Morgan
Knowing that Gil was the most similar landwalker to her kind that she had met so far, Morgan still followed through on her earlier sentiment as she searched herself a corner on top of the deck that she could isolate herself in. As open as a vessel like The Journey was though, it was more than difficult for her to get at a dead angle from the crew. It wasn't that she hated them for Schon's faithless laws or because they thought her an unwelcome outsider, but with time on her hands and nothing else to do the primordial woman found herself wishing she could practice more on the musicals which she would eventually play to carry her message. If I lack the confidence to tell the world what I must... I shall show them by example... And after the strange mouse creature Hammer had given her the holographic instrument during Morgan's last visit to Xyco, the life cleric had found the one tool that allowed her to show so much more of herself than she had ever done before. The gauntlet-like ringlets that she would wear on her fingers were so different compared to the bells and gongs that she learned to chime with on the bottom of the ocean, yet in her last few months of recuperation in Westhaven, Morgan had gotten the hang of it and how similar it was to play the magical item. It was a simple form of music that made her nostalgic and determined at once, and although the genasi felt that her skill was presentable enough that she hadn't to shy away from playing publicly, it was the holographic images that she still couldn't do right and didn't want others to see her practice.
Facing the choice of abandoning her muse, abandoning the sight of the weaves or risking others to observe her unfinished art, Morgan's choice naturally fell on the latter. She couldn't help but feel uncomfortable to show any flaws or vulnerabilities in the foreign environment of this vessel's population, yet knowing herself well enough the hunter-gatherer decided that the alternatives were even more uncomfortable. When she settled down at the front deck towards the nose of the ship, Morgan had chosen the position partially because it allowed her to stay out of everybody's way, and as prominent of a position as it was, it still felt distant enough that she hoped the crew wouldn't just walk up to her. Composing like she had done in Westhaven was out of the question, yet after she got over her somber dejection at being too shy to do this, the daughter of the waves realized that she could still practice emitting the more difficult holographic shapes without revealing the unfinished images of her orchestra. It wouldn't help her finish the pieces that she meant to perform eventually, but it would still bring her forward in the grand scheme of things. With her back to the remainder of the ship Morgan sat at the front as she tenderly touched the air in front of her, and in response, musical notes rung out from chimes that were nowhere to be seen. In the end the notes didn't truly combine into melodies, but their clearness and timbre still were able to be considered pretty.
Morgan did her best to shield the holographic images with her own body as she sat on the wooden floor and let the single-note music ring out across the whole deck. She was aware that people were staring and hoped it would not be another reason for mutiny, but in the back of her mind she knew that more than likely the most Schon or the crew would do was tell her to stop. The music could be described as idle and faded a bit into the background, yet the spitting miniature image of herself that was going through various motions right in front of her was more than dynamic enough to make up for it. More often than not it took all of Morgan's focus to let the holographic imagery move as she willed it, and even though the difference in tempo between the illusion and the music was something the water genasi had started to get a handle on in the last few months, it took a lot of her awareness to maintain the practice, enough that eventually her self-consciousness faded into the background together with her awareness for anyone that might be watching her. The play summoned so much of Morgan's attention that it was mere coincidence when she lowered her hands, let the hologram fade and peered out into the distance across the waves. Is that... that is another ship!
The novelty Morgan felt at how unlikely it was to meet another ship out at sea was quickly surpassed by the realization that this spelled danger. Might it be one of those notorious pirates...? The Journey raised its sails, Schon showed herself fierce and tense and Gil was quick to hasten below deck after he had animated Morgan to ready herself as well. Unwilling to risk damage to her holographic instrument, Morgan turned to follow the half-elf below deck where she quickly stowed the important item with the rest of her belongings that she didn't require in the case of combat. She was slower to return to deck than Gil and just when she had strapped her nacre shield to her arm, Storm already burst out of his chosen exile and barreled up the stairs to cry out his challenge for all to hear. Morgan felt slightly encouraged that the dragonborn showed himself certain to act against any perceived threat to his person, and although she was still harboring doubts about how much she could trust him in the end, right then she had confidence that the situation called more for Storm's temper than it didn't. Not wasting time herself, the primordial woman got back up just in time to join side-by-side with Gil and for him to ask her which of the two ships would be faster. "I'm... not certain... yet..." With the iron of her warhammer feeling heavy in her hand, even while sporting the same blank expression that Morgan always wore she managed to make herself appear menacing as her deep green eyes stared at the intercepting Devil's Fin. "Apologies... Gil... Most of my magic is tied to the might of She who I was bid not to speak of... But even without it... my strength and the gifts given to us by Silvanus shall ensure that our pack and this crew will overcome and survive..." Morgan wasn't speaking loudly, but she both appeared and felt confident. "If these... others presume us to be prey... it might be their last mistake... Best they turn away and decide to keep their lives..." Even above the waves, Umberlee would witness Morgan's enemies crushed. That was if they'd be able to catch up with The Journey...
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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; Mar 8th, 2022 at 06:31 PM .