Quentin Khad of
House Adarbrent
Water Genasi Battlemaster 8
Alignment: Chaotic Good
Size: Medium
Type (Subtype): Humanoid (Water? Planar? Elemental?)
Init: +3
Passive Perception: 16
DEFENSE
AC: 20 (15 mithril half-plate +3 dex +2 shield)
HP: 98 (14 + 7 x 12)
Saves: Strength, Constitution
Special Defenses: Acid resistance, Amphibious
[sblock="Level ups"]
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OFFENSE
Speed: 30ft
Melee: Trident +8 / 1d6+5 P (thrown 20/60; two handed 1d8)
Ranged: Harpoon +8 / 1d6+5 P 30/120
Handaxe +8 / 1d6+5 S 20/60
Proficiencies: all weapons, all armors, all shields
STATISTICS
Str 20 (+5), Dex 16 (+3) , Con 19 (+4), Int 12 (+1), Wis 16 (+3), Cha 14 (+2)
[sblock="Base array"]
str 18; con 17; dex 16; wis 15; cha 14; int 12; +2 genasi to CON, +1 water genasi to WIS, +2 ASI to STR
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Feats:
Lucky: 3 luck points per day useable on any d20 roll
Inspiring leader: 10 minutes talk for level + Cha temp HP
Traits: I enjoy sailing into new ports and making new friends over a flagon of ale. Always take friendly wager.
Ideal: The thing that keeps a ship together is mutual respect between captain and crew
Bond: Family, who is my father? My house’s alliance with noble family Moonstar must be sustained at all costs. Nothing is more important than the other members of my family.
Flaw: Family, if anyone is hurt or taken, Khad will go to the end of the seas to get them back or avenge them
[sblock="Equipment"]
Mithril Half-plate: 1750gp (40 lbs)
Trident of fish command 2000gp (4 lbs)
Shield (starting gear) (6 lbs)
2 handaxes (starting gear) (2 x 2 lbs)
4 javelins (2gp) (4 x 2 lbs)
2 daggers x 2 (4gp) (2 x 1lb)
Language proficiency (primordial) 250gp
Language proficiency (elven) 250gp
Healing potion x 2 = 100 gp
Anti-toxin 50 gp
Cartographer tools
Signet ring 5gp
Magnifying glass 100 gp
Manacles 2gp (6 lbs)
Scroll case with 10 sheets 2 gp 1 lb.
Ink bottle 10gp
Empty vials x 5 5gp
Grappling hook 2gp (4 lbs)
TOTAL: 4532gp
Remaining: 478 gp (+10 comes from sailor starting package)
[sblock="Dungeoneer’s Pack (12 gp) and Sailors kit"]
Includes a backpack,
a crowbar,
a hammer,
10 pitons,
10 torches,
a tinderbox,
10 days of rations,
and a waterskin.
The pack also has 50 feet of hempen rope strapped to the side of it
A belaying pin (club),
50 feet of silk rope,
trinket,
a set of common clothes,
and a belt pouch containing 10 gp
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Trinket (sailor): A piece of crystal that faintly glows in the moonlight
Trinket (fighter): A brass orb etched with strange runes
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[sblock="Class Features"]
Second wind: bonus action to regain 1d10 + level HP; recovers at short rest
Action surge: take one additional action; recovers at short rest
Extra attack: each attack action = 2 attacks
Combat superiority: 5/short rest; 1d8; DC 16
Student of war: gain proficiency in one type of artisans tools (Cartographer)
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[sblock="Know your enemy"]
Starting at 7th level, if you spend at least 1 minute observing or interacting with another creature outside combat, you can learn certain information about its capabilities compared to your own. The DM tells you if the creature is your equal, superior, or inferior in regard to two of the following characteristics of your choice:
• Strength score
• Dexterity score
• Constitution score
• Armor Class
• Current hit points
• Total class levels (if any)
• Fighter class levels (if any)
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[sblock="Protection fighting style"]
When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.
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[sblock="Maneuvers"]
Goading attack: Target Wis save or at disadvantage to attack anyone but Quentin TENT (+damage)
Menacing attack: Target Wis save or frightened (+damage)
Parry: when hit, use reaction to reduce dmg by SD + Dex
Precision attack: add SD to hit roll
Rally: use bonus action to grant an ally SD + Cha temp HP
Riposte: when missed by melee attack use reaction to attack (+d
amage)
Trip attack: Large- target Str save or prone
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Proficiencies: Athletics (Fighter), Intimidation (Fighter), Perception (Sailor), Stealth (Sailor)
Navigator tooks, Water vehicles
Code:
Skill Attrib Mod Prof Total
Acrobatics DEX +3 +3
Animal Handl WIS +3 +3
Arcana INT +1 +1
Athletics STR +5 +3 +8
Deception CHA +2 +2
History INT +1 +1
Insight WIS +3 +3
Intimidation CHA +2 +3 +5
]Investigation INT +1 +1
Medicine WIS +3 +3
Nature INT +1 +1
Perception WIS +3 +3 +6
Performance CHA +2 +2
Persuasion CHA +2 +2
Religion INT +1 +1
Sleight of Hand DEX +3 +3
Stealth DEX +3 +3 +6
Survival WIS +3 +3
Languages: Common, Primordial, Elven
Racial Abilities:
Swimming
Acid resistance
Call to the Wave.
- You know the shape water cantrip (see chapter 2).
- When you reach 3rd level, you can cast the create or destroy water spell as a 2nd-level spell once with this trait, and you regain the ability to cast it this way when you finish a long rest. Constitution is your spellcasting ability for these spells.
[sblock="Shape water"]
Transmutation cantrip
Casting Time: 1 action
Range: 30 feet
Components: S
Duration: Instantaneous or 1 hour (see below)
You choose an area of water that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways:
• You instantaneously move or otherwise change the flow of the water as you direct, up to 5 feet in any direction. This movement doesn’t have enough force to cause damage.
• You cause the water to form into simple shapes and animate at your direction. This change lasts for 1 hour.
• You change the water’s color or opacity. The water must be changed in the same way throughout. This change lasts for 1 hour.
• You freeze the water, provided that there are no creatures in it. The water unfreezes in 1 hour.
If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.
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[sblock="Create / destroy water 1/day"]
1st-level transmutation
Casting Time: 1 action
Range: 30 feet
Components: V, S, M (a drop of water if creating water or a few grains of sand if destroying it)
Duration: Instantaneous
You either create or destroy water.
Create Water. You create up to 10 gallons of clean water within range in an open container. Alternatively, the water falls as rain in a 30-foot cube within range, extinguishing exposed flames in the area.
Destroy Water. You destroy up to 10 gallons of water in an open container within range. Alternatively, you destroy fog in a 30-foot cube within range.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you create or destroy 10 additional gallons of water, or the size of the cube increases by 5 feet, for each slot level above 1st.
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[sblock="Image"]

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[sblock="Description and History"]
Quentin looks like a half-elf, with slightly pointed ears, but his wide shoulders and powerful chest and slight sheen of his skin and emerald green eyes suggest Alu'Tel'Quessir rather then their land-bound cousins. In fact, his sire is a creature of otherworldly origin. Due to his origins, Quentin has some power over water and is capable of breathing both air and underwater as aquatic elves do. His hair is wild and cannot be tamed, however it is forced into shape, soon it is all around his head again. He smells of fresh sea breeze even after bathing in pure water.
Quentin is the child of small indiscretion from Erestreen Moonstar, aunt of the current Patriarch before her marriage. While it is not strange that girls know men before wedding, having a child is generally frowned upon, especially if already betrothed. Quentin was taken into the family as family ward. His lineage cannot be officially confirmed due to marital ties of his mother to Moonstars, his strange blood helps with that since he doesn't look as the rest of the family. Anyhow, he is trusted as first mate on many a ship and is considered "good luck charm" by Adarbrent sailors due to the fact that ships he sails on survive even fiercest storms and were never sunk/capsized.
The nobles of Waterdeep "know" that one of the family sired him, usual suspects being Captains of the fleet or even Patriarch himself. As long as Erestreen is not mentioned, family lets the rumor fly.
I addition to any blessings Deep Sachelas chooses to grant him, Quentin is skilled in the arts of battle, trained by House warriors, sailors and elves in various styles in under various conditions. Wearing his mother-of-pearl half-plate, with trident and net, he is image of the waterborn noble at seas. Acccepted as leader of men and with subtle enough signs of his blood, he leads various expeditions to recover lost treasures and map what they can of the underwater realm. Ties of his birth make him common, if exotic, visitor to population of Alu'Tel'Quessir in Waterdeep harbor.
House Adarbrent
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