Acolyte of Umberlee


Class: Cleric (Tempest) 1, Sorcerer (Storm) 1; XP: 300 +
Race: Half-Elf (Aquatic); Background: Acolyte

Initiative: – 1; Speed: 30 (swim 30); Armor Class: 9
Hit Dice: 1d8 + 1d6 + 4; Hit Points: 15

STR: 16 (+ 2), DEX: 8 (– 1), CON: 14 (+ 2), INT: 10 (+ 1), WIS: 12 (+ 1), CHA: 16 (+ 3)

Proficiencies (+ 2)
- Saves: Charisma, Constitution
- Skills: Athletics, Intimidation, Nature, Religion
- Languages: Common, Deep Speech, Elvish, Primordial
- Armor: Light Armor, Medium Armor, Heavy Armor, and Shields
- Weapons: Simple and Martial Weapons
- Tools: Navigator’s Tools, Vehicles (Water)

Feats: War Caster
Racial Traits: Darkvision 60, Fey Ancestry
Background Features: Ship’s Passage
Class Features: Spellcasting (3-0-0, 0-0-0, 0-0-0), Tempestuous Magic, Wrath of the Storm

Sorcerer Spells: Level 0: booming blade, lightning lure, shocking grasp, thunderclap; Level 1: shield, witch bolt

Cleric Spells: Level 0: guidance, resistance, spare the dying; Level 1: bless, fog cloud, healing word, thunderwave

Alignment: Chaotic Neutral
Personality Traits: (1) I idolize a particular hero of my faith, and constantly refer to that person’s deeds and example. (2) I’ve spent so long in the temple that I have little practical experience dealing with people in the outside world.
Ideal: Tradition. The ancient traditions of worship and sacrifice must be preserved and upheld. (Lawful)
Bond: I owe my life to the priest who took me in when my parents died.
Flaw: I am inflexible in my thinking.

Equipment: 31 lb. + 64 lb. backpack

Common Clothes (3), Amulet Holy Symbol (1), Crystal Arcane Focus (1), Trident (4), 2 Daggers (2); Quiver (1) containing 5 Javelins (10); Pouch (1) containing 3 Bags of Caltrops (6); Pouch (1) containing Tinderbox (1), 5 Sticks of Incense (0), 5 Chalk (0), Signal Whistle (0), 0.75 gp (0.12)

Backpack (5) containing Prayer Book (5), Vestments (4), Manacles (6), Hammer (3), 10 Pitons (2.5), 10 Days of Rations (10), 3 Sacks (1.5) and with exterior straps for Crowbar (5), 50’ Hempen Rope (10), Waterskin (5), Bedroll (7)



Tempestuous Magic: 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.

Heart of the Storm: At 6th level, you gain resistance to lightning and thunder damage. In addition, whenever you start casting a spell of 1st level or higher that deals lightning or thunder damage, stormy magic erupts from you. This eruption causes creatures of your choice that you can see within 10 feet of you to take lightning or thunder damage (choose each time this ability activates) equal to half your sorcerer level.

Storm Guide: At 6th level, you gain the ability to subtly control the weather around you. If it is raining, you can use an action to cause the rain to stop falling in a 20-foot-radius sphere centered on you. You can end this effect as a bonus action. If it is windy, you can use a bonus action each round to choose the direction that the wind blows in a 100-foot-radius sphere centered on you. The wind blows in that direction until the end of your next turn. This feature doesn’t alter the speed of the wind.

Storm’s Fury: Starting at 14th level, when you are hit by a melee attack, you can use your reaction to deal lightning damage to the attacker. The damage equals your sorcerer level. The attacker must also make a Strength saving throw against your sorcerer spell save DC. On a failed save, the attacker is pushed in a straight line up to 20 feet away from you.


Wrath of the Storm: Also at 1st level, you can thunderously rebuke attackers. When a creature within 5 feet of you that you can see hits you with an attack, you can use your reaction to cause the creature to make a Dexterity saving throw. The creature takes 2d8 lightning or thunder damage (your choice) on a failed saving throw, and half as much damage on a successful one. You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.

Channel Divinity: Destructive Wrath: Starting at 2nd level, you can use your Channel Divinity to wield the power of the storm with unchecked ferocity. When you roll lightning or thunder damage, you can use your Channel Divinity to deal maximum damage, instead of rolling.

Thunderbolt Strike: At 6th level, when you deal lightning damage to a Large or smaller creature, you can also push it up to 10 feet away from you.

Domain Spells:

Cleric Level (Spells)
1st (fog cloud, thunderwave)
3rd (gust of wind, shatter)
5th (call lightning, sleet storm)
7th (control water, ice storm)
9th (destructive wave, insect plague)


Heroes of Freeport Randy Randy