Upon the end of your journey,
what do those eyes of yours see? Boundless treasures, jolly company, or a vast, tranquil sea?

❦ Druid
♒︎ Circle of Sea
| HP | 163 |
| AC | 24 |
| Mov | 30 ft. |
| Age | 26 |
| Height | 153 cm / 5' (without tentacles) |
| Weight | Don't ask. |
| Birthday | 6 February |
| Race | Simic Hybrid |
| Creature Type | Humanoid |
| Size | Medium |
| Languages | Common, Deep Speech, Druidic |
| Alignment | Neutral Good |
| Lifespan | Hybrids begin their lives as adult humans, elves, or vedalken. They age at a slightly accelerated rate, so their maximum life spans are reduced somewhat. |
| Str | Dex | Con | Int | Wis | Cha |
|---|---|---|---|---|---|
| 12 +1 | 14 +2 | 16 +3 | 10 +0 | 22 +6 | 10 +0 |
| Prof | Save DC |
|---|---|
| +5 | 22 |
Saving Throws
| ◯ | Str | +2 | ⬤ | Int | +6 | |
| ◯ | Dex | +3 | ⬤ | Wis | +12 | |
| ◯ | Con | +4 | ◯ | Cha | +1 |
| Voice Claim |
|---|
| JP Ueda Reina Performance: Bkornblume (Reverse:1999) |
| EN Emi Lo Performance: Columbina (Genshin Impact) |
Skills
| ◯ | Dex | Acrobatics | +2 |
| ◯ | Wis | Animal Handling | +6 |
| ◯ | Int | Arcana | +0 |
| ⬤ | Str | Athletics | +6 |
| ◯ | Cha | Deception | +0 |
| ◯ | Int | History | +0 |
| ⬤ | Wis | Insight | +11 |
| ◯ | Cha | Intimidation | +0 |
| ◯ | Int | Investigation | +0 |
| ◯ | Wis | Medicine | +6 |
| ⃝⬤ | Int | Nature | +5 |
| ⬤ | Wis | Perception | +11 |
| ◯ | Cha | Performance | +0 |
| ◯ | Cha | Persuasion | +0 |
| ◯ | Int | Religion | +0 |
| ◯ | Dex | Sleight of Hand | +2 |
| ◯ | Dex | Stealth | +2 |
| ◯ | Wis | Survival | +6 |
Proficiencies
| Weapons | Simple Weapons Martial Weapons |
| Armor | Light Armor Medium Armor Shields |
Tools
| ⬤ | Herbalism Kit | +11 |
| ◯ | Navigator's Tools | +6 |
Features
| Darkvision | You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. |
| Extra Appendages | Your body has certain animal characteristics. Grappling Appendage. You have tentacles. As an action, you can use one of them to try to grapple a creature. Each one is also a natural weapon, which you can use to make an unarmed strike. If you hit with it, the target takes bludgeoning damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. Immediately after hitting, you can try to grapple the target as a bonus action. These appendages can't precisely manipulate anything and can't wield weapons, magic items, or other specialized equipment. Manta Glide. You have ray-like fins that you can use as wings to slow your fall or allow you to glide. When you fall and aren't incapacitated, you can subtract up to 100 feet from the fall when calculating falling damage, and you can move up to 2 feet horizontally for every 1 foot you descend. |
Class Features
| Name | Effect | Uses |
| Primal Order | Warden: Trained for battle, you gain proficiency with Martial weapons and training with Medium armor. | - |
| Wild Shape | As a Bonus Action, you transform into one of your four Known Beast Forms and gain 16 Temp HP. This effect lasts for 8 hours, or: - You use Wild Shape again. - You become Incapacitated. - You dismiss it as a Bonus Action While in Wild Shape, you can maintain Concentration on a spell, but you cannot cast any spells. You recover one use on a Short Rest, and all uses on a Long Rest. | 3/3 |
| Wild Companion | You can expend a spell slot or one use of your Wild Shape to cast Find Familiar. | - |
| Wrath of the Sea | As a Bonus Action, you can consume 1 use of your Wild Shape to summon a 5-foot Emanation for 10 Minutes. You can make one creature in this area roll a Constitution saving throw. On a failure, they take 6d6 Cold Damage and be pushed up to 15 feet from you. | - |
| Wild Resurgence | You can spend one Wild Shape usage to recover a Level 1 Spell Slot, or spend a spell slot to recover one usage of Wild Shape. This can be done once per Long Rest. | 1/1 |
| Aquatic Affinity | Your Wrath of the Sea emanation range increases to 10 feet. You gain a Swim Speed equal to your Movement Speed. | - |
| Elemental Fury | Potent Spellcasting. Add your Wisdom modifier to the damage you deal with any Druid cantrip. | - |
| Stormborn | Your Wrath of the Sea gives you: - A Fly Speed equal to your Movement Speed. - Resistance to Cold, Lightning, and Thunder Damage. | - |
| Oceanic Gift | You can manifest Wrath of the Sea around a willing creature. You can also consume 2 uses of Wild Shape to put an emanation around you and a willing creature simultaneously. | - |
| Improved Elemental Fury | Any Druid spell you cast with a range of at least 10 feet gain an additional 300 feet range. | - |
Feats
| Tough (Origin) | Your Hit Point maximum increases by an amount equal to twice your character level when you gain this feat. Whenever you gain a character level thereafter, your Hit Point maximum increases by an additional 2 Hit Points. |
| War Caster (ASI Lv.4) | You gain the following benefits. Ability Score Increase. Increase your Wisdom by 1, to a maximum of 20. Concentration. You have Advantage on Constitution saving throws that you make to maintain Concentration. Reactive Spell. When a creature provokes an Opportunity Attack from you by leaving your reach, you can take a Reaction to cast a spell at the creature rather than making an Opportunity Attack. The spell must have a casting time of one action and must target only that creature. Somatic Components. You can perform the Somatic components of spells even when you have weapons or a Shield in one or both hands. |
| Bloodlust (ASI Lv.12) | Ability Score Increase. Increase your Constitution by 1, to a maximum of 20. Powerful Recovery. When you roll a Hit Point Die to regain Hit Points, you can treat any roll of 1 or 2 as a 3. Sanguine Feast. Once per turn when you hit a Bloodied creature that isn't a Construct or Undead with an attack roll, you can expend a Hit Point Die, roll it, and regain a number of Hit Points equal to the number rolled plus your Constitution modifier. You can use this feature a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest. |
Actions
| Wavecutter Battleaxe | +7 DC 15 DEX Save | 5ft. 30ft. | 1d8+2 Slashing 4d8 Bludgeoning, Prone |
| Primal Savagery | +14 | 5ft. | 3d10+6 Acid |
| Ray of Frost | +14 | 360ft. | 3d8+6 Cold |
| Starry Wisp | +14 | 360ft. | 3d8+6 Radiant |
Equipment
| Item | Att. | Effect |
| Shield +3 | You gain +3 AC, on top of the base +2 from the Shield. | |
| Mithral Half Plate Armor +1 | You gain +1 AC on top of the 15+2 AC from the Armor. You do not have Disadvantage in Stealth rolls. | |
| Wavecutter Battleaxe | You gain +1 to Attack and Damage rolls made with this weapon. Instead of attacking, you can speak its command word to unleash a 10-ft.-tall 30 ft. cone of water. Creatures in the cone must make a DC 15 Dexterity saving throw. 4d8 Bludgeoning Damage and prone on fail, and half damage if success. | |
| Ring of Protection | ⎈ | You gain a +1 Bonus to your AC and Saving Throws. |
| Moon Bangles +3 | ⎈ | You gain a +3 Bonus to your Spell Attacks and Spell Save DC. When you heal, you can add 1d4 to the result. |
| Cloak of Displacement | ⎈ | All Attack Rolls made against you have Disadvantage until you receive damage. This effect lasts until the start of your next turn. |
Items
| Sigil of the Great Deep |
| Decanter of Endless Water |
| Bowl of Commanding Water Elementals |
| Earring of Message |
| Tome of Understanding (Used) |
| Traveler's Clothes |
| Mundane Adventurer's Gear |
Spells
| Cantrips |
|---|
| [ Message ] |
| [ Ray of Frost ] |
| Shape Water |
| Primal Savagery |
| Elementalism |
| Starry Wisp |
| Level 1 |
|---|
| [ Fog Cloud ] |
| [ Thunderwave ] |
| [ Speak with Animals ] |
| Create or Destroy Water |
| Cure Wounds |
| Detect Magic |
| Healing Word |
| Level 2 |
|---|
| [ Shatter ] |
| [ Gust of Wind ] |
| Augury |
| Pass Without Trace |
| Level 3 |
|---|
| [ Lightning Bolt ] |
| [ Water Breathing ] |
| Revivify |
| Dispel Magic |
| Tidal Wave |
| Level 4 |
|---|
| [ Control Water ] |
| [ Ice Storm ] |
| Guardian of Nature |
| Watery Sphere |
| Level 5 |
|---|
| [ Conjure Elemental ] |
| [ Hold Monster ] |
| Commune with Nature |
| Mass Cure Wounds |
| Maelstrom |
| Level 6 |
|---|
| Heal |
| Wind Walk |
| Level 7 |
|---|
| Regeneration |
| Level 8 |
|---|
| Tsunami |
| Other Spells |
|---|
| Lesser Restoration |
| Call Lightning |
| Healing Spirit |
| Aura of Vitality |
| Conjure Animals |
| Water Wall |
| Blight |
| Cone of Cold |
| Greater Restoration |
Spells in [ ] are Always Prepared.
Guide of the Deep, Thalassa Series, No. 6. The Wayfarer. Einalioi "Eina" Thalassus.
A girl seeking longevity to spread the stories of her kind. Among her siblings of the Thalassa Series, Eina is the most attuned to the sea, picking the path of the Druid not only to prolong her lifespan, but also to rectify the fact that she was not made with submarine life in mind.
Since her release from her Womb, Eina has travelled most of the lands, partaking in adventure and the company of land dwellers. As such, she is presently considered one of, if not the most capable Guide among her peers. She is also considered one of the most powerful Druids to exist currently, and is on the cusp of attaining Archdruid status.Despite her achievements and feats, The Wayfarer presents herself more amicably, often toting a refined, yet approachable air. She is jovial and surprisingly whimsical, but nonetheless kind. Eina, however, can be rather filterless with her thoughts, which is sometimes remedied by the flowery nature of her words. She is shown to be very protective of the Guides, her friends, and her clients, regardless of their status.Presently, she is the only member of the Thalassa Series to actively seek interaction with her siblings. She is particularly close to her eldest sister Aoidia, The Songstress, second eldest brother Theoi, The Acolyte, and second eldest sister Culus, The Scholar.
The Guides of the Great Deep are a group of Simic Hybrids from a bygone civilization, curated specifically to guard and guide people away from the Great Deep. Most of the Guides sport appearances similar to Sea Elves, Merfolk, and Sahuagin, with the common differentiator from the common races coming in an additional feature from other creatures. Each member of the Guides bears a bronze Sigil assigned to them at birth, which they carry with them throughout their lives.The Guides of the Deep are essentially "birthed" from fluid-filled pods, aptly named Wombs, in adult form. They still develop from embryos, but the trigger for this process remain unknown. Guides experience a "dreamed life" in their formative years before they emerge from their respective Wombs, presumably to foster proper cognitive development as any individual would. Strangely, their activity level during their dreamed life reflects on their muscle mass and strength.Every Guide possess a resistance to the influence of the Great Deep, which is only bolstered by the protective properties of their Sigils.
Located in the ocean where all four cardinal directions intersect, the Great Deep is a patch of deep sea spanning 500 kilometers/310.7 miles, with an even deeper trench located at its heart. It is a scenic location, bordered by tropical islands, vibrant reefs, and impressive biodiversity. The locale, while enticing, begins to get increasingly hostile the closer it is to the center, with the danger peaking in the trench.A Great Old One stirs deep within the bowels of the Great Deep, with records mostly insinuating the deity to be Cthulu. Aberrations and cultists often make their presences known in the surrounding area, attempting to make contact with, if not free the deity. However, their efforts have been repeatedly thwarted thanks to the efforts of the Guides of the DeepOther than the Guides of the Deep, who call the Great Deep home, most other life are prone to being psychically and/or physically influenced by the mere presence of an Aberrant God. To note, many are either driven insane or brainwashed if they are cognitively capable to some extent, or mutated beyond recognition. The latter seems to have made the trench its home.
4 Beacons surround the Great Deep, each built to be 200 kilometers away from the trench. Massive leylines connect them to the ruins in the abyss, and inscribed upon them, clockwise from north, are symbols of the sun, cloud, moon, and star. These beacons serve to dampen, as well as contain the beguiling and mutative properties of the Great Old One's presence, and are regularly maintained by the Guides.
| Atlanta |
|---|
| The name of the ruined city of an ancient, technologically advanced civilization that rests in the depths, as well as the name of the general location of the trench. While being famous, a vast majority of Material Realm remain unaware of its whereabouts. Many cite its fall to be attributable to their inciting the wrath of the gods, while other stories speak of destruction at the hands of visitors from the Far Realms. While there is no conclusive evidence for either to be true or false, something does in fact stir under the ruins. From evidence gathered by The Scholar and The Seeker, the former surmises that the truth to Atlanta's downfall is not either story, but a mix of both. Lurking in Atlanta are Aberrations specialized for submarine life, adding to the peril that is the stirring Great Old One's emanation. |