Morgan
Morgan saw her words have an immediate effect on the bronze-scaled dragonborn, and although she knew that there was a thin line between taking on the burdens for the sake of another and fostering their weakness through overprotectiveness, the water genasi presumed to know the difference and the pitiful behavior of the being on the floor necessitated her to create room for strength where the dragonborn's faculties seemed clearly overwhelmed by a fear of the ocean. A fear that was unnecessary for one that acted with strength or wisdom, but Morgan could imagine that the ability to breathe underwater made her different in a way that would make it impossible for her to understand the dragonborn's fear, which was another reason why she had meant to help him. As the other cleric still laid on his belly, soothed but lacking the courage to move, the new halfling packmate offered a magical artifact that would gift the wretch the same ability to breathe underwater as a water elemental like her possessed. The female genasi had no means to see through the small rogue's lie or even any reason to assume that he was lying at all, but before Morgan's new packmates were able to exchange this most thoughtful gift, Gil started to forcefully speak to the dragonborn in a foreign tongue. And all that the primordial woman understood was that the half-elven man was displeased with the other on the floor. She just had noticed how Gil's eyes had gone through a momentary discoloration, but the oddity was quickly overshadowed when the bronze dragonborn suddenly erupted into violent anger. What...?? There had been nothing Morgan could see which had provoked the dragonborn's violent reaction as he threatened to eat Gil alive, and the life cleric was deeply dismayed at the sudden conflict, one that she didn't understand and that threatened to immediately destroy the group what she had thought would be her pack.
Trust wasn't something that came easily to Morgan. She trusted in higher powers, and to some degree she trusted in herself to show strength out of the necessity to survive or to take care of those she counted as her own. She had reached the West Marches broken up by the tragic loss of her tribe in a natural catastrophe, and at first she hadn't trusted that she could ever find any group of people that she could call her own again. As a waif among the landwalkers of Westhaven's culture, one that differed so greatly from the maritime hunter-gatherers that her primordial brethren had been, Morgan had lacked trust that other adventurers would accept her. Yet during her time in the West Marches this fear had proven a shadow of her own weakness. A weakened heart that Morgan found resolution inside herself to preserve, and after those successful missions that had taught her much she had gained trust that Westhaven's adventurers would act as her pack. Not for long and only during the time they stuck together for missions, but how easily unity was found with strangers of such different ilks had astounded her. But as she now saw this violent interaction that arose between two men that had been supposed to become her pack, just as violently Morgan saw a belief that she had sought to trust in come undone. What is happening? He will eat him alive?! Gil had shown her such kindness before and her own kindness had calmed the dragonborn, yet the cleric from the sea knew not how to choose who she should support in case of a battle to the death. Mere moments after her initial shock Morgan realized from the nonchalant trade of arguments that death was unlikely to happen, so at least her instinct to break up the fight on her own strength seemed to become unnecessary. At least to preserve either's life...
Morgan was wearing her typical blank expression as she experienced the ensuing interaction from up close, but underneath her blue skin, her emotions were roiling like a deep undercurrent. She learned that the dragonborn was called Storm, that he regarded the halfling called Tolan as a liar and cheat, that Gil had threatened Storm in their secret tongue and that some deity called Zeus had created Storm to forever be fearful of the ocean. When Captain Schon interjected herself into the conflict and rallied everybody to bow before her own law and word, Morgan made no expressions or gestures to voice any dissent or to support either of the male adventurers. The catastrophe between Storm and Gil seemed avoided and Storm was allowed to stay by some kind of technicality of their quest that Tolan raised and barely made sense to Morgan, but Schon seemed to agree and so there was a decision made that Storm's strength would stay on this ship and stay useful to this mission. The men around Morgan seemed to have easily found a shared understanding that it was all sane that this would be so, but the primordial woman lacked understanding. Were their words spoken in blind anger that they take them back so easily...? How will this pack survive if infighting, grudges and weakness threaten to undo us before we have even left the safety of Westhaven...?
All the adventuring parties that Morgan had joined had been able to strongly work together, even when there had been packmates that had showed weakness or those which the hunter-gather had been unable to comprehend. But was this a pack? Or were these just strangers that sought to mistreat each other? Storm was appeased to be allowed under deck and he just seemed thankful to Tolan who had negotiated to keep him on this voyage, and no further word was lost about the magical Ring of Water Breathing. The dragonborn casually strolled off to find his quarters and then Gil just as casually turned to ask Morgan if she wanted to stow her things. And the troubled life cleric was only dismayed. Her deep green eyes with barely visible pupils regarded the half-elf with an eery stillness as she didn't even twitch a muscle. It was an awkward moment of silence during which she didn't reply to him, but finally the homeless wanderer spoke softly. "Panicked animals... If you attack them, they will try to bite you..." Morgan wasn't able to show her judgment in her facial features, but there was a cool sternness in her stance that meant to transmit her misgiving. The sensitive woman felt like Gil had meant to corner Storm in order to build trust when he had lost it in Storm after being faced with the bronze cleric's mindless fear, yet to her, all it had done was destroy trust that Morgan wasn't sure could be restored. The water genasi couldn't tell if there was any merit in bringing a violent being that feared the ocean onto a sea voyage, yet obviously it was neither Morgan's nor Gil's choice who was brought on this quest. "We are... pack... Did you just... strengthen or weaken the pack...?" Morgan felt a deep sadness and she also felt herself helpless. "I... can protect us from threats of the outside... But... I can't protect you from yourself..." The still and quiet woman regarded the turbulent man before her calmly, her green hair waving through the air by the natural magic within her, and she didn't turn or blink as she meant to hold Gil's forest-green eyes within her own saturated depths.
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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
Last edited by Mindsiege; Feb 8th, 2022 at 08:06 PM .