Zephyra Rugimuffin

Zephyra Rugimuffin

Zephyra is an energetic, bubbly Air Genasi with a love of exploration and finding new and interesting things, especially secret things, ancient, valuable. She loves the wind and the storm, not afraid to wield its power in need. She tries to do the right thing and is not above breaking rules if it is for the greater good. She is also driven by personal improvement, acquisiton of knwoledge, power, and personal gain. She is whimsical and passionate with relationships and goals.

Physical Description

Identifying Characteristics

The most recogognizable parts would be her birthmarks, a white set of lines and curves accetuating her face, from her heritage. It is as if a tattoo of runic white were placed there. These lines also appear on her arms and legs, which also highlight her features, white as a cloud.

Mental characteristics

Personal history

Born in a small village in Daborak, bordering the Rift, the girl who would become Zephyra lived a simple life, trying to barter, trade, and learn what she could as she grew up with her family. One day, however, as her wanderlust took her abroad beyond the borders of Daborak against her family's counsel, she journeyed into the Rift. Seeking adventure and rumored riches, lost knowledge, and ancient artifacts, she unsuccessfully explored ruins until something happened.   As she was exploring the ruins of Lu'us, a freak storm came upon her, she tried to flee in fear, but found herself rooted to the air, as she slowly rose crackling energies surrounded her. When she woke, her skin was light blue, with white hair on her head, and white streaks on her arms, legs and face. At first, she was dismayed by what transpired, but as time went on she came to love her true self, a being of two worlds: one of the flesh, another of the air.   Upon returning home, she was unable to really relate to her family and her newfound powers, discovery of who she truly was, made her old life sadly unappealing, so she struck out for adventure. However, her exposure in the Rift unlocked and enhanced in her the desire for extravagance, passion, and love, which to this day continues to fill her heart.

Personality Characteristics

Motivation

The pursuit of knowledge, history, secrets, power, and pleasure motivate her. She sees nothing wrong with obeying laws, traditon, order, and will, if need be, break rules to achieve a higher purpose or some gain that outweighs risk. She is motivated by personal freedom, loyalty, and her own personal gain.

Savvies & Ineptitudes

Having lived a life of pleasured luxury, she finds difficulty in seeing through the lies of others, or to read deeply into others' feelings.   She is, however, adept at getting information or persuading people to do things for her.

Virtues & Personality perks

She is loyal, and tries to be kind, when she isn’t wrathful, she believes she is a good person. Her abilities are now coming into fruition, wielding the storm, running like the wind.

Vices & Personality flaws

Her journey has taken her many places. Theses place revealed to her that she seldom is merciful, but she is changing, conflicted about what to do regarding her hated enemies. Zephyra can be wrathful, lustful, envious. Now she has come to realize while she doesn’t denigrate other races, or look down on them she will be more familiar and give preferential treatment to her own kind, air genasi.

Personality Quirks

Being her own bubbly self, she seldom touches the ground with her feet, preferring to glide or float just above.

Social

Family Ties

She is now married to Fungi Rugimuffin.

Interested in exploring the world and finding secrets and truths, this naive air genasi likes to harness the lightning and the storm.

View Character Profile
Alignment
Neutral Good
Age
20, young for an Air Genasi
Children
Gender
Female
Eyes
Blue
Hair
White
Skin Tone/Pigmentation
Light blue
Height
5’0”
Weight
110lbs
Quotes & Catchphrases
“I am the storm!”

Zephyra Rugimuffin

Air Genasi Race
The Rift (Lu'us) Origin
Storm Sorcerer/Air Planeswalker 8 Class & Level
Chaotic Neutral Alignment
Runetheras Deity
The Freemen Faction
Member/Sailor Rank/Position
3 Loyalty
Company

Strength 10
+0
Dexterity 16
+3
constitution 16
+3
intelligence 12
+1
wisdom 14
+2
charisma 22
+6
Total Hit Dice 1
Hit Die
1d6+3
+5 proficiency bonus
+0 Strength
+3 Dexterity
+8 Constitution
+1 Intelligence
+7 Wisdom
+11 Charisma
saving throws
+3 Acrobatics
+2 Animal Handling
+4 Arcana
+0 Athletics
+6 Deception
+4 History
+2 Insight
+6 Intimidation
+1 Investigation
+2 Martial
+2 Medicine
+4 Nature
+2 Perception
+6 Performance
+11 Persuasion
+4 Religion
+3 Sleight of Hands
+3 Stealth
+2 Survival
skills

 
32
MV
4
Prestige
3
Attunement Slots
19
Armor Class
61
Hit Points
+3
Initiative
30/50 Fly
Speed
WeaponAttackDamage
Dagger 1d20+5 1d4+3
Light CrossBow 1d20+5 1d8+3
Attacks
Daggers, Darts, Slings, Quarterstaffs, Light Crossbows, Arcana, History, Religion, Persuasion, Forgery Kit, Disguise Kit, Calligrapher’s Supplies, Medium Armor (Half-plate), Cartographers Tools, Navigator's Tools, Shields, Nature
Proficiences
Cantrips:

Chill Touch

Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: 1 round

You create a ghostly, skeletal hand in the space of a creature within range. Make a ranged spell attack against the creature to assail it with the chill of the grave. On a hit, the target takes 1d8 necrotic damage, and it can’t regain hit points until the start of your next turn. Until then, the hand clings to the target. If you hit an undead target, it also has disadvantage on attack rolls against you until the end of your next turn.

At Higher Levels. This spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

 

Firebolt

You hurl a mote of fire at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 fire damage. A flammable object hit by this spell ignites if it isn’t being worn or carried.

At Higher Levels. This spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).

 

Mage Hand

Casting Time: 1 action
Range: 30 feet
Components: V, S
Duration: 1 minute

A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.

You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it.

The hand can’t attack, activate magical items, or carry more than 10 pounds.

 

Message

Casting Time: 1 action
Range: 120 feet
Components: V, S, M (a short piece of copper wire)
Duration: 1 round

You point your finger toward a creature within range and whisper a message. The target (and only the target) hears the message and can reply in a whisper that only you can hear.

You can cast this spell through solid objects if you are familiar with the target and know it is beyond the barrier. Magical silence, 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood blocks the spell. The spell doesn’t have to follow a straight line and can travel freely around corners or through openings.

 

Shocking Grasp

Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Instantaneous

Lightning springs from your hand to deliver a shock to a creature you try to touch. Make a melee spell attack against the target. You have advantage on the attack roll if the target is wearing armor made of metal. On a hit, the target takes 1d8 lightning damage, and it can’t take reactions until the start of its next turn.

At Higher Levels. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

 

Light
Metamagic:
Subtle Spell

Subtle Spell: Spells can be cast with no somatic or verbal requirments, 1 sorcery point

 

Quickened Spell

When you cast a spell that has a casting time of 1 action, you can spend 2 sorcery points to change the casting time to 1 bonus action for this casting.
So when a sorcerer uses Quickened Spell, they may hard cast any spell in the same turn with their action

 

Heightened Spell

For 3 sorcery points, grant disadvantage to the first save made against a spell

 

Spells:
Chromatic Orb

Casting Time: 1 action
Range: 90 feet
Components: V, S, M (a gem worth at least 50 gp)
Duration: Instantaneous

You hurl a 4-inch-diameter sphere of energy at a creature that you can see within range. You choose acid, cold, fire, lightning, poison, or thunder for the type of orb you create, and then make a ranged spell attack against the target. If the attack hits, the creature takes 3d8 damage of the type you chose.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.

 

Thunderwave

Casting Time: 1 action
Range: Self (15-foot cube)
Components: V, S
Duration: Instantaneous

A wave of thunderous force sweeps out from you. Each creature in a 15-foot cube originating from you must make a Constitution saving throw. On a failed save, a creature takes 2d8 thunder damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn’t pushed.

In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell’s effect, and the spell emits a thunderous boom audible out to 300 feet.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.

 

Shield

1st-level abjuration

Casting Time: 1 reaction, which you take when you are hit by an attack or targeted by the Magic Missile spell
Range: Self
Components: V, S
Duration: 1 round

An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from Magic Missile.

 

2nd level:
3rd level:
Lightning Bolt

Casting Time: 1 action
Range: Self (100-foot line)
Components: V, S, M (a bit of fur and a rod of amber, crystal, or glass)
Duration: Instantaneous

A stroke of lightning forming a line of 100 feet long and 5 feet wide blasts out from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 8d6 lightning damage on a failed save, or half as much damage on a successful one.

The lightning ignites flammable objects in the area that aren’t being worn or carried.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.

 

Haste

Casting Time: 1 action
Range: 30 feet
Components: V, S, M (a shaving of licorice root)
Duration: Concentration, up to 1 minute

Choose a willing creature that you can see within range. Until the spell ends, the target’s speed is doubled, it gains a +2 bonus to AC, it has advantage on Dexterity saving throws, and it gains an additional action on each of its turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.

When the spell ends, the target can’t move or take actions until after its next turn, as a wave of lethargy sweeps over it.

 

Counterspell

3rd-level abjuration

Casting Time: 1 reaction, which you take when you see a creature within 60 feet of you casting a spell
Range: 60 feet
Components: S
Duration: Instantaneous

You attempt to interrupt a creature in the process of casting a spell. If the creature is casting a spell of 3rd level or lower, its spell fails and has no effect. If it is casting a spell of 4th level or higher, make an ability check using your spellcasting ability. The DC equals 10 + the spell’s level. On a success, the creature’s spell fails and has no effect.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the interrupted spell has no effect if its level is less than or equal to the level of the spell slot you used.

 

4th Level:
Dimension Door

Casting Time: 1 action
Range: 500 feet
Components: V
Duration: Instantaneous

You teleport yourself from your current location to any other spot within range. You arrive at exactly the spot desired. It can be a place you can see, one you can visualize, or one you can describe by stating distance and direction, such as "200 feet straight downward" or "upward to the northwest at a 45-degree angle, 300 feet".

You can bring along objects as long as their weight doesn’t exceed what you can carry. You can also bring one willing creature of your size or smaller who is carrying gear up to its carrying capacity. The creature must be within 5 feet of you when you cast this spell.

If you would arrive in a place already occupied by an object or a creature, you and any creature traveling with you each take 4d6 force damage, and the spell fails to teleport you.

 


5th level: Telekinesis, Control Winds
6th level: Chain Lightning, Globe of Invulnerability
7th level: Whirlwind, Teleport
Spellcasting
Items

2x Bandoliers, 2 empty vials, A fine set of clothes, Forgery Kit, Disguise Kit, Abacus, Explorer's Pack, 1x bullseye lantern, 1x scroll/map case, 1x pole of collapsing, 1x net, Cartographer's Tools, Navigator's Tools

 

Gold&Valuables

6,222gp, 1x emerald (200gp), silver and blue topaz jewelry (50gp), sapphire gem of Kaheeli, platinum wedding band, gold and opal earrings

 

Weapons

Light Crossbow x20 bolts, 2x daggers, arcane focus (Orb)

 

Worn Items/Armor

Disguise: Intricate mask, hood, robes, covering skin, head, hair, face, and shoes
Freemen Cloak (red sash) advantage on being grappled or movement restriction
1x shield, 1x half-plate

 

Scrolls

2x scrolls of Misty Step, 1x scrolls of Magic Missile, 1x scroll of feather fall, 1x Scrolls of Comprehend Languages, 2x scrolls of detect magic, 2x scroll of enhance ability, 4x scrolls of lesser restoration, 4x scrolls of haste, 2 scrolls of lightning bolt, 2x scroll thunderwave, 1x scroll shatter, x1 Beacon of Hope, x2 Sending, and x1 Silence

 

Potions

5x Potion of Healing, 2x flasks of oil, 2x potions of invulnerability, 6x potions of superior healing

 

Crafting Materials

50x crafting tokens, 2x regants of potion of invulnerability, 2x reagents of superior healing

 

**Attuned**
Sphere of Iridescence

Wondrous (Sphere) - Attunement: Arcane Caster
Arcadum

This sphere can only be used while wielded in one hand.

At the start of each of your turns, roll to determine which color the sphere shows.

1 – Red – Fire
2 – Orange – Acid
3 – Yellow – Lightning
4 – Green – Poison
5 – Blue – Cold

The color the sphere indicates empowers the corresponding elemental type on spells that you hard cast that deal damage.

If the types match, the total damage that spell causes increases by 1d10 per spell level. This is applied to all targets of the spell, but only once per that source.

 

Band of the Ever Flowing Wind

Band of the Ever Flowing Wind
Being Crafted by Fungi Rugimuffin
Wondrous (Bracelet) Rare (1,500gp, 15 Days) - Attunement

Made of a single silver manacle, with a small dangling chain. At the end of the chain is a light cyan gemstone, within which swirls the power of a storm. When grasped within the palm, it gives of a faint breeze.

Calm Before the Storm: When you cast an Abjuration spell with a range of Self or Touch, you can instead target another creature within 60 feet of you that you can see. You can use this ability three times, regaining all uses after finishing a long rest.

Zephyr Shield: When you cast a spell with yourself or an ally as the target you can increase the target’s AC by 1 for 1 minute. You can use this ability three times, regaining all uses after finishing a long rest

 

The Symbol of Kalkatesh

Arcane Focus, Druidic Focus, Holy Symbol
Very Rare - Attunement: Lip Service of [Kaheeli] (50 crafting tokens)

There are many gods in this world, worship who you will, just do good by this world. Be good to others. We need to work together.

Effects:
1) Charisma increased by 3

2) Whenever you hardcast a damaging Cantrip, you deal an additional 1d6 Force damage

3) As a reaction whenever you hardcast a spell that increases a creature other than your own AC, you can increase your AC by 3 for the next 4 rounds. This effect does not stack with itself and you can use this feature twice, regaining this feature after finishing a long rest.

 

Equipment
The Freemen
Faction
Mad Man
Stat Array
2 prestiege from marriage, 1 personal
Traits/ASI: +1 CHA/+1WIS, Resilient (WIS), Elemental Adept (Lightning)
150lb carrying capacity
Languages:
Common, Auran (Noble & Lesser), Gnomish
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.

 

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.

 

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.

 

The 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.

 

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.

 

The White Terror

A Freemen that takes this mark, gains a fearsome aura. However they are treated as if they are a fiend for the purposes of paladin smites and other effects.
Aura of Fear. At the start of your first turn in a combat, you can choose to activate this aura. Creatures within 20 feet of the bearer of the mark must make a DC 16 Wisdom saving throw or be frightened for 1 minute. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the player's Frightful Presence for the next 24 hours. You must finish a long rest before you can use this ability again.

 

Wind Runner

Using the Dash action grants you a fly speed increase of 30 ft until the end of your next turn. If you end your turn in the air without a fly speed, you can choose to safely hover in the air until the end of your next turn.

 

Guiding Winds

Allies that take the dash action while within 15 ft of you receive 5 extra feet of movement to their dash action. At level 8, allied creatures that take the dash action within 20 ft of you instead receive an additional 10 ft of movement to their dash action. At level 12, allied creatures that take the dash action within 30 ft of you receive an additional 15 ft of movement to their dash action.

 

Passive Wind Walking

You receive a fly speed increase equal to 5x your prestige

 

Reactive Puff

Upon using your reaction to hard cast a spell, all allies within 15 ft receive an additional +2 AC against projectiles.

 

Gift of the Wind Runner

Upon targeting an ally with a spell, they receive a fly speed increase equal to 5x the level of the spell cast until the end of their next turn.

 

Reactive Puff

Upon using your reaction to hard cast a spell, all allies within 15 ft receive an additional +2 AC against projectiles.

 

Gift of the Wind Runner

Upon targeting an ally with a spell, they receive a fly speed increase equal to 5x the level of the spell cast until the end of their next turn.

 

Corrective Winds

As a bonus action, you can cause the air to guide an ally’s shot. An ally within 60 ft of you gains an increase equal to your casting modifier to the next ranged attack roll that they make. This can be used a number of times equal to your prestige. All uses refresh upon a short or long rest.

 

Growing Breeze

As a bonus action, whenever an attack misses you or you succeed on a saving throw from a hostile source your AC increases by 2 for 5 rounds, up to a maximum total AC bonus of 10. This effect lasts until the end of your next turn. You may use this two times per Long Rest.

 

Domain of the Sky

As an action, your flight speed becomes 100 ft. Spells that you cast dealing AoE damage launch the affected targets 10 ft into the air until the end of their next turn. If the creature affected has a fly speed, they can move as usual. Otherwise they must make a dexterity saving throw, or suffer fall damage. This effect lasts until the end of your next turn. You can use this once per long rest.

 

Huff’n’Puff

When you deal damage with a hardcast spell, you can force the creatures affected to make a Strength saving throw or be knocked prone. This can only occur once per source. You can use this ability once per long or short rest

 

Wind Aegis

As an action you call upon the winds to protect you from injury. All ranged attacks against you gain disadvantage. This effect lasts for one minute, and refreshes upon a long rest.

 


Class/Racial Features & Traits