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Elisa Stormcaller

Water Genasi Race
Bloodwave Bay (Whispering Isles) Origin
Pirate Rogue 3 Class & Level
Chaotic Good Alignment
Kaheeli Deity
Factionless Faction
Rank/Position
Loyalty
Company

Strength 14
+2
Dexterity 16
+3
constitution 14
+2
intelligence 10
+0
wisdom 12
+1
charisma 15
+2
Total Hit Dice 3
Hit Die
1d8+2
+2 proficiency bonus
+2 Strength
+5 Dexterity
+2 Constitution
+2 Intelligence
+1 Wisdom
+2 Charisma
saving throws
+7 Acrobatics
+1 Animal Handling
+0 Arcana
+4 Athletics
+4 Deception
+0 History
+3 Insight
+2 Intimidation
+0 Investigation
+1 Martial
+1 Medicine
+2 Nature
+1 Perception
+6 Performance
+2 Persuasion
+0 Religion
+5 Sleight of Hands
+5 Stealth
+1 Survival
skills

 

MV

Prestige

Attunement Slots
15
Armor Class
24
Hit Points
+3
Initiative
30 feet
Speed
Rapier 1d20+5 1d8+3
Shortsword 1d20+5 1d6+3
Light Crossbow 1d20+5 1d8+3
Shortbow 1d20+5 1d6+3
Dagger 1d20+3 1d4+3
Attacks
Armor: Light Armor
Weapons: simple, hand crossbows, longswords, rapiers, shortswords
Language: Common and Aquan
Tool: Thieves' tools, Cartographer's Tools, Navigator's Tools, Painter's Tools
Saving Throws: Dexterity, Intelligence
Skills: Acrobatics, Athletics, Deception, Insight, Nature, Performance, Sleight of Hands, Stealth
Proficiences
Cantrips

Shape Water
Casting Time: 1 action
Range: 30 feet
Components: S
Duration: Instantaneous or 1 hour
You choose an area of water that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways:
You instantaneously move or otherwise change the flow of the water as you direct, up to 5 feet in any direction. This movement doesn’t have enough force to cause damage.
You cause the water to form into simple shapes and animate at your direction. This change lasts for 1 hour.
You change the water’s color or opacity. The water must be changed in the same way throughout. This change lasts for 1 hour.
You freeze the water, provided that there are no creatures in it. The water unfreezes in 1 hour.
If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.

 


Spells

Create or Destroy Water
Casting Time: 1 action
Range: 30 feet
Components: V S M (A drop of water if creating water or a few grains of sand if destroying it)
Duration: Instantaneous
You either create or destroy water. Create Water. You create up to 10 gallons of clean water within range in an open container. Alternatively, the water falls as rain in a 30-foot cube within range, extinguishing exposed flames in the area. Destroy Water. You destroy up to 10 gallons of water in an open container within range. Alternatively, you destroy fog in a 30-foot cube within range.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, you create or destroy 10 additional gallons of water, or the size of the cube increases by 5 feet, for each slot level above 1st.

 


Speak with Dead
Casting Time: 1 action
Range: 10 feet
Components: V S M (Burning incense)
Duration: 10 minutes
You grant the semblance of life and intelligence to a corpse of your choice within range, allowing it to answer the questions you pose. The corpse must still have a mouth and can’t be undead. The spell fails if the corpse was the target of this spell within the last 10 days.
Until the spell ends, you can ask the corpse up to five questions. The corpse knows only what it knew in life, including the languages it knew. Answers are usually brief, cryptic, or repetitive, and the corpse is under no compulsion to offer a truthful answer if you are hostile to it or it recognizes you as an enemy. This spell doesn’t return the creature’s soul to its body, only its animating spirit. Thus, the corpse can’t learn new information, doesn’t comprehend anything that has happened since it died, and can’t speculate about future events.

 

Spellcasting
Weapons
2 Shortswords
(Rapier)
(Shortbow with 20 arrows)
Light Crossbow with 20 bolts
2 daggers

 


Armor and Misc
Studded Leather Armor
Thieves' tools
Cartographer's Tools
Navigator's Tools
2 Bandoliers
6 Potions of Healing

 


Burglar’s Pack
- Backpack
- a bag of 1,000 Ball bearings
- 10 feet of string
- a bell
- 5 Candles
- a Crowbar
- a Hammer
- 10 pitons
- a Hooded lantern
- 2 flasks of oil
- 5 days Rations
- a Tinderbox
- a Waterskin
- 50 feet of Hempen rope


 

Equipment
Factionless
Faction
Madman
Stat Array
Cold Resistance
You have resistance to cold damage.

 


Amphibious
You can breathe air and water.

 


Swim
You have a swimming speed of 30 feet.

 


Call to the Wave
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.

 


Seal of Water
Your swim speed is increased by 30ft. If you should deal cold damage, the damage is increased by 2, this applies only once per source.

 


Origin
Whispering Isles (Bloodway Bay)
You have always walked with spirits, some of their essence rubbed off on you. You may cast Speak With Dead once per long rest. You have advantage on Charisma skill checks versus spirits and undead creatures.

 

Class/Racial Features & Traits

The statblocks of your Weapons, armor and other important/magical equipment

Statblocks for your familiars, mounts etc.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Statblocks for your Trinkets, businesses, building, castles, empires.


Created by

Tasami.

Statblock Type

Verum Character Sheet

Link/Embed