Procella Character in Verum | World Anvil

Procella

Procella

Polly 'Procella' d'Este

Physical Description

General Physical Condition

Procella is only 4'11" tall and is rather underweight at only 77lbs. Her frame could be described as slender and petit with mostly just upper body strength.

Facial Features

Procella uses makeup to tone down how blue her face is before adding a slight pink blush, purple shadow around the eyes and dark purple lipstick.

Physical quirks

A wind blows gently around Procella at all times though not normally felt by others unless they were to come into direct contact with her. Any loose clothing she wears or untied hair blows with the wind all the time. The wind seems to change with her mood, specifically as she angers the wind becomes harsher. While in combat Procella uses the wind to her advantage allowing it to blow projectiles or weapon swings off their mark as she darts around the battlefield. This aura allows her to not have a need for normal armour.

Special abilities

Procella is a Storm Herald Barbarian of the Sea. As an Air genasi, air seems to blow around her at all times, Procella’s though changes depending on her emotions. Storm herald makes the normally gentle wind build into a storm that swirls around her as she herself rages. Barbarian gives her protection ‘due to thick skin’, however for Procella the protection comes from the wind blowing around her throwing off attacks. For example, an arrow comes flying in but the wind blows it off course enough so that it potentially either doesn't hit her or only scrapes her. She has also multi-classed into Pirate Rogue which simulates her mobile gorilla fighting style, allowing her to dance around the battlefield without constraint. She recklessly spins into her attacks using expression and rhythm to her advantage.

Apparel & Accessories

Hair: Procella keeps her tightly tied back into a Ballet Bun. An aura of wind means her hair is constantly trying to blow free, every now and then a few strands come loose and start flowing around awkwardly as she moves. As such, Procella needs to tie her hair back again once every few hours as annoying as it is to do.
Clothes: Procella has a large collection of fine clothes, all custom made to account for combat and dance movements while also not being too effected by the wind constantly blow around her. If she wears a dress or skirt it always has some kind of frame to hold it in place, however most of the time she'll wear leotard-esque clothing as if dressed up for a performance.
Unique Fine Clothes: Social/ Dance

Specialized Equipment

Magic Items:
Flavour: Aylamta

Aylamta


Bottle of Perfume (Wondrous) - Common (150gp) It’s always nice to have the little je ne sais quoi when going to a party. This bottle of perfume, which replenishes once per dawn, has three uses. You can do any combination of the following:
  • Roses
  • Jasmin
  • Peaches
  • There is enough perfume for up to three medium or smaller creatures, or one large creature, and it will last for 4 hours after being applied. It can be washed off with water one hour after having been applied. [Base Material]
    Broche Dorée

    Broche Dorée


    Hair Accessory (Wondrous) - Common (88gp)   A hair pin made out of gold and silver. It can change size in order to accommodate any hairstyle the wearer deems to be the one for the day, or the week, or more. It’s also pretty cute, and would look cuter on you. It can also shed 5 feet of bright light, and 5 feet of dim light for one hour, once per dawn, so that all can be dazzled by you.   [Base Material]

    Weapons: La Bufera

    La Bufera


    Crafted by Procella Silvered Majitalian Flail - Major Uncommon (800gp)   This weapon has the following mundane property: • You deal an additional 1 lightning damage on a hit with this weapon.   A flail that swirls with the cold winds and the crackling lightning of the storm in an intermingling dance. As an action, you can cause the weapon to swirl with the chaos of the storm. For 1 minute, the weapon deals an additional 1d4 cold or lightning damage on a hit, chosen when you activate the effect. Once this ability has been used, it can’t be used again until the next dawn. Slots Used: Base Material, Enchantment
    Temporale Danzante

    Temporale Danzante


    Crafted by Procella +1 Majitalian Flail - Very Rare (4800gp, 48 days) - Attunement   This weapon has the following mundane properties: • You deal an additional 1 cold damage on a hit with this weapon. • You deal an additional 1 lightning damage on a hit with this weapon. • You deal an additional 1 thunder damage on a hit with this weapon. A flail that flies freely through the air, as though it were a mere ribbon floating through the winds, following its user’s commands, following them, punctuating and accentuating movements, only to jump to the next step. Charged with lightning, the delicate ivory that makes it is decorated in an expression of a sea storm, waves flowing dramatically, swirling without end. It is as though the might of the sky would strike it, to make sure all can see. It is a spectacle that should never be missed.   Your Constitution score is increased by 2, to a maximum equal to your ability score cap.   Melee attacks made with this weapon deal an additional 1d6 lightning damage.   Scintillante Ballerina
    Once per turn, when you deal lightning to an enemy using this weapon, you can use your reaction to attempt a Charisma (Performance) check with a DC of 13. On a success, you gain 1 charge of Parafulmine. On subsequent turns, you can attempt other Charisma (Performance) checks, with a DC increased by +2 per charge you currently have, to a maximum DC of 19.   Parafulmine
    Each charge gained from Scintillante Ballerina can be expended with Parafulmine. When you take the Attack action with this weapon, you can expend up to four charges of Parafulmine as a reaction, to deal 1d6 lightning damage per charge spent to a number of enemies within 5 feet of you equal to the number of charges of Parafulmine before the attack is made (minimum of 1). The targets must succeed on a DC 14 Dexterity saving throw, or take the full damage, taking half on a success. The original target of your attack does not take additional damage. You can use this ability three times, with all uses replenishing on a long rest.   [Base Material, Adornment, Enhancement, Enchantment, Spell Invocation x1, Special crafter]

    Wondrous: King Crimson (Freemen Bank)

    King Crimson (Freemen Bank)


    Wondrous (Crown) - Minor Very Rare - Attunement

    Why anyone would discard a ruby, no one knows. Or is it a shiny red dragon scale? A shard of paint? In any case, it’s been jammed into a crusty fossil and stuck to a broken pink tiara to create an abomination of a crown. Woven into its creation however is powerful magic to peer through time. When set upon one’s head, the aged stone recedes to reveal two beady green eyes and a toothy streak of a mouth. Sitting prominently on its bearer’s forehead, it projects shattered images of events yet to occur, a strange consequence of the magic maintaining its form.

    While wearing this crown you gain access to the following abilities:
    Fighting Premonitions: You have +1 AC against attacks that have disadvantage as you subtly deflect blows before they land.
    Delay the Inevitable: When you would be hit by an attack that isn't a critical hit, you can use your reaction to draw upon the power of the crown and have the attack miss instead. Such interference comes at a price however. The source of that attack can't miss with its next attack against you in the next minute, and is immune to this ability for the next 24 hours.
    Prophecy of Destruction: As a bonus action, you can perceive a time that a creature you can see within 30 feet of you will be most vulnerable. In 1d4 rounds you can use your action to teleport to a space you can see adjacent to that creature and emit a deadly force. It must succeed on a DC 15 Wisdom saving throw or take 4d8 force damage and be stunned until the end of your next turn. If the result of the 1d4 is a 4, the DC is increased to 16. You can use this ability a number of times equal to half your Wisdom modifier, rounded down (minimum of one), with all uses refreshing on a long rest.

    Slots Used: Base Material, Enhancement, Enchantment x3 (spell, non-spell)
    Carmine

    Carmine


    Crafted by Ollen Tyr
    Robe (Wondrous) - Major Rare (2900gp, 29 days) - Attunement

    These robes flow amorphously, like blood being kept under a singular form, that of cloth, with a pair of gems adorning its hood. One a slimy emerald, the other, a cold blue that the wearer may peer through.

    Your Constitution score is increased by 2, to a maximum equal to your ability score cap.

    Protocol must be maintained. As a bonus action, you can wreathe the robe in an inky and oozing liquid, which is harmful to your enemies and to touch for 1 minute. Hostile creatures that touch you or hit you with a melee attack while within 5 feet of you take 1d4 acid damage. In addition, when you successfully make a melee weapon attack against a creature, you deal an additional 1d4 acid damage for the duration. You can use this ability once per long rest.

    Unravel Before Me. Looking through the blue gem allows you to better your understanding of your surroundings. You gain a +1 bonus to Wisdom (Animal Handling, Insight, Martial, Medicine and Survival) checks. When you hit an enemy creature with a melee weapon attack, you can send disruptive energies through the attack. If you are aware of the creature being under the effects of a spell, you can attempt to disrupt it as a reaction. Any spell of 2nd level or lower on the target ends. For each spell of 3rd level on the target, make an ability check using your Constitution modifier. The DC equals 14. On a successful check, the spell ends. You can use Unravel twice per long rest.

    Base Material, Adornment, Enhancement, Enchantment, Spell Invocation x1, Special Crafter
      Corsari Astrali

    Corsari Astrali


    Wondrous(Pointe Ballet Slippers) - Major Very Rare (7560GP)
    Exclusive Attunement: Barbarian

    A pair of pointe shoes, made to inspire the wearer to perform truly beautiful dance. The shoes glow slightly, as the night blue ribbons wrap up the legs of their own accord, shimmering with the light of stars. With the fury of waves on their side, the dancer moves powerfully even through their own rage.

    While attuned to these slippers, you cannot attune to any other wondrous item that would modify your movement speed.

    Your fly speed increases by 10 feet. If you do not have a fly speed, your walking speed increases by 10 feet instead.

    Aplomb: When you roll a Charisma (Performance) check, you can roll a d10 and add it to the result.

    Danseur Corsair: When you rage as a barbarian, you gain a shimmery astral form, where small astral wings, with star and comet design, shine from your back, and similar shimmering fabric flow from your waist. You also leave a trail of ethereal feathers when you move. At the start of your turn while raging, you can regain 1d6 hit points. You can only regain hit points this way 6 times before needing to finish a long rest.

    Déboulé: When you take the attack action while raging, add an extra 1d6 cold damage to the damage roll of the first attack you make. Stardust bursts from the impact if this attack hits.

    Ballon: Even while raging, you dance gracefully, each movement placed exactly where you need to be. While raging, you gain a +2 bonus to your AC against opportunity attacks.

    Pas de poisson: You have resistance to cold damage.

      Corsari Astrali Awakened Stats
    Sentient stats:
    Alignment: Chaotic Neutral
    Mental Ability Scores: Int: 12 Wis: 17 Cha: 12
    Senses: Hearing, Tremorsense 45 ft
    Communication: Telepathy
    Languages: Common(Sea), Elvish(Imperium), Auran(Noble)
      Skills: Perception(Hearing), Intimidation, Performance(Expertise)(The item cannot perform on its own as an inanimate pair of slippers, only while worn)
    Proficiency Bonus: +3   Special Ability:
    Soubresaut: Using the shoes, you can mark the location you are standing on as a bonus action. Then you can later activate this ability to teleport back to the marked location as long as you are within 45 feet of it as a bonus action. Once you have marked your chosen location, you cannot mark again until you have teleported this way. You can use this ability twice, which recharges after completing a long rest.     Purpose:
    1) To inspire others to take up the magic that is dance
    2) To crush those who would dare sully the name of dance
    3) To instruct the greatest dancer of all time
      Personality: French accent, very classy dancer, goes into a battle frenzy when fighting, laughing encouraging the wearer to attack recklessly, enjoys being cleaned at the end of the day.
      (Base Material, Adornment, Enhancement, Enchantment, Spell Invocation, Special Crafter)
      Miao Ritmo

    Miao Ritmo


    Wondrous Item (Earrings) - Minor Uncommon (250 gp, 3 days) - Attunement   An intricately forged metal earing, delicately adorned with two tiny yet purrty Cat's Eye gems. The metallic earing has been carefully made to look like a cat's head with both gems acting as its eyes. While the earing is activated, the gems shift colours from their usual yellowed green to instead glow with a sparkling pink light.   The illusional meowsical beat created uses a sample from an opera composition known as The Cat Duet, fantastically spun together by Snoop Cat himself. The fun and whimsical nature of the song created is sure to make anyone feel a sense of joy, even in the face of catastrophe. Furget everything that you know, this new dance will litterally make hisstory.   The Cat Duet. As an action you can activate this item in order to create a rhythmic beat for up to 1 minute. While this beat is active, you gain a +2 bonus to Charisma (performance) checks. You can use this ability once, and regain its use after finishing a short or long rest.   A Claws For Celebration. You can cast the Dancing Lights cantrip, which appears as small bobbing cat heads. You can use this ability once, and regain its use after finishing a short or long rest.

    Mental characteristics

    Personal history

    My mother was a dancer of some esteem in Daborak, I personally learned from her movements since I can remember. She was unfortunately killed by the terrible villain of the name Kingvale who was later stopped by a small selection of heroic adventurers.
    It was around the period her death that father started to send me off into competitions, specifically that of acrobatics. I wasn’t so good at first but about four years later the element of air was empowered within me. I could fly. This change had me banned from most competition, but instead my father thought performance would be the way to go. I loved performing, but he didn’t care for the art or even me, he cared only for the money.
    I am now an adventurer who seeks to help those who need it the most, however my past often calls back to me. I believe in these times where there is so much turmoil and worry, people such as us need to step up to entertain, inspire and hopefully, unite the people against these threats.
      Procella's Theme   Procella is an air genasi infused who has had her element infused with Astral power, as such making her an astral air genasi. She grew up as a noble in a military country, her mother was a performing acrobatic dancer which got her into it at a very young age. After her mother died when she was about 11 to Kingavle, her father convinced her to start competing properly. She wasn’t the greatest at either gymnastics or dance, but then suddenly at the age of 15 her and all other astral genasi gained the ability to fly as the element of air was enhanced within Verum.   Unfortunately for Procella this also meant she was banned from all tournaments. Her father was furious until he figured out that she could easily make them money by performing on stages elsewhere, as such for the next 2-3 years she performed using the techniques learned over her previous years but this time with the enhancement of flight. Her father’s greed and bigotry would eventually prove too much for Procella, and as soon as she becomes her own woman at the age of 18 she decides to leave the noble house to gain her freedom. She thought her father might be angry but ultimately he didn’t seem to care, his focus had switched to her younger brother instead.   Procella decides to go to Bloodwave Bay and join a crew of Freemen, those who vow to protect the Bay and all of the freedoms it represents. Over about half a year she has learned a lot and even made it to the position of Captains Mate and ambassador of their cause. She now represents the wills of both Kaheeli and Cassius, carrying forth the spirit of freedom where ever she might go.

    Social

    Family Ties

    The house of Este goes back a long way. It has never found itself with the most renown as for how noble houses go, and in recent times it has seemingly been dying out slowly. This was probably the reason for a lot of Procella's father's actions and attitudes. Her mother only ever had her, and for a long time she was an only child. Her father didn't like this, a female genasi born of two noble humans, their name would die out unless she would marry someone of lesser pedigree, and even then their blood would forever be tainted by the outside element.   When Procella's mother died when she was 11 by the hands of the necromancer Kingvale, her father didn't wait around long before remarrying just after the necromancer had been defeated. A year later they had a son who has been named heir to what small amount of land their noble house holds. Procella has been promised nothing of her families heritage. Despite the slight annoyance at her father, she never finds herself able to stay angry at anyone close to her for too long. As such, her relationship with her family is still stable, if anything the fact she hasn't been promised anything has allowed her the freedom she had wished for. In a way, she's rather grateful for that.

    Religious Views

    Procella religiously follows the idea of freedom of ideas, of body and of the soul. The two deities she switches between usually are Cassius and Kaheeli, though she will still do her best to try not to kill anyone when fighting unless they offer her no other choice. She is mostly opposed to Tyranny in the way of Babylon, and is very wary of his teachings. She greatly respects Sekelcuse as she greatly believes in supporting charity herself and fighting against the greed of the oppressors. Other honourable mentions of deities she respects would include Tilt, Lorita, Wondox, Vavren and The Seven.

    Hobbies & Pets

    Pets:

    Flippers (Trained Giant Seal) Giant Deep Bat (Untrained)

    Speech

    Procella speaks with a thick, rhythmic accent, mixing in elements of auran to the point that some words are changed or missing. Her ability to speak auran is natural, and as such she's rather good at it, but she would never pay enough attention when her tutors tried to teach her common for her to actually be fluent. Still, due to her up bringing she usually speaks with an element of grace and diplomacy... Most of the time.
    Alignment
    Chaotic Good
    Honorary & Occupational Titles
    • Daborakian Noble born into the family of Este.
    • Ambassador of The Freemen
    • Herald of Kaheeli's Storm
    • The Freedom Dancer
    Date of Birth
    18th of Valka, 1186
    Birthplace
    Thunderlands, Daborak
    Children
    Current Residence
    Double Cats Pub, Copper Cove
    Gender
    Female
    Eyes
    Astraly Silver
    Hair
    White
    Skin Tone/Pigmentation
    Pale Blue with a Silvered Tint
    Height
    4'11"
    Weight
    77lb
    Quotes & Catchphrases
    -a
    Known Languages
    Common, Auran and Thieves' Cant

    Procella

    Astral Air Genasi Race
    Daborakian Noble Origin
    5 Barbarian (Storm Herald, Sea) / 7 Rogue (Pirate) Level 12 Class & Level
    Chaotic Good Alignment
    Cassius Deity
    Freemen Faction
    Ambassador Rank/Position
    20 Loyalty
    Company

    Strength 16
    +3
    Dexterity 16
    +3
    constitution 20
    +5
    intelligence 10
    +0
    wisdom 11
    +0
    charisma 11
    +0
    Total Hit Dice 5, 7
    Hit Die
    1d12, 8+5
    +4 proficiency bonus
    +7 Strength
    +3 Dexterity
    +9 Constitution
    +0 Intelligence
    +0 Wisdom
    +0 Charisma
    saving throws
    +7 Acrobatics
    +0 Animal Handling
    +0 Arcana
    +11 Athletics
    +0 Deception
    +4 History
    +0 Insight
    +4 Intimidation
    +0 Investigation
    +8 Martial
    +0 Medicine
    +0 Nature
    +0 Perception
    +8 Performance
    +0 Persuasion
    +0 Religion
    +3 Sleight of Hands
    +3 Stealth
    +4 Survival
    skills

     
    66
    MV
    3
    Prestige
    3
    Attunement Slots
    18
    Armor Class
    140
    Hit Points
    +3
    Initiative
    50' / 60' Fly
    Speed
    WeaponAttackDamageBonusProperties
    Temporale Danzante (Majitalian Flail) 1d20+8 1d6+1d6+13 1d6+1d6+10 Twinned, Finesse
    Handaxe 1d20+7 1d6+7 1d6 Thrown (range 20/60), Light
    Javelin 1d20+7 1d6+7 Thrown (range 30/120)
    Lance 1d20+7 1d12+7 Reach, Special
    Attacks
    Athletics, Acrobatics, History, Performance, Martial, Intimidation, Survival
    Expertise: Performance, Athletics, Thieves' Tools, Martial
    Tools: Calligrapher's Tools, Cook's Utensils, Cartographers Tools, Navigator's Tools, Waterborne Vehicles, Thieves' Tools, Smith's Tools
    Proficiences
    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.
    Spellcasting
    Gold: 3860gp
    Crafting Tokens: 70

    Weapons and Armour:
    Temporale Danzante (ATTUNED)
    La Bufera
    Masterwork Majitalian Flail
    5 x Javelin
    5 x Dagger
    Masterwork Shield
    Ordesian Buckler

    Adventuring gear:
    a backpack (Sparkly Sidebag)
    a bedroll
    a mess kit
    a tinderbox
    2 torches
    10 days of rations
    a waterskin
    50 feet of hempen rope
    50 feet of silk rope
    Pole of Collapsing
    Bullseye Lantern

    Tools and Instruments:
    Cartographer's Tools
    Navigator's Tools
    Calligraphers Tools
    Cook's Utensils
    Smith's Tools
    Thieves' Tools
    Pumpkin Themed Painters Supplies
    Viol
    Masterwork Smith's Tools

    Misc:
    Corsari Astrali (ATTUNED)
    Carmine (ATTUNED)
    Miao Ritmo
    Broche Dorée
    Aylamta
    Freemen Cloak
    Freemen Amulet
    Fine Clothes x 70
    Unique Fine Clothes x 2
    Dragonchess Set
    Flute
    Book (Journal / Diary)
    Ink x 2
    Ink Pen x 5
    Perfume x 10
    Chalk x 10
    Storm Necklaces x 1
    Sparkling Lipstick x 1
    Playing Card Set
    Bucket
    Chest (of Fine Clothes)
    Rain Catcher
    Rations x 800
    Barrel x 4 (200 Rations in each)
    Barrel x 4 (Full of drinkable water)
    Map or Scroll Case x 40
    Book x 10
    Parchment (one sheet) x 1000
    Soap x 200
    Chicken (trade goods) x 50
    Cow (trade goods) x 10
    Blanket x 1

    Consumables:
    1 x Potion of Gaseous Form
    1 x Wyvern Poison
    3 x Potions of Healing
    1 x Potion of Superior Healing
    1 x Potion of Invisibility
    2 x Potion of Growth
    2 x Greater Healing Potion
    1 x Supreme Healing Potion
    1 x 300gp of Diamond Dust
    1 x Bottled Breath
    1 x Potion of Invulnerability

    Bandoliers:
    Bandolier x 2
    B1: Potion of Superior Healing + + Potion of Supreme Healing + Potion of Invisibility
    B2: Potion of Greater Healing + Potion of Greater Healing + Potion of Growth

    Crafting:
    Hel Revenant Fang Channeling (Crafting Method)

    Pets:
    Giant Seal + (Trained + Equipment)
    Equipment
    Freemen
    Faction
    The Mad Man
    Stat Array
    Languages
    Common (Grass), Auran (Lesser), Primordial

    Genasi
    Astral Air
    Unending Breath – You can hold your breath indefinitely while you're not incapacitated.
    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.
    Astral Air Form: For 1 minute as a bonus action, you can become your astral form, doing so results in you gaining a +2 to all attack rolls and you deal an additional 2d6 astral lightning damage on any damage source you deal. Once this ability is used, it cannot be used again until you perform a long rest.
    Astral Touched: -5 hp

    Freemen
    Kaheeli's Chosen - A Woman's Scorn: Increase all Thunder and Lightning damage dealt by 1d6 once per turn.
    Curse Mark - Kaheeli’s Kiss: Receive half the normal healing received, deal an additional 4 damage on any weapon damage roll made.
    Shanties: See Freemen page.
    Ambassador: +5hp

    Barbarian
    Rage (3) / Unarmored Defense (+7)
    Danger Sense – You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can't be blinded, deafened, or incapacitated.
    Reckless Attack – When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.
    Storm Aura - Sea When this effect is activated, you can choose one other creature you can see in your aura. The target must make a Dexterity saving throw. The target takes 1d6 lightning damage on a failed save, or half as much damage on a successful one. The aura extends 10 feet from you in every direction, but not through total cover. (DC 13)

    Rogue
    Expertise: Performance, Athletics
    Sneak Attack: 4d6
    Cunning Action: Your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.
    Bonus Prof: Navigators tools and cartographers tools - (Freemen Pirate) You gain a +2 on these rolls for as long as you are in the faction.
    Plunder and Thunder: You gain an additional 10% wealth when you find a treasure hoard. This stacks with other hoard modifiers.
    Plunder and Thunder: As a bonus action, you can mark an enemy for death. For 1 minute, you deal sneak attack damage to that creature regardless of circumstances. However, the creature has advantage on attack rolls against you. If this creature is defeated within the minute of this ability, Kaheeli rewards your audacity - you gain a +1 bonus to attack rolls for the remainder of the combat encounter. You can use this ability multiple times in the same combat encounter. However, each time the bonus stacks while benefiting from this bonus, each creature you mark has this bonus to attack you as well. Once the combat encounter in which this ability is used ends, you must finish long rest before you can use it again.
    Uncanny Dodge: When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you.
    Evasion: When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

    Feats
    Mobile: You are exceptionally speedy and agile. You gain the following benefits:
    Your speed increases by 10 feet.
    When you use the Dash action, difficult terrain doesn't cost you extra movement on that turn.
    When you make a melee attack against a creature, you don't provoke opportunity attacks from that creature for the rest of the turn, whether you hit or not.
    Lucky: You have inexplicable luck that seems to kick in at just the right moment.
    You have 3 luck points. Whenever you make an attack roll, an ability check, or a saving throw, you can spend one luck point to roll an additional d20. You can choose to spend one of your luck points after you roll the die, but before the outcome is determined. You choose which of the d20s is used for the attack roll, ability check, or saving throw.
    You can also spend one luck point when an attack roll is made against you. Roll a d20, and then choose whether the attack uses the attacker's roll or yours. If more than one creature spends a luck point to influence the outcome of a roll, the points cancel each other out; no additional dice are rolled.
    You regain your expended luck points when you finish a long rest.
    Class/Racial Features & Traits