Party Name: The Stone Roses

Player Name: Harrie Class: Cleric 2 / Sorcerer 3 Date Created: 7.09.17
Alignment: Chaotic Neutral Background: Pirate Race: Tiefling (Zariel)
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
🌊

Tempest

Traits

I'm crude, selfish, and not above invoking my god's name to get what I want.

Also, I like a job well done, especially if I can convince someone else to do it.

Ideals

Freedom.

The sea is freedom, the freedom to go anywhere and do anything. (Chaotic)

Bonds

I'll always remember my first ship,
Wet Dreams.

I loved someone once, I don't intend to make the same mistake again.

Flaws

I am suspicious of strangers and expect the worst of them.

However, I have a weakness for pretty ladies and am more likely to let my guard down around them.

Description

Tempest is striking in appearance. It’s hard to be low-key when your skin is bright blue, your hair is a white mane, and you have horns growing out of your head.

Tempest embraces this though - and while not a very tall person at 165cm, she projects an aura of confidence and self importance that she almost seems larger than she truly is.

Traits & Features

Racial Traits

  • Darkvision
  • Due to her infernal heritage, Tempest has superior vision in dark and dim conditions.

    As such she can see clearly in dim light, but she can't discern color in darkness, only shades of gray.
  • Hellish Resistance
  • Tempest is resistant to fire damage.
  • Legacy of Avernus
  • Descended from the archdevil Zariel, Tempest has access to some innate magic beyond her class abilities.

    Class Features

  • Wrath of the Storm
  • When a creature within 5 feet of Tempest that she can see hits her with an attack, she can use her reaction to strike back with tempestuous energy.

    If the creature fails its dexterity save, it takes 2d8 lightning or thunder damage (her choice) on a failed saving throw, and half as much damage on a successful one.

    She can do this times per long rest.
  • Channel Divinity
  • Umberlee's blessing has bestowed upon Tempest two divine abilities: Turn Undead, and Destructive Wrath.

    Once per long or short rest, she can use one of these two abilities.
  • Turn Undead
  • By presenting her holy symbol and invoking Umberlee's name, she can strike the fear of god into those not long for this world.

    All undead who can see or hear her within 30 feet have to make a wisdom saving throw, or be turned.
  • Destructive Wrath
  • Instead of rolling the damage, Tempest can choose to max out the damage die of one thunder or lightning attack.
  • Wind Speaker
  • The arcane magic tempest commands is infused with the elemental air, and as a result she can speak and understand Primordial and all its dialects.
  • Tempestuous Magic
  • When Tempest casts a spell of first level or higher, she can use a bonus action to cause arcane winds to swirl around her allowing her to fly up to 10 feet without provoking opportunity attacks.
  • Font of Magic
  • Tempest has the ability to tap into a deep wellspring of magic inside herself. This wellspring is represented by sorcery points.
  • Flexible Casting
  • Tempest can exchange spell slots for sorcery points, and vice versa
  • Quicken Spell
  • When casting a spell of 1 action, Tempest can instead cast it as a bonus action.

    (2 sorcery points)
  • Distant Spell
  • When casting a spell that has a range of 5 feet or greater, Tempest can double the range of the spell.

    Or, if she casts a spell that has a range of touch, she can instead cast it with a range of 30 feet.

    (1 sorcery point)

    Other Traits

  • Ship's Passage
  • When she needs to, she can secure free passage on a sailing ship for herself and her adventuring companions.

Spellbook

  • Thaumaturgy
  • Casting time: 1 action Duration: instantaneous or 1 minuteRange: 30 feet Components: V

    Tempest is capable of creating small wonders, including:
    making her eyes change appearance; her voice boom three times louder; the ground to tremor; and flames flicker, dim, brighten, or change colour. These all last for up to one minute.

    Or she can cause a sound to originate from a point in range, or unlocked windows or doors to fly open or slam shut.

    She can create up to 3 of these effects simultaneously.
  • Guidance
  • Casting time: 1 action Duration: up to 1 minute (C) Range: touch Components: V, S
    Tempest asks for a little divine assistance from Umberlee, granting a bonus 1d4 to one ability check of the target's choice.
  • Mending
  • Casting time: 1 minute Duration: instantaneous Range: touch Components: V, S, M
    This cantrip fixes a small break or tear no bigger than 1 foot
  • Sacred Lightning
  • Casting time: 1 action Duration: instantaneous Range: 60 feet Components: V, S
    Tempest calls divine lightning to descend from the sky and strike upon a creature she can see, forcing it to succeed on a dexterity save or take radiant damage. The target gains no benefit from cover for this save.
  • Gust
  • Casting time: 1 action Duration: instantaneous Range: 30 feet Components: V, S
    Tempest seizes control of the are and compels it to create one of the following effects:
    Push one medium or smaller creature 5 feet away from her, move an object that weighs no more than 5 pounds 10 feet away, or a harmless sensory effect such a rustling leaves or her clothing to ripple in a breeze.
  • Lightning Lure
  • Casting time: 1 action Duration: instantaneous Range: 15 feet Components: V
    Tempest creates a lash of lightning energy that pulls a creature 10 feet towards her if they fail a strength save. If the creature is pulled within 5 feet of her, it takes lightning damage.
  • Shape Water
  • Casting time: 1 action Duration: instantaneous or 1 hour Range: 30 feet Components: S
    Tempest can manipulate an area of water that she can say and fits within a 5 foot cube, and she can make it do one of the following things:

    Instantaneously change the flow of the water; Cause the water to form into simple shapes and animate at her direction; Change the water's colour or opacity; Freeze the water, providing there are no creatures within it.

    She can have no more than two of its non-instantaneous effects active at one time, and she can dismiss any of them as an action.
  • Shocking Grasp
  • Casting time: 1 action Duration: instantaneousRange: touch Components: V, S
    Tempest grabs a creature and causes lightning to spring forth from her hands. She has advantage on creatures wearing metal armour. If the attack hits, the creature is unable to take reactions until its next turn.
  • 🔥 Racial
  • 🌊 Cleric
  • ⚡ Sorcerer


  • Casting time: 1 bonus action Duration: up to 1 minute (C) Range: self Components: V
    Tempests weapon flares with white hot intensity until she hits something, setting fire to it. It stays on fire and takes continuous damage until it succeeds on a constitution saving throw or the fire gets put out somehow.
  • Bane
  • Casting time: 1 action Duration: up to 1 minute (C) Range: 30 feet Components: V S M
    up to 3 creatures tempest can see must make a charisma saving throw, or take a 1d4 penalty to any attack or saving throw it makes before the spell ends. Upcasting to a higher level adds one additional target for each spell level increased.
  • Bless
  • Casting time: 1 action Duration: up to 1 minute (C) Range: 30 feet Components: V S M
    up to 3 creatures tempest can see can add 1d4 to any attack or saving throw it makes before the spell ends. Upcasting to a higher level adds one additional target for each spell level increased.
  • Command
  • Casting time: 1 action Duration: 1 round Range: 60 feet Components: V
    Tempest says a single command word to a creature she can see in range. If it fails its wisdom saving throw, it must follow the command on its next turn. The spell has no effect if the target is undead, can't understand her language, or if the command would directly harm it.
  • Create or Destroy Water
  • Casting time: 1 action Duration: instanteous Range: 30 feet Components: V, S, M
    Tempest either creates or destroys 10 gallons of water, or makes it rain/destroys fog in a 30 foot cube. Upcasting allows her to create or destroy 10 gallons or 5 feet for every slot above 1st.
  • Cure Wounds
  • Casting time: 1 action Duration: instantaneous Range: touch Components: V, S
    Tempest heals herself

    * she might heal you if you pay her
  • Detect Evil and Good
  • Casting time: 1 action Duration: up to 10 minutes (C) Range: self (30 feet radius) Components: V, S
    For the duration of the spell Tempest knows if there is an aberration, celestial, elemental, fey, fiend, or undead within 30 feet of her. She also knows if a place or object has been magically consecrated or desecrated. The spell can pass through most barriers but is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
  • Detect Magic
  • Casting time: 1 action Duration: up to 10 minutes (C) Range: self (30 feet radius) Components: V, S
    For the duration of the spell Tempest can sense the presence of magic within 30 feet, and if she senses magic she can use her action to see a faint aura around any sources. She also learns its school of magic, if it has one. The spell can pass through most barriers but is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
  • Detect Poison and Disease
  • Casting time: 1 action Duration: up to 10 minutes (C) Range: self (30 feet radius) Components: V, S, M
    For the duration of the spell Tempest can sense the location and presence of poisons and poisonous creatures and diseases, as well as identifying what kind of poison, the creature, or disease. The spell can pass through most barriers but is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
  • ✨Fog Cloud
  • Casting time: 1 action Duration: up to 1 hour (C) Range: 120 feet Components: V, S
    Tempest makes a 20 radius sphere of fog appear where she chooses. It spreads like regular fog.
  • Guiding Bolt
  • Casting time: 1 action Duration: 1 round Range: 120 feet Components: V, S
    Tempest shoots a streak of light towards a creature of her choice within range. On a hit, the creature takes radiant damage and starts to glow, giving advantage to the next attack roll made against it. Tempest usually quickens the spell and follows with another attack.
  • Healing Word
  • Casting time: 1 bonus action Duration: instantaneous Range: 60 feet Components: V
    Tempest tells you to suck it up, and more than likely heals herself actually.
  • Inflict Wounds
  • Casting time: 1 action Duration: instantaneous Range: touch Components: V, S
    This is a touch spell, but Tempest can shoot it through her gun by using distant spell making that 30 feet. it does a lot of necrotic damage on a hit.
  • Protection from Evil and Good
  • Casting time: 1 action Duration: up to 10 minutes (C) Range: touch Components: V, S, M
    Until the spell ends the target (generally Tempest) is protected from aberrations, celestials, elementals, fey, fiends, and undead. This protects the target by imposing disadvantage on attacks from creatures of those types, as well as preventing the them from being charmed/possessed/frightened, and if they are already under those effects they'll gain advantage on saving throws.
  • Purify Food and Drink
  • Casting time: 1 action Duration: instantaneous Range: 10 feet Components: V, S
    makes food real safe to eat
  • Sanctuary
  • Casting time: 1 bonus action Duration: 1 minute Range: 30 feet Components: V, S, M
    One of the few buffs Tempest will cast on someone other than herself - she regularly casts this on Big Chungy.
  • Shield of Faith
  • Casting time: 1 bonus action Duration: up to 10 minutes (C) Range: 60 feet Components: V, S, M
    Gives Tempest +2 to her AC.
  • ✨Thunderwave
  • Casting time: 1 action Duration: instantaneous Range: self Components: V, S
    Every creature in a 15 foot cube around Tempest must make a constitution saving throw, or take thunder damage and be pushed 10 feet away from her. It still does damage on a success, also any items not pinned down will be moved 10 feet too. This spell is extremely loud, and can be heard up to 300 feet away.
  • Shield
  • Casting time: 1 reaction Duration: 1 round Range: self Components: V, S
    If an attack is going to hit, Tempest can cast this as a reaction and gain a +5 to her AC until her next turn including against the triggering attack. It also nullifies magic missile.
  • Chromatic Orb
  • Casting time: 1 action Duration: instantaneous Range: 90 feet Components: V, S, M
    Tempest's favourite spell is bullet. Tempest's arcane focus, a wand crafted in the image of a gun, enhances this spell and makes it do additional damage. The spell itself shoots a 4-inch diameter sphere at a creature she can see, and does damage of her choosing from acid/cold/fire/lightning/poison/thunder.

    Lightning and Thunder are Tempest's usual choice, not least because she can channel divinity on it.
  • 🔥 Racial (Always prepared, once per long rest)
  • 🌊 Cleric (Maximum of spells prepared)
  • ✨ Domain Spell (Always prepared)
  • ⚡ Sorcerer (Always Prepared)


  • Branding Smite
  • Casting time: 1 bonus action Duration: up to 1 minute (C) Range: self Components: V
    Tempest's weapon begins to glow with astral energy. The next creature she hits takes radiant damage and begins to glow casting dim light in a 5ft radius. If the creature was invisible it is now made visible & cannot turn invisible until the spell ends.
  • Enhance Ability
  • Casting time: 1 action Duration: up to 1 hour (C) Range: touch Components: V, S, M
    Tempest touches a creature and enhances one of its abilities until the spell ends, such as doubling their strength, or enhancing their charisma. If she upcasts it at a higher level, she can choose one more creature per level increased.
  • Suggestion
  • Casting time: 1 action Duration: up to 8 hours (C) Range: 30 feet Components: V, M
    Tempest makes a suggestion that the target is magically compelled to complete. They must make a wisdom saving throw, or follow the suggestion to the best of their ability for the duration of the spell. The spell ends when the suggestion is completed. The suggestion cannot be obviously harmful, and must sound reasonable to the target.
  • 🔥 Racial (Always prepared, once per long rest)
  • 🌊 Cleric (Maximum of spells prepared)
  • ✨ Domain Spell (Always prepared)
  • ⚡ Sorcerer (Always Prepared)


Skills & Proficiencies

Skill Bonus
Acrobatics
Animal Handling
Arcana
Athletics
Deception
History
Insight
Intimidation
Investigation
Medicine
Nature
Perception
Persuasion
Religion
Sleight Of Hand
Stealth
Survival

Tools

Cartographer's Tools, Water Vehicles

Languages

Common, Infernal, Primordial

Weapons

Simple, martial

Armour

Light, Medium, Heavy, Shields

Possessions

Attuned

Pearl of Power
Brooch of Shielding
Magitech Revolver
  • Traveler's clothes

  • She wears an off-white shirt with the collar popped and a black vest underneath, with a red-violet sash around her waist & tan pants. She also wears a black bandana, floppy leather boots, and a silver necklace.
  • Tailcoat

  • A large purple tailcoat with red-violet lining & golden trim
  • Chainshirt

  • Just a simple chainshirt. Tempest only wears this if she's expecting combat.
  • Magitech Revolver (+1)

  • A wand that looks like a wooden gun with golden trim. Where the barrel would be, there is a large uncut diamond.

    While holding this wand, Tempest gains a +1 bonus to spell attack rolls. She also ignores half cover when making spell attacks. Additionally, when she casts the spell Chromatic Orb, she adds one additional damage die to the roll.

  • Halberd

  • A halberd with the symbol of Umberlee engraved into the head of the weapon.
  • Silver necklace
  • A silver locket she stole from a dead dwarf. She's never looked inside it.
  • Pearl of Power
  • Once a day, Tempest can speak the pearl's command word to regain one expended spell slot. If the slot is of 4th level or higher, the new slot will be 3rd level.
  • Brooch of Shielding
  • With this brooch, Tempest has resistence to force damage, and immunity to magic missile.
  • Two daggers

  • Always gotta make sure to have some sharp knives on hand.
  • 5 arrows
  • Bedroll
  • Longsword
  • Mess kit
  • Pole of Angling
  • When the command word is spoken, this 10-foot pole turns into a fishing rod with a hook line and reel! It was stolen from an ogre.

  • Shortbow
  • Tinderbox
  • Plant-based Bear trap
  • It looks like a regular plant once set, and deals 1d8 Piercing damage if an enemy steps on it (no save). Creatures have disadvantage on perception checks to see this trap, dc 13 to break out, yada yada
  • Lock of trickery
  • DC 15, thieves' tool checks to pick it are made at disadvantage. It's attached to the chest.
  • Old unsent letter
  • There is no address. The letter seems to be an unfinished apology. It's pretty crumpled.
  • Tiger's eye gem
  • Worth about 10gp.