Arian Wellwind Character in Verum | World Anvil

Arian Wellwind

Arian Wellwind

Physical Description

General Physical Condition

Athletic build strong leg muscles

Mental characteristics

Gender Identity

Female

Education

All she knows is what she learned from her village in the Khaon jungle.

Employment

Currently works for the Freemen.

Intellectual Characteristics

Combat is her expertise She is as smart as it gets when it comes to fighting and she can't give when she see's a challenge.

Morality & Philosophy

She's continually seeking to prove herself to push the limits of what she's capable and then go beyond them. She respects strength, and the desire to achieve that similar power is what drives her continuously. She believes in hard work and always putting in a reasonable effort. She can't stand watching other people wallow about when there is more to be done.

Personality Characteristics

Motivation

She follows the god Wondox because beyond the secrets of the world she wants to understand the secrets of her own body to find out what she can truly do. The world is dangerous so hse needs to be dangerous in kind. So she looks to seek the world to understand and gain strength to uncover the one secret she seeks.

Social

Religious Views

Gazeneroc

Speech

Has something similar to a Caribbean style accent when she speaks.

Wealth & Financial state

2250 Gold
Alignment
Nuetral
Age
20
Birthplace
Khao (Jungle)
Children
Current Residence
Bloodwave Bay
Gender
Female
Eyes
yellow
Hair
white
Skin Tone/Pigmentation
Blue
Height
6FT
Weight
150
Known Languages
Common and Auran

Arian Wellwind

Air genasi Race
Khao(Jungle)/Enforcer Origin
Monk 8/ Kensei fighter 1 9 Class & Level
nuetral Alignment
Gazenaroc Deity
Freemen Faction
sailor Rank/Position
6 Loyalty
Company

Strength 10
+0
Dexterity 20
+5
constitution 16
+3
intelligence 11
+0
wisdom 16
+3
charisma 11
+0
Total Hit Dice 9
Hit Die
1d8+3, 10+3+3
+4 proficiency bonus
+4 Strength
+9 Dexterity
+3 Constitution
+0 Intelligence
+3 Wisdom
+0 Charisma
saving throws
+9 Acrobatics
+7 Animal Handling
+0 Arcana
+0 Athletics
+0 Deception
+0 History
+7 Insight
+0 Intimidation
+0 Investigation
+7 Martial
+3 Medicine
+3 Nature
+3 Perception
+0 Performance
+0 Persuasion
+0 Religion
+5 Sleight of Hands
+5 Stealth
+3 Survival
skills

 
36
MV
1
Prestige
2
Attunement Slots
18
Armor Class
81
Hit Points
+5
Initiative
45/Fly
Speed
Einradehien 1d20+8 1d8+5
Martial arts 1d20+7 1d6+4
Bladed Longbow (Ranged) 1d20+7 1d8+4
Bladed Longbow (Melee) 1d20+7 1d6+4
Attacks
Skills: Acrobatics, Insight, Martial, Nature, Animal Handling
Weapons: simple weapons, Martial weapons, Cestus
Saving throws: Strength, Dex
Proficiency in Waterborne Vehicles
Tool Proficiencies - Cartographers Tools, Navigator's Tools, Brewer's supplies, Calligrapher’s supplies, Herbalism kit, weaver's tools
Kensei Weapons: Longsword, Bladed Longbow, Flameberge
Proficiences
Levitate =DC 13
Spellcasting
Dungeoneers pack
Antitoxin, crowbar,hammer,piton (10),torch (10),tinderbox,rations (10),waterskin,hempen rope,50 feet of silk rope, a set of common clothes

Freemen Cloak - Cloak - This cloak provides not only a convenient method to display one's own sigil, but it also is infused with the freedom of the sea, you gain advantage on any saving throw that would impede your movement.
Cartographer's Tools, Navigator's Tools, and a belt pouch containing Gold:902 GP Platinum:20 Silver: 5
Ct: 13
bandolier 1
Growth potion,1x Potion of Speed ,1x Potion of Invulnerability

bandolier 2
,2x Potion of Supreme Healing, 1x Poiton of Heroism

Bladed Longbow
17x arrows and quiver
4x healing potions
Journal, holy symbol of Gazenroc
1x superior healing potions
2x greater Health potion
2xsuperior healing potion



Dragon's Eye blueprint





Einradehien
+1 Longsword – Minor Very Rare (3600gp, 36 days) – Attunement
This longsword was forged using instruments of power and destruction, imbued with the chaotic nature of lightning. Its serrated edge conducting tendrils of electricity that jump from one razor-sharp edge to another.
This longsword deals an additional 1d6 lightning damage on hit.
Fury of the Storm. Once per long rest, you can cast the Gust of Wind spell as a 2nd-level spell from this weapon, except it lasts until the start of your next turn and doesn’t require concentration. Charisma is your spellcasting ability for this spell.
Rage of a Thousand Storms. As a bonus action, you can unleash the elemental chaos within this blade to swirl around you for 1 minute. Once per turn when you hit a creature with this weapon, you can cause lightning to leap to a different creature of your choice within 15 feet of the target. The second creature takes lightning damage equal to 1d6 + your Charisma modifier. If the attack was a critical hit, the second creature instead takes lightning damage equal to 2d6 + your charisma modifier.
You can end this ability early as an action, by concentrating the rage of the storm on a creature or object within 5 feet of you. The target must succeed on a DC 15 Constitution saving throw or take 4d8 thunder damage and be stunned until the start of your next turn. Once you use this ability, you cannot do so again until you finish a short or long rest.
Base Material, Enhancement, Spell Invocation (2x spells), Special Crafter


Wondox map: The map is a blank map that will fill itself out with the locations you have adventured to as a living memory of your experiences to come. This does NOT have any mechanical benefits, but you may flavor it however you wish.

"The Astrapē Longsword - Major Uncommon
This longsword hums with a faintly audible rumble of thunder as if from the roar of a dragon, growing in volume as the wielder’s bloodlust does.
This weapon deals an additional 1 thunder damage."

Ticklish Mitten of Unfathomable Horror
Ticklish Mitten of Unfathomable Horror
T2 Mission Reward
Cestus - Rare (2,000gp) - Non-Attunement

Who would ever design such a horrible abomination? A singular mitten that somehow tickles things when you punch with it.

Caught Off Guard. When you score a critical hit with this weapon, the target must succeed on a DC 13 Wisdom save or fall prone in a brief fit of laughter. Creatures who are immune to being charmed are unaffected by this ability.

The Other Bear Hug. When making an athletics check for the purposes of grappling a creature, you can add a bonus 1d4 prior to seeing the other creature's roll. You can't use this ability again until you finish a long rest.

This item is Glorybound.


Wellwind's Scarf of the Rising Storm
Being Crafted by Arian Wellwind
Wondrous (Robes) - Rare (1,500gp, 15 Days) - Attunement

This long flowing scarf has been infused with the power of the ever-present storm within an air genasi. It constantly crackles with electricity. This allows the wearer to tap into similar power to those related to the elemental plane.

There is a Storm Inside Me. While worn, elemental energy extends over your hands like stormy gloves, their magic becoming inert if anything else is worn on your hands or wrist. Your unarmed strikes deal an additional 1d4 lightning damage on a hit.

It Cannot be Stopped. While under the effects of Unarmored Defense or the Mage Armor spell, you have 5 charges of healing. After taking damage from an enemy creature, you can spend up to 3 charges if you can see them to restore 1d4 hit points per charge spent . You regain all charges after finishing a long rest.

And it is Ready to be Unleashed. As a bonus action, you can enter a defensive stance as your robes erupt with unsustainable elemental energy for 1 minute. During this time, you hold 7 elemental charges. The charges can be spent on the following:
  • You can spend 1 elemental charge to gain 1 AC against an attack that hits you, potentially causing it to miss.
  • As a reaction when a creature misses you with a melee weapon attack, you can spend 4 elemental charges to make an opportunity attack against that creature.
  • When you hit an enemy creature that can see you with a melee attack, you can spend 2 elemental charges. The target must succeed on a DC 13 Wisdom saving throw or become frightened of you until the start of their next turn.
  • When this effect ends, if you have any charges remaining you take 1d4 damage for each charge that remains. To determine the damage type, you must roll a d3. On a 1 you take fire damage, on a 2 you take cold damage and on a 3 you take lightning damage. You can use this ability once, regaining the use after finishing a long rest.

    Show spoiler
    "Sadistic Edge
    Tier 2 Prestige Mission Reward (Mission Reward)
    +1 Longsword - Minor Very Rare (4,000gp) - Attunement

    Your Strength score increases by 2, up to a maximum equal to your ability score cap.

    This weapon critically hits on a 19-20.

    Blind Hate: As a bonus action, you can gain a 5 foot Tremorsense for 1 minute. You can do this once, regaining the use after finishing a short rest.

    Sustained by Rage: As a reaction after dealing damage to a creature, you can heal for half of the damage dealt. Up to a maximum of 30. You can do this once, regaining the use after finishing a long rest.

    This Item is Glorybound."


    Kalad’s Cloak
    Wondrous item (cloak) Very Rare (5000gp) Attunement
    A strange dirty grey cloak that seems to be cut into the vague outline of a humanoid.

    Awakener’s Breath. As a bonus action on your turn you can speak one of the three command words to bring this cloak to life for 1 minute choosing one of the below effects. You can do this twice, regaining all uses after finishing a long rest. While this ability remains active you may speak a new command word as a bonus action ending the previous effect and gaining the new effect.

    Command: Grab. The cloak's arms elongate and wrap across your own, granting you a reach of 10 feet. These arms can be used to wield weapons as long as they do not possess the Heavy trait. In addition the arms are able to perform common tasks such as manipulating objects, open or close an unlocked door or container, stow or retrieve an item from an open container or bandolier, or pour the contents out of a vial.

    Command: Protect. The cloak unclasps from your shoulders and creates a shifting pattern that increases your AC by 2.

    Command: Hold. The cloak becomes a net in an open hand of yours. A creature can use their action to make a DC 15 Strength check, freeing itself or another creature within its reach on success. Dealing 15 slashing damage to the net (AC 13) also frees the creature without harming it. The cloak retains all damage it takes in this form until you finish a long rest, and if the cloak is brought to 0 hit points, Awakener's Breath ends and the cloak disappears until you finish a long rest.

    This item is glorybound

    [Tier 2 mission reward - DM: Kroacthu]
    Serpentine Visage
    Wondrous (Mask) - Rare (2000 gp) - Attunement

    This golden mask resembles that of an ancient snake-like being. When light catches the ruby eyes they seem to flicker, almost defensively scanning their surroundings.

    Cold-Blooded Hunter. You can cast the darkvision spell on yourself as the mask produces a cobra-like hood. While this vision is active you also gain advantage on Wisdom (Survival), Wisdom (Perception), and Intelligence (Investigation) checks when tracking the smell of blood that is within 30 feet. You can use this ability once, regaining its use after finishing a long rest.

    Nocturnal Brille. When you take a long rest, you can spend at least six hours in a meditative trance rather than sleeping. In this state you are not unconscious and can see and hear as normal.

    This item is Glorybound.

    Astrali Bandana
    The Astrali Bandana
    Being crafted by Arian Wellwind
    Wondrous Item (Band) - Very Rare (4,000 gp, 40 days) - Attunement: Monk

    This black bandana represents the future of those who would sail the astral sea. Weaved with the power of the storm, this bandana enhances martial arts of all kinds.

    Your Wisdom score increases by 3, up to a maximum equal to your ability score cap.

    Your walking speed is increased by 5 feet.

    Ki Drain. While attuned to this item, you regain 1 ki point when reducing an enemy to 0 hit points in true combat. This can happen 4 times, refreshing its uses after completing a short or long rest.

    Wellwind Martial Arts. You can change your unarmed attack damage to lightning

    Equipment
    Freemen
    Faction
    mad man
    Stat Array
    Second wind
    FIghting style: Duelist
    level 8: Dex +2
    Max wis Cap: 22
    Kensei Weapons: Longsword, bladed Longbow,
    Unarmored defense
    Martial arts
    Increase your jump height to 20ft. You have advantage on Acrobatics checks for attempting such jumps.
    Languages – You can speak, read, and write Common and Auran.

    Unending Breath – You can hold your breath indefinitely while you're not incapacitated.
    Mingle with the Wind. You can cast the levitate spell once with this trait, requiring no material components, and you regain the ability to cast it this way when you finish a long rest. Constitution is your spellcasting ability for this spell.
    Seal of Air – You gain a fly speed of 30ft. If you should deal lightning damage, the damage is increased by 2, this applies only once per source.

    KI: Starting at 2nd Level, your Training allows you to harness The Mystic energy of ki. Your access to this energy is represented by a number of ki points. Your monk level determines the number of points you have, as shown in the Ki Points column of the Monk table.

    You can spend these points to fuel various ki features. You start knowing three such features: Flurry of Blows, Patient Defense, and Step of the Wind. You learn more ki features as you gain levels in this class.

    When you spend a ki point, it is unavailable until you finish a short or Long Rest, at the end of which you draw all of your expended ki back into yourself. You must spend at least 30 minutes of the rest meditating to regain your ki points.

    Some of your ki features require your target to make a saving throw to resist the feature's Effects. The saving throw DC is calculated as follows: 13

    loyalty bonus: A Woman's Scorn - Increase all Thunder and Lightning damage dealt by 1d6. If an effect deals both thunder and lightning damage, increase both damage types by 1d6. This effect can only occur once per source and once per turn.

    Level 4 ASI: +2 DEX
    Class/Racial Features & Traits