| Mod | Save | ||
|---|---|---|---|
| STR | 11 | +0 | +0 |
| DEX | 18 | +4 | +4 |
| CON | 14 | +2 | +7 |
| Mod | Save | ||
|---|---|---|---|
| INT | 8 | −1 | −1 |
| WIS | 8 | −1 | −1 |
| CHA | 16 | +3 | +8 |
Evasion. When Ahab is subjected to an effect that allows her to make a Dexterity saving throw to take only half damage, she instead takes no damage if she succeeds on the saving throw and only half damage if she fails. She can't use this trait while Incapacitated.
Fancy Footwork. During Ahab's turn, when she makes a melee attack against a creature, that creature can't make Opportunity Attacks against her for the rest of that turn, whether the attack hits or misses.
Heart of the Storm. Ahab has Resistance to Lightning and Thunder damage. Whenever she casts a level 1 or higher spell that deals Lightning or Thunder damage, creatures of her choice within 10 feet of her take 3 Lightning or Thunder damage, chosen when she casts the spell.
Rakish Audacity. Ahab adds her Charisma modifier to Initiative rolls, which is included in her Initiative bonus. She can also use Sneak Attack against a creature within 5 feet of her if no other creature is within 5 feet of Ahab, provided she doesn't have Disadvantage on the attack roll.
Reliable Talent. Whenever Ahab makes an ability check using a skill or tool with which she is proficient, she treats a d20 roll of 9 or lower as a 10.
Relentless Endurance (1/Day). When Ahab is reduced to 0 Hit Points but not killed outright, she drops to 1 Hit Point instead.
Sneak Attack (1/Turn). Ahab deals an additional 14 damage when she hits a creature with Tidecaller and one of the following is true:
• Ahab has Advantage on the attack roll.
• One of Ahab's allies is within 5 feet of the target, that ally isn't Incapacitated, and Ahab doesn't have Disadvantage.
• Ahab is within 5 feet of the target, no other creature is within 5 feet of Ahab, and she doesn't have Disadvantage.
Sorcery Points. Ahab has 7 Sorcery Points, which she uses for Quickened Spell, Seeking Spell, and Sorcery Incarnate. She regains all expended Sorcery Points after a Long Rest.
Once per Long Rest, after finishing a Short Rest, Ahab can regain up to 3 expended Sorcery Points.
Seeking Spell. When Ahab misses with a spell attack, she can spend 1 Sorcery Point to reroll the attack roll. She must use the new result. No action is required.
Tidecaller. Tidecaller is a magical +2 trident that counts as a Finesse weapon for Ahab, and she uses Dexterity for its attack and damage rolls. Tidecaller returns to Ahab's hand immediately after she makes a ranged attack with it.
Spellcasting. Ahab is a 7th-level Sorcerer. Charisma is her spellcasting ability (spell save DC 16, +8 to hit with spell attacks).
Ahab can cast the following spells without Material components:
At Will: Gust, Shape Water, Shocking Grasp, Thunderclap
3/Day Each: Misty Step, Thunderwave
2/Day Each: Blur, Dust Devil, Feather Fall, Warding Wind
1/Day Each: Astral Flood, Storm Sphere, Thunder Step, Tidal Wave
Tidecaller, 1/Day: Control Water
Tidecaller. Melee or Ranged Attack Roll: +11, reach 5 ft. or range 20/60 ft. Hit: 10 Piercing damage. Ahab can apply Sneak Attack to this attack when its requirements are met.
Topple. When Ahab hits a creature with Tidecaller, she can force the target to make a DC 17 Constitution saving throw. On a failed save, the target has the Prone condition.
Cunning Strike. When Ahab deals Sneak Attack damage with Tidecaller, she can forgo one Sneak Attack die, reducing the additional damage to 3d6, to use one of the following effects:
• Trip. If the target is Large or smaller, it must succeed on a DC 17 Dexterity saving throw or have the Prone condition.
• Withdraw. Immediately after the attack, Ahab moves up to 15 feet without provoking Opportunity Attacks.
Shocking Grasp. Melee Spell Attack: +8, reach 5 ft. Hit: 13 Lightning damage. The target can't make Opportunity Attacks until the start of its next turn.
Thunderclap. Each creature of Ahab's choice within 5 feet of her must succeed on a DC 16 Constitution saving throw or take 10 Thunder damage.
Thunderwave (3/Day). Each creature in a 15-foot Cube originating from Ahab must make a DC 16 Constitution saving throw. On a failed save, a creature takes 9 Thunder damage and is pushed 10 feet away from Ahab. On a successful save, it takes half as much damage and isn't pushed.
Unsecured objects wholly within the area are also pushed 10 feet away, and the spell creates a thunderous boom audible out to 300 feet.
Blur (2/Day; Concentration). Ahab's form becomes distorted for up to 1 minute. Attack rolls against her have Disadvantage unless the attacker can perceive her without relying on sight or has Truesight.
Warding Wind (2/Day; Concentration). A strong wind surrounds Ahab in a 10-foot-radius Sphere for up to 10 minutes. The wind has the following effects:
• Ahab and creatures within the area are Deafened.
• The area is Difficult Terrain for creatures other than Ahab.
• Ranged weapon attacks that pass through the area have Disadvantage.
• The wind extinguishes unprotected flames and disperses vapors, gases, and fog that can be dispersed by strong wind.
Dust Devil (2/Day; Concentration). Ahab creates a 5-foot Cube of swirling air in an unoccupied space she can see within 60 feet for up to 1 minute. A creature that ends its turn within 5 feet of the devil must succeed on a DC 16 Strength saving throw or take 4 Bludgeoning damage and be pushed 10 feet away.
While maintaining Concentration, Ahab can move the Dust Devil up to 30 feet as a Bonus Action. If it passes over loose dust, sand, or debris, it creates a 10-foot-radius cloud that is Heavily Obscured until the start of Ahab's next turn.
Astral Flood (1/Day). Ahab casts Astral Flood using her normal spell save DC. The spell erupts from her in a 30-foot Cone. Use the linked spell for its full damage and additional effects.
Tidal Wave (1/Day). Ahab creates a wave at a point she can see within 120 feet. The wave can be up to 30 feet long, 10 feet high, and 10 feet wide. Each creature in the area must make a DC 16 Dexterity saving throw.
On a failed save, a creature takes 18 Bludgeoning damage and has the Prone condition. On a successful save, it takes half as much damage and isn't knocked Prone. The water then vanishes, extinguishing unprotected flames in its area.
Thunder Step (1/Day). Ahab teleports up to 90 feet to an unoccupied space she can see. Immediately after she disappears, each creature within 10 feet of the space she left must make a DC 16 Constitution saving throw, taking 16 Thunder damage on a failed save or half as much on a successful one.
Ahab can bring one willing creature of her size or smaller that is within 5 feet of her. That creature teleports to an unoccupied space within 5 feet of Ahab's destination.
Storm Sphere (1/Day; Concentration). Ahab creates a 20-foot-radius Sphere of whirling air at a point she can see within 150 feet for up to 1 minute. Each creature in the Sphere when it appears must make a DC 16 Strength saving throw, taking 7 Bludgeoning damage on a failed save or half as much on a successful one.
The Sphere's area is Difficult Terrain. While maintaining Concentration, Ahab can use Storm Sphere Bolt as a Bonus Action.
Control Water (Tidecaller; 1/Day, Concentration). Ahab casts Control Water, controlling freestanding water within a Cube up to 100 feet on each side for up to 10 minutes. Each round, she can maintain or change the effect, choosing Flood, Part Water, Redirect Flow, or Whirlpool. Use the linked spell for the complete rules of each option.
Cunning Action. Ahab takes the Dash, Disengage, or Hide action.
Adrenaline Rush (5/Short Rest). Ahab takes the Dash action and gains 5 Temporary Hit Points.
Innate Sorcery (2/Day). Ahab unleashes her innate storm magic for 1 minute. For the duration, her Sorcerer spell save DC increases to 17, and she has Advantage on attack rolls for Sorcerer spells.
If Ahab has no uses remaining, she can activate Innate Sorcery by spending 2 Sorcery Points. While Innate Sorcery is active, she can apply up to two Metamagic options to each spell she casts.
Misty Step (3/Day). Ahab teleports up to 30 feet to an unoccupied space she can see.
Tempestuous Magic. Immediately before or after Ahab casts a level 1 or higher spell, she flies up to 10 feet without provoking Opportunity Attacks. She must land at the end of this movement unless another effect allows her to remain aloft.
Quickened Spell. Ahab spends 2 Sorcery Points and casts one Action spell from this stat block as a Bonus Action instead. She can't use this option if she has already cast a level 1 or higher spell during the current turn, and she can't cast another level 1 or higher spell during that turn.
Move Dust Devil. While concentrating on Dust Devil, Ahab moves it up to 30 feet.
Storm Sphere Bolt. While concentrating on Storm Sphere, Ahab targets one creature she can see within 60 feet of the Sphere's center. Ranged Spell Attack: +8. Ahab has Advantage on the attack roll if the target is inside the Sphere. Hit: 14 Lightning damage.
Uncanny Dodge. When an attacker Ahab can see hits her with an attack, she halves the attack's damage against her.
Feather Fall (2/Day). When Ahab or a creature she can see within 60 feet begins falling, she chooses up to five falling creatures within range. Each target's rate of descent slows to 60 feet per round for up to 1 minute.
If a target lands before the spell ends, it takes no damage from the fall and can land on its feet, ending the effect on itself.
Description
Stormbringer. Caerys Ahab is an Orc pirate queen, Storm Sorcerer, Swashbuckler, and Champion of Umberlee. Her sea-green divine eye burns with veins of lightning, and her magic carries the smell of salt, rain, and the breathless pressure before a storm breaks.
Ahab was once boisterous, bold, and eager to laugh at danger. Repeated memories of earlier Crucible cycles, the loss of people under her command, and her experiences in Tideshattered have left her more hesitant to return to violence. That reluctance hasn't made her helpless. When she chooses to fight, she remains brutally fast, difficult to corner, and capable of turning an entire section of the battlefield into wind and water.
Playing Ahab. Ahab has two primary styles:
• Steel. Attack with Tidecaller when Ahab has Advantage, an ally beside the target, or an isolated enemy she can duel. Apply Sneak Attack, then use Fancy Footwork, Withdraw, Cunning Action, or Tempestuous Magic to escape retaliation.
• Storm. Use Thunderwave when surrounded, Tidal Wave or Astral Flood against grouped enemies, and Thunder Step to escape while rescuing an ally. Activate Innate Sorcery before an important spell sequence.
Defensive Priorities. Use Blur when Ahab expects sustained attacks. Preserve her Reaction for Uncanny Dodge unless someone is falling. Relentless Endurance allows her to survive one otherwise fatal blow.
Major Battle. Cast Storm Sphere early when Ahab can maintain Concentration, then use Storm Sphere Bolt on later turns while attacking with Tidecaller or casting cantrips. Tidecaller's Control Water is most powerful when the battlefield contains a substantial body of water, flooding, currents, or exposed ships and platforms.
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