Race: Human (native of Orlec)
Class: [Storm] Sorcerer 5th
HD: 4, 4, 4, 4, 4 +5 HP -1 Sacrifice to primordial elements = 19 -1 Ritual = 23
Essence: 31 -1
Strength [10] +0
Intelligence [14] +2
Wisdom [11] +0
Dexterity [12] +1
Constitution [12] +1
Charisma [20] +5
Sanity [13] +1
Skills: History {+2}, Persuasion {+5}, Singing, Arcana {+2}, Insight
Lores @+2: The Oldening, Medja, Montvin (locale), Celestials
Tools: None
Weapon: daggers, darts, slings, quarterstaffs, light crossbows
Armor: Light
Saves: Constitution, Charisma, Sanity [Mind Flayer taught]
Communication: [common human of Orlec] Dundarum (speak + literate), Primordial (speak + literate; Aquan, Auran, Ignan, Terran), + Feyloise (speak and literate), Gladnorian (primitive; group commands)
Tactics/Setup: Prefers to stay out of combat completely, otherwise covers the back. Tactical approaches are better than direct improvised – although if the best tactics are direct, then that is appropriate. If he enters into combat, prefers to expand all resources and destroy foes with overwhelming force.
Armor: Studded Leather (1 Resilience); Dex (1) = ARMOR CLASS = 13
Item Prep: Always carries dagger.
https://dnd5e.fandom.com/wiki/Sorcerer_Spells
PROHIBITED: Fire and Force causing damage spells
Spell SAVE DC = 8 + prof + CHA = 16 (+1/17 w/lightning struck focus)
Spell Attack > prof + CHA = +8
Storms Blood: +1 Damage on all Thunder and Lightning spell damage; with the lightning struck arcane focus an additional +1 to spell save DC
Comprehend Languages: Cast at will, as a ritual. Taught by the fiend of knowledge.
Rallying Wind: Can use DC 10 Song check + Prestidigitation OR Gust of Wind spell use to cause the results of the Rally maneuver 1/Short Rest
– Use a bonus action and expend one superiority die [D6/3] to bolster the resolve of one of your companions. When you do so, choose a friendly creature who can see or hear you. That creature gains temporary hit points equal to the superiority die roll + your Charisma modifier.
Sorcery Points = 5+1 (ritual)
Metamagic: Quickened Sorcery (2 for convert action to bonus action); Twinned (1 per spell level)
Flexible Casting
a) You can use your sorcery points to gain additional Spell Slots, or sacrifice Spell Slots to gain additional sorcery points. You learn other ways to use your sorcery points as you reach higher levels.
b) Converting a Spell Slot to Sorcery Points. As a Bonus Action on Your Turn, you can expend one spell slot and gain a number of sorcery points equal to the slot’s level.
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 of higher. Doing so allows you to fly up to 10 feet without provoking opportunity attacks.
Feat – Elemental Adept: [Thunder] Ignore resistance; +1 per dice of damage
Feat – Ritual Magic: [Book] Speak with Animals (taught by Shamans), Identify, Detect Magic
• Augury [taken from Medja Ritual] – cards (Weal, Woe, Both, Nothing)
Cantrip [5] > Shocking Grasp (2D8/9 Shock, Primordial; +10′ + Dexterity save or knock down), Dancing Lights, Booming Blade (Bonus Action used; 2D8/9 thunder + weapon), Frost Bite (60′ You cause numbing frost to form on one creature that you can see within range. The target must make a Constitution saving throw. On a failed save, the target takes 2d6/7 cold damage, and it has disadvantage on the next weapon attack roll it makes before the end of its next turn.), Minor Illusion
1st [4] > (3) Thunderwave (15′ cube/2D8[9]+10′ push away/vs. Con), Chromatic Orb (90′ range/3D8[13] choose type/attack), Fog Cloud
> Find Familiar 1/Long Rest (can sacrifice bonus action and reaction each to increase Tempestuous Magic by 10′ each when casting the spell)
2nd [3] > (2) Shatter (3D8[13]/10′ rad/60′ range/vs. Con), Detect Thoughts (Spell Mastery/no spell slot if prepared – Fiend of Knowledge)
3rd [2] > (1) Thunder Blast (8D6/28 like fireball, but thunder; Dexterity or lose 10′ of movement)
1) “All Out” Thunder: +1 per Die/+1/+5 = -1 Charge + Spell Level (double) OR 2 sorc (cast as bonus action) > triggers 10′ fly per spell level
Arcane Focus: Charm from lightning struck tree
Armor: Studded Leather (1 resilience)
Weapons: Knife (D4), Rod (D4)
Scroll Tube: False Life, Sleep, Magic Missile, Misty Step
Trials of the steppe shamans, ended up with tattoos on arms and fist. If tattoos are broken, the power is gone until it can be restored.
Each time a thunder spell is cast in combat it regains a charge equal to the level of spell (max. 12). Each use causes a point of Hard damage.
1) Bonus CHA adjustment in damage to a spell + triggers Tempestuous Magic (10′ fly per spell level)
2) Thunderous Smite
3) Gaseous Form
5) Sleet Storm (with chill touch effect at end of round)
CHARGES = 7
Typical Form: Water Cat; +4 Stealth, +3 Perception
> Loves baths and warm water; Critical of everyone else’s grooming habits. Loves flavored ice shaves. Complains when in Dog form (growl).
Description: 6’0, Black Hair (pony tail), clean shaven w/side burns, right handed, dusky skin, #190, 8″ thang
Background: Noble; Persuasion, History, Singing (instead of gaming?), +1 Language
Personality Trait: If you do me an injury, I will crush you, ruin your name, and salt your fields.
> Picked up traveling with Death’s Cradle
Ideal: Power. If I can attain more power, no one will tell me what to do.
> Picked up traveling with Death’s Cradle and the harsh treatment of the people leaving the oldening and in Cheril.
Bond: The common folk must see me as a hero of the people.
> Tied to the history of his family and its role in their clan.
Flaw: I too often hear veiled insults and threats in every word addressed to me, and I’m quick to anger.
Icrane was a child of the winter people, from Ghunfan Reach in The Oldening. The Winter People were mountain valley folk, with auburn hair, pale skin and living at great heights among the blustery cold winds. They worshiped a strange elemental power named “Achrae”, also called “The Lonely Voice” – Achrae roamed the remote peaks searching for a counterpoint to his whistling voice. They had a tradition of powerful magic and song, though there were few of them. Icrane was brought up strong on his family traditions, and became a sorcerer like his grandfather and mother before him. He took on song and dance, to take his mother’s place and lead the people of his village in their ceremonies.
He learned the powerful voice he had by singing from the high mountain tops to echo for as long as he could. He followed the hunters of his clan and sang them the song of war to bolster their courage and used the wind he summoned to amplify his voice. He withstood the trials of ice, wind, and lightning with his mother in order to wrestle the powers of the elements.
Following his people’s traditions, he left them for a year and went north, following the peaks into Ghunfar to have his far-ranging time as all of the singers must, and return with knowledge of the outside world and tell stories of it. For months he watched the edges of civilized society, learning their ways and the dialect of his people’s language.
In Ghunfar he struggled, but soon fell in with a band of violent sell-swords called the Death’s Cradle. He was saved by them, nearly killed by a runaway cart in one of the cities when Elid the Stoney stepped in and saved him. In Icrane’s culture, his life was then bonded to Elid. Forced into depravity and violence, he served a full three years in the debt to Elid before he repaid it.
The mercenaries were hired by the council of Meritan. Suspicions grew over time, of council members acting inappropriately. Two factions of the city of Meritan plunged it into civil war. The faction of Sir Hugh Duvre lead a people’s army against the governor and council which had overtaxed the populace and left little to defend them from the marauders of the steppe that were preying on the caravans and fields. The civil war lasted over 4 months and at least 10,000 were killed. At first, the civil war was a war of factions in the streets. Then the council got desperate and enjoined the smugglers and thieves of the city – and even a few shady mercenary bands on the sly. Soon, civilians were turning on each other and the city burned. Trade crashed, fortunes fell, and the population fled. Sir Hugh turned to desperate tactics himself lives of innocents were snuffed out in reprisal. Sir Hugh Duvre was captured and hung and quartered for his crimes. The people were brutally suppressed just before a force of the king’s arrived to take matters into his hands. Some of the council were jailed; the mercenaries escaped just ahead of the trials.
Death’s Cradle were hired to spearhead an attack against encroaching nomads of the stripped Steppe – though they were merely defending themselves against the loss of river valley land taken from them in conquest. An attack was launched on their sacred place, called Twin Rocks. It was there, in the ensuing chaos, that Icrane managed to save one of the brotherhoods own and repay the debt. Despite this, he did all he could to save as many of the steppe folk in secret. He betrayed his bonds – binds he never believed in other than keeping his oath to repay those that saved him.
He spent a year among the Silver Hair clan of the steppe folk – trying to erase the debt for attacking their people. The shaman of the people understood he was also a sacred one, a wind-talker like some of their healers. He studied with them and learned more esoteric arts, building on his own wrathful powers with a softer perspective.
[Gain: Magic Initiate + Rallying Voice]
He returned to his people a changed man, nearly five and a half years later. He found his place had been taken by his younger sister. He no longer fit into the clan of his own people, and grew more despondent. He made the choice to leave his people, and fled to the lowlands. HE had not completed his training among his people, and he cannot seen the energies of FIRE and EARTH.
There he followed seekers, looking to escape The Oldening and make their way across the steppe to the south. They exploited him for his power to protect them, and after three attempts they finally made it to the free city of Cheril. There, he was robbed of nearly everything he had over time. Weakened and with his sacred bundle stolen and held hostage, he was forced into petty crime. He managed to recover his satchel with his people’s mementos and escape. They caught up with him in the dark alleys of Cheril, and he barely managed to throw his satchel into the gutter before he was jumped and beaten by a gang of thugs. He was beaten and left for dead.
He eventually recovered and slowly traveled south towards Montvin regaining his strength and purpose. He learned of the cultures as he went, and knew that he would never fit in in the crossroads city of Montvin – though there was plenty of activity in the area to hire the like of him.
MOTIVATION: The character is an angry one, looking for purpose and meaning, having suffered several let downs trying to make it on his own. He knows he has strayed for from his people, he no longer cares and sees the world as cruel and wants nothing more than power to be the master of his own destiny.
DEATHS: Yeti Breath
BUILD OUT: Start @2nd; +1 level for basic background; extended background to gain 4th level Feat Magic Initiate [Warlock] at 3rd.