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Kadrana Shipwright

Kadrana Shipwright, sister to the famous Irdana Shipwright, Kadrana is a human, aged 45 years, and from an early age helped her sister in the shipyards, eventually going to school, and specializing in small mechanical components used in the construction of ship's mechanical components, engines, and arcane power transference systems.   Friend of Trixie: you know Kadrana well, perhaps having had them manufacture custom upgrades to the Starlight Nebula's engines, you would know that while they are under the shadow of their sister, they don't mind it too much, although they wish that more people would be interested in the complex mechanisms behind spelljammers. especially their engines, you'd know that this is a secret of her's as the secret of spell jamming devices is a tightly kept secret of the arcanes, so much so that at the core of all types of Jamming helms is essentially a black box, designed to self-destruct if anyone attempts to tamper or reverse engineer it, it is Kadrana's life goal to discover this secret, something that might well get her into trouble.

Kadrana Shipwright

Medium Human, Shipwright, Chaotic Good

Armor Class 14 (leather)
Hit Points 4d8+8
Speed: 30 ft

STR

8
( -1 )

DEX

14
( +2 )

CON

13
( +1 )

INT

16
( +3 )

WIS

12
( +1 )

CHA

12
( +1 )

Languages Elven, Sylvan, Common, Skug
Proficiency Bonus +2

Description

45 years of age, Kadrana is the sister of the more famous head of the shipyards of bral, from an early age she helped her sister and parents in the shipyard, eventually going to university and studying the arcane arts and enchantment magic. She specializes in small mechanisms used in the construction of Ship's engines, and arcane power transferance.  

Ideals

Secrets must be understood, Nothing in magic is unexplainable

Bonds

Sister is head of the Shipyards of Bral, She cannot leave her work far behind

Flaws

Has trouble saying no to things, even if they might get her in trouble.

3rd level spellcaster, DC 13 +5 to hit

At will: Mending, Thorn Whip

1/day: Cure wounds, Identify, Pyrotechnics 1st-level divination (ritual)   Casting Time: 1 minute Range: Touch Components: V, S, M (a pearl worth at least 100 gp and an owl feather) Duration: Instantaneous   You choose one object that you must touch throughout the casting of the spell. If it is a magic item or some other magic-imbued object, you learn its properties and how to use them, whether it requires attunement to use, and how many charges it has, if any. You learn whether any spells are affecting the item and what they are. If the item was created by a spell, you learn which spell created it.   If you instead touch a creature throughout the casting, you learn what spells, if any, are currently affecting it. Casting Time: 1 action Range: 60 feet Components: V, S Duration: Instantaneous   Choose an area of flame that you can see and that can fit within a 5-foot cube within range. You can extinguish the fire in that area, and you create either fireworks or smoke.   Fireworks. The target explodes with a dazzling display of colors. Each creature within 10 feet of the target must succeed on a Constitution saving throw or become blinded until the end of your next turn.   Smoke. Thick black smoke spreads out from the target in a 20-foot radius, moving around corners. The area of the smoke is heavily obscured. The smoke persists for 1 minute or until a strong wind disperses it.   1st-level evocation   Casting Time: 1 action Range: Touch Components: V, S Duration: Instantaneous   A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.   At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st.

2/day: sending 3 Evocation   Casting Time: 1 action Range: Unlimited Target: A creature with which you are familiar Components: V S M (A short piece of fine copper wire) Duration: 1 round Classes: Bard, Cleric, Wizard You send a short message of twenty-five words or less to a creature with which you are familiar. The creature hears the message in its mind, recognizes you as the sender if it knows you, and can answer in a like manner immediately. The spell enables creatures with Intelligence scores of at least 1 to understand the meaning of your message. You can send the message across any distance and even to other planes of existence, but if the target is on a different plane than you, there is a 5 percent chance that the message doesn’t arrive.  


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