Morgan
Morgan had spent a lot of time in the harbor during the last few months, but she hadn't spent much time integrating herself into its business. Although Morgan had learned by now that most of Westhaven's adventurers saw her as less strange and deplorable than she had feared after leaving the ocean, the primordial woman had made the keen observation that the adventuring crowd was made up of colorful people, and although a water genasi was most likely less of an oddity near the ocean than anywhere else, Morgan had not given the sailors and dock workers the same benefit of the doubt as to the adventuring folk, to whom she counted herself after her two missions to the temple of the Trinity.
When the green-haired primordial approached The Journey, she did so by land like all the other humanoids around her. It was mostly because some of the belongings she would carry on the adventure were gathered with the expectation of venturing past the walls and into the West Marches landside wilderness, making them more vulnerable to wear and tear if one were to keep them submerged for extended amounts of time. Still, the prospect of starting an adventure out to sea had naturally called out to the former ocean-dweller, which was also the reason why she had gone so far as to offer her hands and magic unbidden when she had heard about the Order of the Gauntlet's need for hired investigators. After she arrived in front of the plank leading up to the deck of The Journey, Morgan stood still for a few moments, just as unmoving like the stone beneath her feet and with the eerily blank expression that she always wore. Only the green tussles of her hair kept rising and ebbing around the still features of her face, following a swaying motion as if the child of the depths had never left the waters of her home.
It is a vessel... But so much bigger than Valkyrie. And much slower... The cleric of Umberlee had not been able to forget the ride that she had experienced inside of the magical craft that she had met in Xyco, but as much as it had given her a certain apprehension against riding man-made vehicles, during the last weeks she had spent a lot of time watching the ships of Westhaven at the edge of her periphery, and also sometimes directly. They were much more lumbering than the miserable speeds that Valkyrie had taken her on, and this was what gave Morgan hope that she wouldn't dislike riding a ship just as much. After all this time... It will be my first ship to enter before it finds its rest at the bottom of the ocean... The hunter-gatherer had never asked one of the dockworkers if it was every ships destiny to eventually fall to the depths, but thinking about it more consciously it seemed rather obvious that they would. The wood that these vessels had been built from was taken from the lands of Silvanus and reappropriated into a very, very large tool. It was a feat not quite of the same magnitude as the wonders of the Trinity, but Morgan didn't contemplate for the first time that there was something fascinating about the land-treading races taking floating homes out at sea. She wasn't entirely sure yet, but in her heart it was possible that Morgan was already looking forward to being the first of her tribe to ever undertake a voyage across the sea on this side of the waves.
There was no emotion on the primordial's face or in her deep-green eyes when she finally decided to walk up the plank. The scale-like metal armor that was a memento of her tribe clung tightly to the athletic frame of her blue, smooth-skinned body, and reached only right beneath her hips, leaving her bare-legged and barefoot, and showing off the thin webs between her toes. Morgan felt slightly self-conscious when she got aboard The Journey, not because of how she looked but rather because she never knew how well she would be able to integrate with strangers when it had even been so difficult to fit in with the primordial brethren of her home tribe. But although Morgan was almost certain that this time none of her former pack-mates would join on her mission, she was at least hopeful that the other adventurers to-be-hired would become her pack, just as the others had before. So when the cleric arrived on deck, she spotted a few of the people that looked not quite like sailors, but even as she regarded them as those she would affiliate herself with most, Morgan had spent enough time in Westhaven to understand that every ship had a chief and that they were to respected first and foremost. She had heard this one called Captain Schon by the people who had told her about this quest, so as Umberlee's own spotted the woman she walked over to the Captain and gave a small deferential nod. When the genasi finally spoke, her voice was quiet and soft, though it hadn't enough of a variation that one would be able to guess her feelings as shyness. "Captain Schon. I... have arrived as I had promised to your... men. I... will see to do my best... to see this voyage and this crew safe and under my care." And although the words had been put together with a bit of difficulty, in Morgan's soft voice and alien demeanor there was nothing but sincerity.
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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) | 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 (0/0)
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
Last edited by Mindsiege; Jan 21st, 2022 at 05:40 PM .