Morgan
Morgan could see with her very own eyes how the Devil's Fin kept gaining ground and the crew of The Journey prepared itself for battle. She also saw Tolan climbing up the main mast and leaving outside of what sphere of protection she would have been able to give him, yet her thoughts were distracted as Gil had still been talking and offered her an idea to use her divine magic without breaking the restrictions which had been placed on her. Umberlee's own looked at the half-elf blankly, earnestly trying to understand his point. "I... I know her by many names... But I don't know which Schon would know her as..." The primordial blinked slowly as she understood Gil's intent was for her to use her full abilities for the sake of the crew and the pack. Schon had been very clear with her though as she had singled Morgan out before letting her board. No prayers to the Wavemother, no rites, and no worship. If Morgan was to flaunt the powers which had been bestowed on her in response to her faith, it would make no difference by what name she would be exalting the Queen of the Depths in her thoughts as she cast her magic. And as much as Morgan was dismayed at the ruthless and blasphemous stance that Schon took in risking everyone's lives on this ship for the sake of misguided stubbornness, by agreeing to join the voyage under the captain's law, the dutiful genasi felt like she had committed herself to follow this misguided intent. But would I throw away a life just to please the captain...? That was a choice Morgan wasn't ready to make at the moment, but possibly she was able to appease Gil's doubts in her commitment to the pack another way. "Think of the fruits that I harvested before we set out... They contain the favour of my deities... They can heal magically if any in our own require our aid..."
After her meager attempt at easing her packmate's mind, Morgan watched him dart over to Schon who had been leading her ship still in earshot of where they had stood. And it allowed the primordial woman to overhear Gil's proclivity towards fire magic. And she could equally hear Schon's partially favorable response and the implication sent Morgan into contemplation. Water magic...? All of Istishia's children have that affinity... The temperamental half-elf had as soon returned that Morgan hadn't had the time to finish her thoughts, but as she found Gil so enthusiastic to add his fiery abilities to this nautical combat, the water genasi realized at the same time that she had made an error not to discuss the intrinsics of nautical warfare more deeply. And the conflict with Schon had made her overlook who would know of these matters. "Gil... excuse me..." Morgan's green hair flew and weaved after her as she hurried over to the captain's position, ready to make up for her mistaken thinking from before. She regretted her own daftness in that very moment, but when she addressed Captain Schon the emotional turmoil was well enough hidden behind the undine's typical disability to express herself completely. "I... I have powers to produce elemental water or to let it vanish..." In spite of her usual calmness, Morgan's hesitant words spoke of nervous excitement as she felt the burden of these people's lives rest on her shoulders. "Is such magic able to affect the speed of our pursuers...?" Morgan knew of no application to use her own element against the Devil's Fin, but then again she also knew very little about sailing a ship. And furthermore, even as she had been the speaker of her tribe, she hadn't been a leader of her people in warfare. Schon was. "I... Silvanus has blessed me with fruits of healing before we started our voyage..." In a manner it was falsity, yet Morgan hoped that Umberlee's influence in the creation of her healing berries would be invisible to one as sacrilegious as Schon. "If your crew must fight... I have spread many among my pack and I have more myself..." She took one of the thick, fleshy orbs out of the sash which the life cleric had prepared to hold them. "Now I think... should we spread them among your men instead...?" Morgan's question was innocent in its nature, but she still felt guilty to not have thought of this when the timing had been less dire.
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Stat Block Morgan | Ranger / Cleric (Life Domain) | Level 3
HP: 30/30| 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 (+4), Insight (+5), Medicine (+5), Perception (+5), Survival (+5)
Other proficiencies: Common, Primordial, Sylvan 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 are a master of navigating the natural world, and you react with swift and decisive action when attacked. This grants you the following benefits: 1. You ignore difficult terrain. 2. You have advantage on initiative rolls. 3, On your first turn during combat, you have advantage on attackrolls against creatures that have not yet acted. In addition, you are skilled at navigating the wilderness. You gain the following benefits when traveling for an hour or more: 1. Difficult terrain doesn't slow your group's travel. 2. Your group can't become lost except by magical means. 3. Even when you are engaged in another activity while traveling(such as foraging, navigating, or tracking), you remain alert to danger. 4. If you are traveling alone, you can move stealthily at a normal pace. 5. When you forage, you find twice as much food as you normally would. 6. While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area. Natural Explorer | 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 (12/12)
Spell stats: Spell DC (13) | Spell Attackbonus (+5)
Spell slots: Level 1: 3/3
Spells: Guidance
Light
Sacred Flame
Shape Water
Shillelagh
Thorn Whip
Cantrips | Absorb Elements
Bless
Cure Wounds
Create or Destroy Water
Detect Magic
Goodberry
Healing Word
Purify Food and Drink
Sanctuary
Level 1