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Procella
Stormborn

Level 1 Human Storm Sorcerer
(Folk Hero)
8 / 8 HP

I was born in a storm, and now that I've caused a small one myself I thought it best to go before I do too much harm.   [Icon artist: https://www.deviantart.com/marcelafreire]


City of Glass

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Procella Stormborn

Storm Sorcerer 1 Class & Level
Folk Hero Background
Human Race
Alignment

Strength 8
-1
Dexterity 12
+1
constitution 15
+2
intelligence 8
-1
wisdom 12
+1
charisma 19
+4
Total Hit Dice 1
Hit Die
1d8+2
+0 proficiency bonus
-1 Strength
+2 Dexterity
+4 Constitution
-1 Intelligence
+1 Wisdom
+6 Charisma
saving throws
+1 Acrobatics
+3 Animal Handling
-1 Arcana
-1 Athletics
+4 Deception
-1 History
+1 Insight
+6 Intimidation
-1 Investigation
+1 Medicine
-1 Nature
+1 Perception
+4 Performance
+6 Persuasion
-1 Religion
+1 Sleight of Hands
+1 Stealth
+3 Survival
skills

 
11
Armor Class
8
Hit Points
+1
Initiative
30
Speed
Dagger 1d20+3 1d4+1
Attacks
Languages: Common, Primordial
Weapons: Dagger, Quarterstaff, Dart, Light Crossbow, Sling
Tools: Painter's Supplies
Vehicles: Land
Proficiences
Spellcasting ability: Charisma
Spell save DC: 14
Spell attack bonus: 1d20+6
Spellcasting
Rustic Hospitality (Background, Folk Hero):
Since you come from the ranks of the common folk, you fit in among them with ease. You can find a place to hide, rest, or recuperate among other commoners, unless you have shown yourself to be a danger to them. They will shield you from the law or anyone else searching for you, though they will not risk their lives for you.

Windspeaker (Class, Storm Sorcery):
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 (Class, Storm Sorcery):
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.

Elemental Adept (Feat [thunder]):
Prerequisite: The ability to cast at least one spell.
When you gain this feat, choose one of the following damage types: acid, cold, fire, lightning, or thunder. Spells you cast ignore resistance to damage of the chosen type. In addition, when you roll damage for a spell you cast that deals damage of that type, you can treat any 1 on a damage die as a 2.
You can select this feat multiple times. Each time you do so, you must choose a different damage type.
Features & Traits

Heroes Enabled

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

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

The statblocks of your class features

Statblocks for your familiars, mounts etc.

Statblocks for race/species of the character.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Level 0 Spells

SRD

Light

0-level (Cantrip) Evocation

Casting Time 1 action
Range Touch
Duration 1 hour
Components V, M
Materials A firefly or phosphorescent moss

You touch one object that is no larger than 10 feet in any dimension. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action.  
If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the spell.

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

Prince of the Apocalypse

Gust

0-level (Cantrip) Transmutation

Casting Time 1
Range 30
Duration Instantaneous
Components V, S

You seize the air and compel it to create one of the following effects at a point you can see within range:   • One Medium or smaller creature that you choose must succeed on a Strength saving throw or be pushed up to 5 feet away from you.   • You create a small blast of air capable of moving one object that is neither held nor carried and that weighs no more than 5 pounds. The object is pushed up to 10 feet away from you. It isn’t pushed with enough force to cause damage.   • You create a harmless sensory affect using air, such as causing leaves to rustle, wind to slam shutters shut, or your clothing to ripple in a breeze.

Class(es): Sorc/Wizard

SRD

Ray of Frost

0-level (Cantrip) Conjuration

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.   The spell's damage increases by 1d8 when you reach 5th level ( 2d8 ), 11th level ( 3d8 ), and 17th level ( 4d8 ).

Class(es): Sorcerer, Wizard

SRD

Shocking Grasp

0-level (Cantrip) Evocation

Casting Time 1 action
Range Touch
Duration Instantaneous
Components V, S

Lightning springs from your hand to deliver a shock to a creature you try to touch. Make a melee spell attack against the target. You have advantage on the attack roll if the target is wearing armor made of metal. On a hit, the target takes 1d8 lightning damage, and it can't take reactions until the start of its 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): Sorcerer, Wizard

Xanathar's Guide to Everything

Thunderclap

0-level (Cantrip) Evocation

Casting Time 1 action
Range 5 feet
Duration Instantaneous
Components S

You create a burst of thunderous sound that can be heard up to 100 feet away. Each creature within range, other than you, must succeed on a Constitution saving throw or take 1d6 thunder damage.
At higher levels: The spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

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

Level 1 Spells

SRD

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.
2nd level: 3d8 thunder damage
3rd level: 4d8 thunder damage
4th level: 5d8 thunder damage
5th level: 6d8 thunder damage
6th level: 7d8 thunder damage
7th level: 8d8 thunder damage
8th level: 9d8 thunder damage
9th level: 10d8 thunder damage

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

Xanathar's Guide to Everything

Witch Bolt

1-level Evocation

Casting Time 1 action
Range 30 feet
Duration Concentration, up to 1 minute
Components V, S, M (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

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

8th of Amathara 729 LF

the road to Glass

by Procella

I was, as my name implies, born as a storm blew. More specifically a whirlwind blew around our home in the encampment, causing my family to believe that it was a harbinger of strange things to come for me.
 
They were not wrong, but my younger years were nothing out of the ordinary. My parents continued to work at the quarry that sustained our family, which grew when my younger brother, Lander, was born. My older brother, Sholn, managed to convince the old lord to let him become a messenger running between the encampment and the villages.
 
It wasn't long before he started bringing in stories from far away places and he even learned to play a lute. I remember with fondness listening to him talking about heroes of yore and listening to tales of bravery while he played music to the story.
 
One thing I don't remember with fondness was a few months after my 24th birthday when the old lord died and the new one took his place. He almost immediately decreed that the quarry should hasten its production, forcing Lander into service.
 
The entire encampment resented the change and it was only a matter of time until something would have to give.
 
One of the brightest moments of my life was when I remembered an old tale that Sholn had told me. A tale of a symbolic protest where the lords banner was removed, leaving only the kings banner. I believe it represented that we are all under the king and that the king had not decreed our lives to made miserable.
 
It was around this time that I noticed that my hair was growing ever faster, until it reached a prodigious rate. I didn't notice any other changes immediately, but I was distracted by the lord actually reminding his decree.
 
Lander was still forced to work at the quarry because mother could do it no longer, but he wanted to leave the encampment and move to somewhere where his ability to entertain a crowd with wonderful music could be put to better use. Which could potentially be earning more money as well.
 
I supported the idea to the point where I helped him … find a document that would release him from the quarries bond. It took a while though, and in that time I noticed a sort of well of power within me.
 
It was always present and I started trying to access it until I somehow created a light that attached to an object. I realised that I had access to magic and made an effort to learn more. After years of careful practice got to the point that I could cast a few spells with reasonable reliability.
 
I must admit that it was fun learning it, but at the same time I did not want to tell anyone because many in the camp were and still are a bit superstitious of me and it didn't help when a few years after Lander had left as a free man I got involved in a fight.
 
It began as a dispute between me and my neighbours that grow more heated with every passing minute. More and more people started weighing in until the first punch was thrown. It turned into a fistfight with me at the centre.
 
I don't fully remember what happened for I closed my eyes. I felt overwhelmed by a feeling of fear and anger. It felt like a storm inside of me. A storm which I tapped in hope it would solve my problems in the moment.
 
It rushed through me as if the storm wanted to get out and I let it do so. There was a loud noise, a rush of wind and the sound of fight subsided as thunder echoed. When I opened my eyes again I could see the carnage I had created.
 
The grass and people looked as if they had been pushed away from me with significant force. Those still standing were stunned and staring at me or those who had been pushed away and were lying on the ground with limbs pointing in unnatural directions or moaning as blood dripped out of their ears.
 
The silence was soul crushing. My neighbour looked at me from the ground holding his broken arm. I could see the hate and fear in his eyes. "I'm so sorry.", were the words I said to break the silence and the last words I said before running home.
 
An hour later I left the encampment, hoping that I would never have to hurt any of my friends again.
 
I met Sholn on the road and we had a conversation about what happened and what I should do now. He gave me the information that I needed to hear.
 
The city of glass had sent out a call for adventurers to end the storms that brought rain of glass shards to it. Maybe the storms there can show me why I have the storm in my soul.
 
It was the first time I travelled further than the nearest village. The world feels so much larger now. So many new experiences over the few weeks of travel, many of which are small, but collectively they've brightened my mood.
 
Once I got closer to the port town Shale, it felt as if I was going against the stream. There were many more people travelling away from the town with all their belongings. They told me that they were seeking a better life than what they had in the City of Glass, especially now that people are abandoning it.
 
Once in Shale I found an official who told me about the official job offering to find a solution to this predicament. The official seemed delighted and relieved.
 
Shortly thereafter I got a message from my employer, Jameson Marhorn, with the money for ship passage to the city. I took the very next ship to sail and am now enjoying the open sea.
 
Tomorrow we'll arrive at the city and once I've found a place to stay I'll head to the Windborne Observatory, where I am to meet other adventurers.

The major events and journals in Procella's history, from the beginning to today.

the road to Glass

I was, as my name implies, born as a storm blew. More specifically a whirlwind blew around our home in the encampment, causing my family to believe that it was a harbinger of strange things to come for me. They were not wrong, but my younger years were...

03:53 pm - 15.07.2019

The list of amazing people following the adventures of Procella.

@ Spider__Venom