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Nairid

Sorcerer 1 Class & Level
Sailor (Pirate) Background
Triton Race
Chaotic Neutral Alignment

Strength 14
+2
Dexterity 12
+1
constitution 14
+2
intelligence 10
+0
wisdom 12
+1
charisma 16
+3
Total Hit Dice 1
Hit Die
1d6+2
+2 proficiency bonus
+2 Strength
+1 Dexterity
+4 Constitution
+0 Intelligence
+1 Wisdom
+5 Charisma
saving throws
+1 Acrobatics
+1 Animal Handling
+2 Arcana
+4 Athletics
+3 Deception
+0 History
+1 Insight
+5 Intimidation
+1 Investigation
+1 Medicine
+0 Nature
+3 Perception
+3 Performance
+3 Persuasion
+0 Religion
+1 Sleight of Hands
+1 Stealth
+1 Survival
skills Arcana, Athletics, Intimidation, Perception proficiencies

 
11
Armor Class
8
Hit Points
+1
Initiative
30 ^/~
Speed
Trident (melee, one handed)Attack Roll: 1d20+5 Damage: 1d8+2 Piercing
Trident (melee, two handed)Attack Roll: 1d20+5 Damage: 1d10+2 Piercing
Trident (ranged 20/60ft)Attack Roll: 1d20+4 Damage: 1d10+1 Piercing
Light Crossbow (ranged 80/320ft) 1d20+3 Damage: 1d8+1 Piercing
Dagger (melee)Attack Roll: 1d20+4 Damage: 1d4+2 Piercing
Dagger (ranged 20/60ft)Attach Roll: 1d20+3 Damage: 1d4+1 Piercing
Belaying Pin (Club) (melee, one handedAttack Roll: 1d20+4 Damage: 1d4+2 Bludgeon
Ray of Frost (-10f slow)Damage: 1d8 cold
Attacks
WEAPONS: Darts, daggers, slings, quarterstaves, light crossbows, trident
TOOLS: Navigator's tools
VEHICLES: Water
LANGUAGES: Common, Aquan, Primordial (Aquan, Auran, Ignan, Terran)
Proficiences
Sorcerer (Charisma)
Save DC = 13 (8 + CHR + prof)
To Hit +5 (CHR + prof) 1d20+5
Spellcasting
WEAPONS: Trident, Light Crossbow (10x Bolts), 2x Daggers
  • Component Pouch
  • Backpack
  • Bedroll
  • Mess kit
  • tinderbox
  • 10x torches
  • 10 days of rations
  • Waterskin
  • 50ft Hemp Rope
  • 50ft Silk Rope
  • A belaying pin (club)
  • lucky charm (small stone with a hole in the centre)
  • a set of common clothes
  • Equipment
    My friends know they can rely on me, no matter what.
    I stretch the truth for the sake of a good story.
    Personality Traits
    Freedom. The sea is freedom—the freedom to go anywhere and do anything. (Chaotic)
    Ideals
    I was cheated out of my fair share of the profits, and I want to get my due.
    Bonds
    I can't help but pocket loose coins and other trinkets I come across.
    Flaws
    TEMPESTUOUS MAGIC: bonus action on your turn to cause whirling gusts of elemental air to briefly surround you, immediately before or after you cast a spell of 1st level or higher. Doing so allows you to fly up to 10 feet without provoking opportunity attacks
    TRITON MAGIC: Warding Wind and Water Breathing do not use spell slots and can be cast 1 per long rest
    PIRATE: Bad Reputation No matter where you go, people are afraid of you due to your reputation. When you are in a civilized settlement, you can get away with minor criminal offenses, such as refusing to pay for food at a tavern or breaking down doors at a local shop, since most people will not report your activity to the authorities.
    TRIDENT MASTERY:
  • You gain a +1 bonus to your attack rolls made with a Trident
  • When you use a Trident, its damage die changes from a d6 to a d8, or a d8 to d10 when wielded in two hands (recorded)
  • As a bonus action you can set your Trident to receive a charge. You select a creature you can see within 20 ft and if that creature enters the reach of your Trident (5 ft) before your next turn, you may use your reaction to attack that creature for double the Trident damage. This will be ineffective against a target that has disengaged
  • As a bonus action you may increase the reach of your Trident by 5 ft for the rest of your turn
  • Features & Traits

    Heroes Enabled

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

    DnD 5e SRD SRD

    Trident

    Melee Weapon Thrown, Versatile Common

    Type Damage Damage Range Properties
    Martial 1d6 / 1d8 Piercing 20/60 ft Thrown, Versatile

    Cost: 5 gp Weight: 4 lb


     

    DnD 5e SRD SRD

    Crossbow, light

    Ranged Weapon Ammunition, Loading, Two-Handed Common

    Type Damage Damage Range Properties
    Simple 1d8 Piercing 80/320 ft Ammunition, Loading, Two-Handed

    Cost: 25 gp Weight: 5 lb


     

    DnD 5e SRD SRD

    Dagger

    Melee Weapon Finesse, Light, Thrown Common

    Type Damage Damage Range Properties
    Simple 1d4 Piercing 20/60 ft Finesse, Light, Thrown

    Cost: 2 gp Weight: 1 lb


     

    Common Clothes

    Adventuring Gear Common

    Cost: 5 sp Weight: 3 lb


     

    DnD 5e SRD SRD

    Club

    Melee Weapon Light Common

    Type Damage Damage Range Properties
    Simple 1d4 Bludgeoning Light

    Cost: 1 sp Weight: 2 lb


     

    The statblocks of your class features

    Storm Sorcery


    Hit Points

    Hit Dice: d6 per Storm Sorcery level
    Hit Points at first Level: See Sorcerer
    Hit Points at Higher Levels: See Sorcerer

    Proficiences

    Armor: See Sorcerer
    Weapons: See Sorcerer
    Tools: See Sorcerer
    Saving Throws: See Sorcerer
    Skills: See Sorcerer

    Subclass Options

    Your innate magic comes from the power of elemental air. Many with this power can trace their magic back to a near-death experience caused by the Great Rain, but perhaps you were born during a howling gale so powerful that folk still tell stories of it, or your lineage might include the influence of potent air creatures such as djinn. Whatever the case, the magic of the storm permeates your being.   Storm sorcerers are invaluable members of a ship's crew. Their magic allows them to exert control over wind and weather in their immediate area. Their abilities also prove useful in repelling attacks by sahuagin, pirates, and other waterborne threats.  

    Wind Speaker

    The arcane magic you command is infused with elemental air. You can speak, read, and write Primordial. Knowing this language allows you to understand and be understood by those who speak its dialects: Aquan, Auran, Ignan, and Terran.  

    Tempestuous Magic

    Starting at 1st level, you can use a bonus action on your turn to cause whirling gusts of elemental air to briefly surround you, immediately before or after you cast a spell of 1st level or higher. Doing so allows you to fly up to 10 feet without provoking opportunity attacks.  

    Heart of the Storm

    At 6th level, you gain resistance to lightning and thunder damage. In addition, whenever you start casting a spell of 1st level or higher that deals lightning or thunder damage, stormy magic erupts from you. This eruption causes creatures of your choice that you can see within 10 feet of you to take lightning or thunder damage (choose each time this ability activates) equal to half your sorcerer level.  

    Storm Guide

    At 6th level, you gain the ability to subtly control the weather around you.   If it is raining, you can use an action to cause the rain to stop falling in a 20-foot-radius sphere centered on you. You can end this effect as a bonus action.   If it is windy, you can use a bonus action each round to choose the direction that the wind blows in a 100-foot-radius sphere centered on you. The wind blows in that direction until the end of your next turn. This feature doesn't alter the speed of the wind.  

    Storm's Fury

    Starting at 14th level, when you are hit by a melee attack, you can use your reaction to deal lightning damage to the attacker. The damage equals your sorcerer level. The attacker must also make a Strength saving throw against your sorcerer spell save DC. On a failed save, the attacker is pushed in a straight line up to 20 feet away from you.  

    Wind Soul

    At 18th level, you gain immunity to lightning and thunder damage.   You also gain a magical flying speed of 60 feet. As an action, you can reduce your flying speed to 30 feet for 1 hour and choose a number of creatures within 30 feet of you equal to 3 + your Charisma modifier. The chosen creatures gain a magical flying speed of 30 feet for 1 hour. Once you reduce your flying speed in this way, you can't do so again until you finish a short or long rest.

    Trident Mastery

    Proficiency with Tridents or Martial Weapons

    • You gain a +1 bonus to your attack rolls made with a Trident
    • When you use a Trident, its damage die changes from a d6 to a d8, or a d8 to d10 when wielded in two hands
    • As a bonus action you can set your Trident to receive a charge. You select a creature you can see within 20 ft and if that creature enters the reach of your Trident (5 ft) before your next turn, you may use your reaction to attack that creature for double the Trident damage. This will be ineffective against a target that has disengaged
    • As a bonus action you may increase the reach of your Trident by 5 ft for the rest of your turn

    Statblocks for your familiars, mounts etc.

    Statblocks for race/species of the character.

    Triton (Nevoak Version)

    Ability Score Increase +1 Str, +1 Con, +1 Wis
    Size Medium
    Speed 30 ft. land, 30 ft. swimming

    Age. Tritons reach maturity around age 15 and can live up to 200 years.
    Alignment. Tritons are typically lawful neutral. As guardians and ambassadors for seas, rivers, ponds, lakes and so forth, Tritons seek to maintain the purity and sanctity of their waters. This means that, unless it impacts their waters, Tritons will stay separate from any greater conflicts happening on dry land.
    Amphibious. You can breathe air and water.
    Control Air and Water. A child of the waters, you can call on the magic of elemental air and water. You can cast fog cloud* with this trait. Starting at 3rd level, you can cast gust of wind* with it, and starting at 5th level, you can also cast wall of water* with it (see the spell at the bottom). Once you cast a spell with this trait, you can't do so again until you finish a long rest. Wisdom is your spellcasting ability for these spells.
    Emissary of the Waters Aquatic beasts have an extraordinary affinity with your people. You can communicate simple ideas with beasts that can breathe water. They can understand the meaning of your words, though you have no special ability to understand them in return.
    Guardian of the Depths Adapted to even the most extreme ocean depths, you have resistance to cold damage, and you ignore any of the drawbacks caused by a deep, underwater environment.
     

    Languages. Common, Aquan

    Triton Deep Magic

    Triton

    You master more of the magic of elemental air and water. You learn the create or destroy water spell and can cast it as a 1st level spell at will, without expending a spell slot. You also learn warding wind and water breathing, each of which you can cast once without expending a spell slot. You regain the ability to cast those two spells in this way when you finish a long rest. Charisma is your spellcasting ability for all three spells.

    Variant Sailor (Pirate)

    You spent your youth under the sway of a dread pirate, a ruthless cutthroat who taught you how to survive in a world of sharks and savages. You've indulged in larceny on the high seas and sent more than one deserving soul to a briny grave. Fear and bloodshed are no strangers to you, and you've garnered a somewhat unsavory reputation in many a port town. If you decide that your sailing career involved piracy, you can choose the Bad Reputation feature instead of the Ship's Passage feature.

    Skill Proficiencies Athletics, Perception
    Tool Proficiencies Navigator's tools, vehicles (water)
    Equipment
    • A belaying pin (club)
    • silk rope (50 feet)
    • a lucky charm such as a rabbit foot or a small stone with a hole in the center (or you may roll for a random trinket on the Trinkets table in chapter 5)
    • a set of common clothes
    • and a belt pouch containing 10 gp

    Features

    Feature: Bad Reputation No matter where you go, people are afraid of you due to your reputation. When you are in a civilized settlement, you can get away with minor criminal offenses, such as refusing to pay for food at a tavern or breaking down doors at a local shop, since most people will not report your activity to the authorities.

    Suggested Characteristics

    Sailors can be a rough lot, but the responsibilities of life on a ship make them generally reliable as well. Life aboard a ship shapes their outlook and forms their most important attachments.

    Traits

    d8Personality Trait
    1My friends know they can rely on me, no matter what.
    2I work hard so that I can play hard when the work is done.
    3I enjoy sailing into new ports and making new friends over a flagon of ale.
    4I stretch the truth for the sake of a good story.
    5To me, a tavern brawl is a nice way to get to know a new city.
    6I never pass up a friendly wager.
    7My language is as foul as an otyugh nest.
    8I like a job well done, especially if I can convince someone else to do it.

    Ideal

    d6Ideal
    1Respect. The thing that keeps a ship together is mutual respect between captain and crew. (Good)
    2Fairness. We all do the work, so we all share in the rewards. (Lawful)
    3Freedom. The sea is freedom—the freedom to go anywhere and do anything. (Chaotic)
    4Mastery. I'm a predator, and the other ships on the sea are my prey. (Evil)
    5People. I'm committed to my crewmates, not to ideals. (Neutral)
    6Aspiration. Someday, I'll own my own ship and chart my own destiny. (Any)

    Bond

    d6Bond
    1I'm loyal to my captain first, everything else second.
    2The ship is most important—crewmates and captains come and go.
    3I'll always remember my first ship.
    4In a harbor town, I have a paramour whose eyes nearly stole me from the sea.
    5I was cheated out of my fair share of the profits, and I want to get my due.
    6Ruthless pirates murdered my captain and crewmates, plundered our ship, and left me to die. Vengeance will be mine.

    Flaw

    d6Flaw
    1I follow orders, even if I think they're wrong.
    2I'll say anything to avoid having to do extra work.
    3Once someone questions my courage, I never back down no matter how dangerous the situation.
    4Once I start drinking, it's hard for me to stop.
    5I can't help but pocket loose coins and other trinkets I come across.
    6My pride will probably lead to my destruction.


    Source: PHB, page 139

    Statblocks for companions, followers and other allies.

    Statblocks for your spells.

    Level 0 Spells

    Water Magic

    Water Breathing

    3-level Transmutation (ritual)

    Casting Time 1 action
    Range 30ft
    Duration 24 hours
    Components V, S, M
    Materials A short piece of reed

    This spell grants up to ten willing creatures you can see within range the ability to breathe underwater until the spell ends. Affected creatures also retain their normal mode of respiration.

    Class(es): Druid, Ranger, Sorcerer, Wizard

    Create or Destroy Water

    1-level Transmutation

    Casting Time 1 Action
    Range 30 ft
    Duration Instantaneous
    Components V, S, M
    Materials a drop of water if creating water or a few grains of sand if destroying it

    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.

    Class(es): Cleric, Druid

    Prestidigitation

    0-level (Cantrip) Transmutation

    Casting Time 1 Action
    Range 10ft
    Duration Up to 1 hour
    Components V, S

    This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range:

    • You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.
    • You instantaneously light or snuff out a candle, a torch, or a small campfire.
    • You instantaneously clean or soil an object no larger than 1 cubic foot.
    • You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour.
    • You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour.
    • You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn.
    If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.

    Class(es): Artificer, Bard, Sorcerer, Warlock, Wizard, Fighter (Arcane Archer), Fighter (Eldritch Knight), Rogue (Arcane Trickster)

    D&D 5e PHB Page 256

    Mage Hand

    0-level (Cantrip) Conjuration

    Casting Time 1 action
    Range 30 feet
    Duration 1 minute
    Components V, S

    A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.
    You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it.
    The hand can't attack, activate magic items, or carry more than 10 pounds.

    Class(es): Bard, Sorcerer, Warlock, Wizard

    Ray of Frost

    0-level (Cantrip) Evocation

    Casting Time 1 Action
    Range 60ft
    Duration Instantaneous
    Components V, S

    A frigid beam of blue-white light streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, it takes 1d8 cold damage, and its speed is reduced by 10 feet until the start of your next turn.
    At higher levels: The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

    Class(es): Artificer, Sorcerer, Wizard, Fighter (Eldritch Knight), Rogue (Arcane Trickster)

    Shape Water

    0-level (Cantrip) Transmutation

    Casting Time 1 Action
    Range 30ft
    Duration Instantaneous or 1 Hour
    Components S

    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.

    Class(es): Druid, Sorcerer, Wizard, Cleric (Nature Domain), Fighter (Eldritch Knight), Rogue (Arcane Trickster)

    Level 1 Spells

    Witch Bolt

    1-level Evocation

    Casting Time 1 Action
    Range 30ft
    Duration Concentration, up to 1 Minute
    Components V, S, M
    Materials a twig from a tree that has been struck by lightning

    A beam of crackling, blue energy lances out toward a creature within range, forming a sustained arc of lightning between you and the target. Make a ranged spell attack against that creature. On a hit, the target takes 1d12 lightning damage, and on each of your turns for the duration, you can use your action to deal 1d12 lightning damage to the target automatically. The spell ends if you use your action to do anything else. The spell also ends if the target is ever outside the spell's range or if it has total cover from you.
    At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the initial damage increases by 1d12 for each slot level above 1st

    Class(es): Sorcerer, Warlock, Wizard, Fighter (Eldritch Knight), Rogue (Arcane Trickster)

    Sound Magic

    Thunderwave

    1-level Evocation

    Casting Time 1 Action
    Range Self (15ft cube)
    Duration Instantaneous
    Components V, S

    A wave of thunderous force sweeps out from you. Each creature in a 15-foot cube originating from you must make a Constitution saving throw. On a failed save, a creature takes 2d8 thunder damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn't pushed.   In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell's effect, and the spell emits a thunderous boom audible out to 300 feet.

    At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.

    Class(es): Bard, Druid, Sorcerer, Wizard, Artificer (Artillerist), Cleric (Tempest Domain), Fighter (Eldritch Knight), Monk (Way of the Four Elements), Rogue (Arcane Trickster)

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

    DnD 5e SRD

    Component Pouch

    Adventuring Gear Common

    A component pouch is a small, watertight leather belt pouch that has compartments to hold all the material components and other special items you need to cast your spells, except for those components that have a specific cost (as indicated in a spell's description).

    Cost: 25gp Weight: 2lb


     

    DnD 5e SRD

    Rope, Hempen

    Adventuring Gear Common

    Rope, has 2 hit points and can be burst with a DC 17 Strength check.

    Cost: 1gp Weight: 10lb


     

    PHB 153

    Rope, silk

    Adventuring Gear Common

    The rope has 2 hit points and can be burst with a DC 17 Strength check. Normally 50 feet.

    Cost: 10 gp Weight: 5 lb.


     

    DnD 5e SRD

    Backpack

    Adventuring Gear Common

    A backpack is a leather pack carried on the back, typically with straps to secure it. A backpack can hold 1 cubic foot/ 30 pounds of gear.   You can also strap items, such as a bedroll or a coil of rope, to the outside of a backpack.

    Cost: 2gp Weight: 5lb


     

    Bedroll

    Adventuring Gear Common

    Adventurers often don't know where they're going to sleep. Bedrolls help them get better sleep in haylofts or on the ground. A bedroll is bedding and a blanket thin enough to be rolled up and tied.

    Cost: 1 gp Weight: 7 lb


     

    Mess Kit

    Adventuring Gear Common

    This tin box contains a cup and simple cutlery. The box clamps together, and one side can be used as a cooking pan and the other as a plate or shallow bowl.

    Cost: 2 sp Weight: 1 lb


     

    DnD 5e SRD

    Tinderbox

    Adventuring Gear Common

    This small container holds flint, fire steel, and tinder (usually dry cloth soaked in light oil) used to kindle a fire. Using it to light a torch -- or anything else with abundant, exposed fuel -- takes an action. Lighting any other fire takes 1 minute.

    Cost: 5sp Weight: 1lb


     

    DnD 5e SRD

    Waterskin

    Adventuring Gear Common

    A waterskin can hold 4 pints of liquid.

    Cost: 2sp Weight: 5lb


     

    DnD 5e SRD

    Rations (1 day)

    Adventuring Gear Common

    Rations consist of dry foods suitable for extended travel, including jerky, dried fruit, hardtack, and nuts.

    Cost: 5sp Weight: 2lb


     

    DnD 5e SRD

    Torch

    Adventuring Gear Common

    A torch burns for 1 hour, providing bright light in a 20-foot radius and dim light for an additional 20 feet. If you make a melee attack with a burning torch and hit, it deals 1 fire damage.

    Cost: 1cp Weight: 1lb


     

    Created by

    Snackrat.

    Statblock Type

    Character Sheet (Legacy)

    Link/Embed