Narin Vey
Narin Vey
Sheet
AC 11 · HP 30 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingSTR
- ArcanaINT
- AthleticsSTR
- DeceptionCHA
- HistoryINT
- InsightWIS
- IntimidationCHA
- InvestigationINT
- MedicineWIS
- NatureINT
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- ReligionINT
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Weapons
Tools
Languages
Features
17 featuresAction
- Storm GuideLevel 6
As an action, you can magically control the weather within 5 miles of you for 1 hour. You can change precipitation, temperature, and wind. Once you use this feature, you cannot use it again until you finish a short or long rest.
Bonus action
- Quickened Spell
When When you cast a spell with a casting time of 1 action
You can cast a sorcerer spell as a bonus action instead of an action by spending 2 sorcery points.
- Font of MagicLevel 2
You have 4 sorcery points. You can convert sorcery points into spell slots and spell slots into sorcery points as a bonus action. Creating a spell slot costs 2 points for a 1st-level slot, 3 for a 2nd-level slot, 5 for a 3rd-level slot, and 6 for a 4th-level slot.
- Tempestuous MagicLevel 1
Immediately before or after you cast a spell of 1st level or higher on your turn, you can use a bonus action to cause yourself to fly up to 10 feet without provoking opportunity attacks.
Always on
- Subtle Spell
When When you cast a spell
You can cast a spell without verbal or somatic components by spending 1 sorcery point.
- SpellcastingLevel 1
You can cast known sorcerer spells using Charisma as your spellcasting ability. You know four cantrips and four 1st-level or higher sorcerer spells at 1st level, gaining additional spells known as shown by the sorcerer class. You can replace one sorcerer spell known when gaining a sorcerer level.
- MetamagicLevel 3
You gain two Metamagic options. You can use only one Metamagic option on a spell when you cast it unless the option says otherwise. Chosen options: Quickened Spell and Subtle Spell.
- Sorcerous OriginLevel 1
You gain access to a sorcerous origin. Storm Sorcery features are listed separately.
- Storm Sorcery Spell ExpansionLevel 3
You learn one additional spell of 1st level or higher when you reach 3rd level, and one additional spell at 5th level, from the sorcerer spell list. These spells do not count against your sorcerer spells known. Chosen additional spells: Gust of Wind and Call Lightning.
- Wind SpeakerLevel 1
You speak Primordial. When you do so, you can understand and be understood by creatures that speak its dialects, including Aquan, Auran, Ignan, and Terran.
- Heart of the StormLevel 6
When you cast a spell that deals lightning or thunder damage, you can choose creatures you can see within 10 feet of you, up to your Charisma modifier, to take lightning or thunder damage equal to half your sorcerer level. You can also gain resistance to lightning and thunder damage until the start of your next turn.
- Font of Magic ImprovementLevel 7
You gain an additional sorcery point at 7th level, for a total of 7 sorcery points.
- TraitAir GenasiDarkvision, 60 feet.
- Unending BreathAir GenasiYou can hold your breath indefinitely while you are not incapacitated.
- Mingle with the WindAir GenasiYou can cast Levitate once per long rest without requiring material components. Constitution is your spellcasting ability for this spell.
- Lightning ResistanceAir GenasiYou have resistance to lightning damage.
- Ship's PassageSailor
You can secure free passage on a sailing ship for yourself and your adventuring companions. You may perform work aboard the vessel in exchange for passage, and sailors are likely to recognize you as one of their own.
Spells
17 spellsSpellcasting. Narin Vey casts with Charisma (spell save DC 14, to hit with spell attacks).
Cantrips (at will): , , , ,
1st level (4 slots): , , ,
2nd level (3 slots): , , ,
3rd level (3 slots): , , ,
4th level (1 slot): no spells
Gear
7 itemsWeapons
- Light CrossbowA light crossbow with 20 bolts
Tools
- Belaying PinA belaying pin used as an improvised club and shipboard tool
Gear
- Arcane Focus, crystalA spellcasting focus used to channel sorcerous magic
- Dungeoneer's PackA dungeoneer's pack containing a backpack, crowbar, hammer, pitons, torches, tinderbox, rations, waterskin, and rope
- Common ClothesA set of common clothes
- Sailor's KeepsakesA small knife, a lucky bit of carved driftwood, and a spare length of line
Purse
- 10×Gold PiecesA pouch containing 10 gp
Appearance
A lean air genasi with weathered bronze skin, pale gray eyes, and black hair that lifts and shifts even in still air. Fine wisps of cloudlike vapor gather around the corners of the mouth when she is angry or excited. She wears a salt-stiffened blue coat over practical sailor's clothes, with a copper storm-buckle at her throat and a weathered spellbook sealed in oilskin. Her hands are callused from ropes and shipwork, and faint sparks crawl across her knuckles when her temper rises.
Mannerisms
Narin checks the nearest rope, latch, or knot whenever she enters a room. She tilts her head toward distant sounds as though listening through wind, and she tends to give weather reports instead of emotional explanations.
Personality
I am practical, direct, and hard to rattle when everyone else is panicking. I remember the names of deckhands, cooks, and cabin boys long after officers have forgotten them. I dislike grand speeches, but I will work until my hands bleed if someone depends on me.
Ideals
Freedom. No captain, king, or elemental power has the right to own another person's life. Every person deserves a horizon they can choose for themselves.
Bonds
The crew of the Salt Bride saved my life and treated me as family. I will answer any genuine distress call from a sailor, no matter how dangerous the waters.
Flaws
I trust my instincts more than other people's judgment, especially when the weather turns dangerous. I also hide my fear of losing control behind blunt orders and a quick temper.
Quirks
Background
Narin Vey was born during a night when the harbor bells rang without wind and every mooring rope strained toward the open sea. Her mother was a dockside sailmaker, her father an air genasi navigator who disappeared on a survey voyage before Narin could remember his face. She grew up among tar barrels, gulls, and shouting deckhands, learning early that a ship survived through patience, honest knots, and knowing when not to argue with the weather. Her strange breath and restless hair marked her as genasi, but the harbor was practical enough to accept anyone who could haul a line and read a squall. Her sorcery first surfaced aboard the cutter Salt Bride, when a sudden squall tore the mainsail loose. Narin reached for the whipping canvas, and the wind answered her before she understood what she was doing. The storm bent around the ship, then struck a rival vessel instead. The Salt Bride survived, but three sailors aboard the other ship did not, and Narin has never been certain whether she saved her crew or merely chose who would suffer. Since then, she has studied the old elemental words of the Primordial tongue and learned to shape the violence inside her into deliberate magic. She now works as a wandering spellcaster and occasional deckhand, seeking the lost survey ship that carried her father, while quietly trying to learn whether the storm that took it was natural, summoned, or waiting for her return.
“Her mother was a dockside sailmaker, her father an air genasi navigator who disappeared on a survey voyage before Narin could remember his face.”
- Background
- Sailor
Connections
Species
Air Genasi
Media
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