatures and this storm had found her protected vessel all the same, the primordial cleric was quite evidently the stronger servant of her goddess. And in response to the strength of her faith, Umberlee extended her fickle clemency to allow Morgan to do as she pleased with these divine gifts, finally because the undine was simply the more potent follower. Even if these marauders had slaughtered the entire crew and taken their wealth back beneath the waves, would it have been near as valuable as the great offering of gold that Morgan had given before starting this voyage? It seemed unlikely and this daughter of the wave knew to pray fervently. Only that there was a storm still raging above their heads made her consider the slightest possibility of doubt. The grotto... It is so close to Westhaven... Was the gold... retrieved...? Did Schon's blasphemy...?
But these notions still seemed rather unlikely, considering Umberlee's divine might and ample greed for treasures of all kinds. To earn her benevolence, temporarily as the Queen of the Deep Sea would give it, this primordial cleric knew that she would give all of her own wealth gladly. This connection to her deity was what enabled her to twist the gifts of the deep into a magic of healing that resembled that of the land and served to tend and nurture those Morgan held dear, a feat of faith and source of pride for Morgan even in her darkest hours. She was a healer and caretaker to her core, and although among her brethren these outlier feelings had set the primordial woman apart from her own, right now she dropped thinking about any of these questions as she let the marauder go and immediately turned for the victim that Storm and Tolan had rescued from the boat. The bundle was still writhing and moaning, and Morgan sunk to her naked knees in front of it. She laid her webbed hand onto the cloth and only Gil braked her approach as he cautioned that whoever was inside the cloth might be more hostile than she naively had assumed. A pang of emotion ran through Morgan that she had possibly made a mistake in her desire to help, but once Gil kneeled with her to start unwrapping the survivor from the head first, the gruesome head wound that they uncovered quickly calmed the life cleric that her hasty movement hadn't been unjustified. This is... not good...
The rescued person revealed itself as a young human male that had been packaged up after having hurt his head sometime in the past, and as the storm began to wash away the dried blood and Gil finished unwrapping the youth, Morgan already inspected the gash on his forehead that was a condition which couldn't be left untreated. When he dropped a statue from his robes the water genasi simply ignored it. The human displayed the recognizable signs of disorientation that were reasonable to expect from his evident head trauma, and when he took a tumble back onto the planks, Morgan swfitly went down with him and firmly grasped the young man's shoulders, physically interposing herself on him to seize control of his staggering movements. "You're here... you're safe...! You need... to step out of the rain... now!" Her blank features couldn't fully display the urgency that Morgan felt, but as her soulful eyes hovered in front of the youth's face and she helped him up with a strong, leading grip, she began to steer him towards the cabins and even her deceptively soft voice couldn't be mistaken as leaving him a choice in the matter. Leaving her pack to follow or help get everything in order back on deck, Morgan wasted no time as she meant to lead the wounded human below where she would start her treatment in Storm's cabin, the only one big enough to accommodate the flock of people that would soon gather to question this man for his identity and story. Only in passing did Morgan consider that maybe Silvanus could help give this victim a little more strength and so she decided to employ the help of her pack. "Gil... please bring one of life's blessings... below..."
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Stat Block Morgan | Ranger / Cleric (Life Domain) | Level 3
HP: 19 /30| HD: 2/2d10 1/1d8 | AC: 18 /16 | Prof Bonus: +2 | PP: 15 | INI: +2 | Speed: 30 ft
Attributes & Saves: Str 14 (+2), Dex 14 (+2), Con 17 (+3), Int 10 (+0), Wis 16 (+3) , Cha 7 (-2)
Skill proficiencies: Athletics (+6), Insight (+5), Medicine (+5), Perception (+5), Survival (+5)
Other proficiencies: Common, Primordial, Sylvan, Gnomish, Druidic Languages | All armor, shields Armor Proficiencies | Simple weapons, martial weapons Weapon Proficiencies | Chimes (instrument) Tool Proficiencies
Racial abilities: Acid Resistance | Swim speed: 30 ft | You can breathe air and water Amphibious | You know the Shape Water cantrip. When you reach 3rd level, you can cast the Create or Destroy Water spell as a 2nd-level spell once with this trait, and you regain the ability to cast it this way when you finish a long rest. Constitution is your spellcasting ability for these spells. Call to the Wave 1/1
Class abilities: Whenever you use a spell of 1st level or higher to restore hit points to a creature, the creature regains additional hit points equal to 2 + the spell's level. Disciple of Life | This 1st-level feature replaces the Favored Enemy feature and works with the Foe Slayer feature. You gain no benefit from the replaced feature and don't qualify for anything in the game that requires it. When you hit a creature with an attack roll, you can call on your mystical bond with nature to mark the target as your favored enemy for 1 minute or until you lose your concentration (as if you were concentrating on a spell). The first time on each of your turns that you hit the favored enemy and deal damage to it, including when you mark it, you increase that damage by 1d4. You can use this feature to mark a favored enemy a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. This feature's extra damage increases when you reach certain levels in this class: to 1d6 at 6th level and to 1d8 at 14th level. Favored Foe 2/2 | You learn two cantrips of your choice from the Druid spell list. They count as ranger spells for you, and Wisdom is your spellcasting ability for them. Whenever you gain a level in this class, you can replace one of these cantrips with another cantrip from the Druid spell list. Fighting Style (Druidic Warrior)
Feats & Background: Recall all maps and geography, find fresh water and food for 5 other people per day Outlander
Equipment: Coral amulet (holy symbol) | Shillelagh: Attack bonus (+5), magical bludgeoning damage (1d8+3) Seashell staff (druidic focus) | Attack bonus (+4), bludgeoning damage (1d8+2), Versatile (d10) Warhammer |Javelin: Attack bonus (+4), piercing damage (1d6+2), Thrown (30/120) Harpoon | Nacre shield | Instrument of Illusions: While you are playing this musical instrument, you can create harmless, illusory visual effects within a 5-foot-radius sphere centered on the instrument. If you are a bard, the radius increases to 15 feet. Sample visual effects include luminous musical notes, a spectral dancer, butterflies, and gently falling snow. The magical effects have neither substance nor sound, and they are obviously illusory. The effects end when you stop playing. Holographic chime | Healing kit (10/10) | Goodberry ( given to crew 8/12)
Spell stats: Spell DC (13) | Spell Attackbonus (+5)
Spell slots: Level 1: 1/3
Spells: Guidance
Light
Sacred Flame
Shape Water
Shillelagh
Thorn Whip
Cantrips | Absorb Elements
Bless
Cure Wounds
Detect Magic
Goodberry
Healing Word
Purify Food and Drink
Sanctuary
Level 1
Last edited by Mindsiege; Jun 12th, 2022 at 10:30 AM .