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Elarian Voidwind - Astral Elf Rogue

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Basic Information

Name: Elarian Voidwind
Age: 20 (Biological)
Race: Astral Elf
Class: Rogue
Subclass: Swashbuckler (Planned)
Background: Wildspacer
Level: 1


Charismatic Explorer: Elarian possesses a charismatic charm that draws people to him. Whether in a bustling tavern or negotiating with otherworldly beings, he exudes an air of confidence and curiosity that makes him an engaging presence. His charisma often helps him navigate social situations and build connections.

Eternal Optimist: Despite the challenges he faces and the mysteries surrounding his celestial lineage, Elarian maintains an unwavering optimism. He sees every obstacle as an opportunity for growth and every setback as a chance for a new beginning. This positive outlook inspires those around him, fostering hope even in the darkest of times.

Ideals: Freedom of the Stars: Elarian believes in the radical freedom that the vast cosmos provides. Raised by pirates traversing the Astral Sea, Elarian instinctively distrusts what he perceives as authoritarian.

Father's Legacy: Elarian is driven by a deep bond with his father, Captain Thalendir Voidwind. He carries the weight of his father's reputation and seeks to live up to the legacy of the Celestial Corsair, all while yearning for the day they can reunite in the Astral Sea.

Mentor's Guidance: Seraphina Starsong, his mentor and surrogate parent, holds a special place in Elarian's heart. He is devoted to Seraphina, grateful for the guidance and care she provided during his formative years. 

Temporal Disorientation: Elarian's many years as an infant spent in the timeless Astral Sea has left him occasionally disoriented in the material plane. He may struggle with the concept of time, occasionally losing track of days or underestimating the urgency of certain situations.

Fear of Stagnation: Having lived a dynamic pirate's life in the ever-shifting Astral Sea, Elarian fears the monotony of a settled existence. He may become restless and uneasy when faced with prolonged periods of inactivity, always yearning for the excitement of new horizons.



Lost Item



Elarian Voidwind was born amidst the swirling currents of the Astral Sea. His father, Thalendir Voidwind, stood as a legendary figure among the pirate lords of the Astral Sea. As the Celestial Corsair, Thalendir commanded the spelljammer ship "Voidwind," traversing the ethereal expanse in pursuit of wealth, glory, and cosmic wonders.

Elarian's early years were a tapestry of astral winds, grand pirate raids, and the camaraderie of the diverse crew aboard the Voidwind. His father, as well as his crew, doted on him, viewing the baby as something of a mascot. As a result of the timelessness of the Astral Sea, Elarian spent many years aboard the Voidwind as an infant, the pride of the ship.

Elarian's father, recognizing that Elarian would be unable to grow in the Astral Sea, made a difficult decision. In an effort to provide his son with the opportunity to develop and grow, Thalendir deposited Elarian on the Sword Coast. There, a trusted crew member named Seraphina Starsong became Elarian's guardian and mentor, entrusted with raising the boy to maturity. 

As he grew, Elarian's inquisitive nature led him to explore the Sword Coast. His rogue skills, taught to him by his guardian Seraphina, allowed him to navigate both urban alleys and untamed wilderness with finesse. The echoes of the Astral Sea lingered within him, manifesting as occasional visions from his many years as a star-traversing infant that fueled his insatiable curiosity. Despite a yearning to reunite with the Voidwind, Elarian resolved not to return until he had earned his place among the crew through deeds, not merely blood.

Stat Block

[b][url=http://www.myth-weavers.com/sheet.html#id=2878749]Elarian Voidwind[/url][/b] 
[i]Astral Elf Rogue (Swashbuckler) 1 Chaotic Good[/i] 

[b]AC[/b] 13 [b]HP[/b] 11 [b]Speed[/b] 30ft 

[b]Str[/b] 10 (0) [b]Dex[/b] 15 (2) [b]Con[/b] 13 (1) [b]Wis[/b] 8 (-1) [b]Int[/b] 10 (0) [b]Cha[/b] 14 (2)

[b]Rapier[/b] 1d8 Piercing
[b]Shortbow[/b] 1d6 Piercing
[b]Dagger[/b] 1d4 Piercing
[b]Dagger[/b] 1d4 Piercing

Tough: Your hit point maximum increases by an amount equal to twice your level when you gain this feat. Whenever you gain a level thereafter, your hit point maximum increases by an additional 2 hit points.

Wildspace Adaptation: You learned how to adapt to zero gravity. Being weightless doesn't give you disadvan­tage on any of your melee attack rolls.

Astral Fire: You know sacred flame. Charisma is your spellcasting ability for it.

Darkvision: You can see in dim light within 60 feet of yourself as if it were bright light, and in dark­ ness as if it were dim light. You discern colors in that darkness only as shades of gray.

Fey Ancestry: You have advantage on saving throws you make to avoid or end the charmed condi­ tion on yourself.

Keen Senses: You have proficiency in the Percep­tion skill.

Starlight Step: As a bonus action, you can magi­cally teleport up to 30 feet to an unoccupied space you can see. You can use this trait a number of times equal to your proficiency bonus, and you re­gain all expended uses when you finish a long rest.

Astral Trance: You don't need to sleep, and magic can't put you to sleep. You can finish a long rest in 4 hours if you spend those hours in a trancelike medi­tation, during which you remain conscious.
Whenever you finish this trance, you gain pro­ficiency in one skill of your choice and with one weapon or tool of your choice, selected from the Player's Handbook. You mystically acquire these proficiencies by drawing them from shared elven memory and the experiences of entities on the As­tral Plane, and you retain them until you finish your next long rest. 

Expertise: At 1st level, choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves’ tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.
At 6th level, you can choose two more of your proficiencies (in skills or with thieves’ tools) to gain this benefit.

Thieves’ Cant: During your rogue training you learned thieves’ cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows thieves’ cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly.
In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves’ guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run.

Sneak Attack: Beginning at 1st level, you know how to strike subtly and exploit a foe’s distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.
You don’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll.
The amount of the extra damage increases as you gain levels in this class, as shown in the Sneak Attack column of the Rogue table.



Edited by Miekix (see edit history)
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Edits: I decided to use point buy. Also not sure that losing my ability to smile works thematically for my character, but happy to adjust if necessary! (I think that's what rolling a 2 means I lost?)
I've written up a new lost thing if that's permissible.

Edited by Miekix (see edit history)
repeat(drop(4d6,lowest),6) 1,2,3,5,1,3,4,6,1,5,5,6,2,2,3,4,1,1,2,2,2,3,5,6
repeat(drop(4d6,lowest),6) 1,2,3,4,1,1,3,4,2,3,4,6,1,5,5,5,1,1,2,2,2,4,5,6
repeat(drop(4d6,lowest),6) 2,3,4,5,3,3,4,6,1,1,2,3,1,2,2,5,2,3,3,6,4,4,5,5
Lost Thing
1d8 2
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