Ryver
  1. Characters

Ryver

Pirate
NPC

Ryver is known to not talk. It is proven that he is able to communicate and understands basic languages but unfortunately his vocal cords didn't develop like that of a normal person. He uses a sonar like communication, using clicks to try and talk with individuals. It seems that Heartless is the only person who seems to understand what he is saying and is able to translate. 

Ryver is a newer recruit to the The Aces as well as being one of the youngest members. He is a skilled fighter but is still learning. He has markings on his skin which was originally believed to be some kind of tattoo or make up job. However, it was later revealed that they were in fact his skin pattern from his triton heritage. 


Character Sheet on DnD Beyond

Outfit Board

Personality

Mannerism
He was shy around others at first but has become quite the energetic individual

Appearance

Ryver has textured skin that appears to be rough with faded blue stripes along his back and arms. He stands at about 5'11" with shaggy short blonde hair parted down the middle and green cat like eyes. When he smiles he reveals a set of shark like teeth slightly yellowed. Markings are along his neck that open to reveal a set of gills. His hands and feet are clawed with dark black claws. 

During phase 1 of his shifts, his gills appear and his hands and feet are webbed. His dark blue fins start appearing along his back, arms, and legs. 

In phase 2 when he starts to shift his ears take on a more fish like fin appearance. His scales turn into a darker blue around his back and legs and his tiger stripes become more prominent with a light blue circle pattern on his legs. His fins grow larger from his back, arms and his calves. His hands turn a slight blue.

He usually wears a pair of red or green shorts with a blue bandanna and a red open vest. He has a bell earing dangling on a chain in his right ear. 

History

Ryver was one of the very many individuals rescued by The Aces. Unlike most who are rescued, Ryver thought it was best for him to remain with the crew. Therefore, he was to undergo the rookie hazing. As a part of this he needed to retrieve a treasure all on his own. He was to dive into the water and collect the treasure and return to the surface. However, when he dove into the water he was met face to face with the individuals who had captured him in the first place. The Hourglass Pirates recaptured him and held him hostage in a pit on a nearby island. He was able to use his psionic powers to reach someone else on the deck of the ship. It didn't take long for the crew to come after him where he could hear them break out in a fight.

While in the pit there was another person in there with him. A female with a dress. She wore pretty jingle bells that dangled from her dress. She made a deal with him while the two of them were waiting. She would give him cool new tricks and abilities as long as he gives her consistent information she may be looking for. He agreed and a pact was made between the two of them she pulled a bell off of her dress and gave it to him. 

Ryver was pulled out of the pit and rejoined the rest of the crew. This was where he saw two others who had held him captive. Tragedonna and Comedina threatening the captain. 

The Story

When things were coming to a close, Ryver and the rest of The Aces were on their way to Myzopodis. Heartless had the crew hired on to complete a job for princess Diana Voxville. Ryver new that Diana was coming in with a team, so when they were waiting for their arrival at the docks he was eager to meet the new people. He first latched onto Gidget. He was curious about her physique and horselike human nature. He thought that she must be similar to what he was revealing his more fish like genetics to her. This was of course after he touched her all over and received a threat if he continued the act. He telepathically linked with her and learned that she was a Centaur while he was some kind of fish man. 

He lead her and the rest of her team aboard the ship where he would welcome them to the crew. Temple, Natsuru, and Deino Jormun were all present on the main deck while their captain was with the princess. Temple had asked everyone what their diets were in case there we restrictions. When Ryver learned that Gidget's main meat was fish he puffed up and shifted to his fishy form. Gidget tried to make the situation better but Temple stepped in. He basically told Ryver to chill and that it wasn't a big deal. 

Not long after that Ryver was able to meet with Diana. He was immediately infatuated with her and wanted to do nothing more than impress her and have her like him. He was like a puppy dog to her. He guided her to The Cursed Blade where she and the rest of her crew would share some drinks and food before turning in for the night. 

The following morning, Ryver woke everyone up to get them up and ready for the day, He continued to try and show off to Diana as they set sail out onto the ocean. At one point Gaius pointed out the killer whales that were in the water. Ryver jumped in to continue his performance but soon found himself on the deck of the ship once more. Only this time he was surrounded by sirens.

A voice came into his head, one of he has heard before. The voice instructed him to keep the princess safe no matter what happened. He followed the instructions and unleashed his form of dread, giving him an appearance that was similar to the sirens that were before him. He grabbed Diana and dove into the water. Here is where he was scooped up by Temple who was a whale. The two sat in his mouth as Ryver informed her that he was trying to protect her. He did eventually help her back on the Mad Hatter before diving back into the waters to act as a threat in the water to the sirens. 

The fight came to a close allowing Ryver to return to the main deck. Questions ensued due to his strange behavior. This behavior came about due to the orders he had received from his patron within his head. With other members of the Order of the Moonlight, he was able to gain control of the ship and separated his crew mates and the Voxville Escort. He and a few others took some of them to the Badlands.

Trivia

  • Ryver is obsessed with Diana Voxville
  • He is mute and can only speak via means of telepathy
  • He wears a golden jingle bell earring 

Title
Pirate

Type
NPC

Race
Half-Triton

Gender
Male

Pronouns
He/Him

Mannerism
He was shy around others at first but has become quite the energetic individual

Fighter

Psi Warrior - Subclass

Awake to the psionic power within, a Psi Warrior is a fighter who augments their physical might with psi-infused weapon strikes, telekinetic lashes, and barriers of mental force. Many githyanki train to become such warriors, as do some of the most disciplined high elves. In the world of Eberron, many young kalashtar dream of becoming Psi Warriors.

As a Psi Warrior, you might have honed your psionic abilities through solo discipline, unlocked it under the tutelage of a master, or refined it at an academy dedicated to wielding the mind’s power as both weapon and shield.

Psionic Power

3rd-level Psi Warrior feature

You harbor a wellspring of psionic energy within yourself. This energy is represented by your Psionic Energy dice, which are each a d6. You have a number of these dice equal to twice your proficiency bonus, and they fuel various psionic powers you have, which are detailed below.

Some of your powers expend the Psionic Energy die they use, as specified in a power’s description, and you can’t use a power if it requires you to use a die when your dice are all expended. You regain all your expended Psionic Energy dice when you finish a long rest. In addition, as a bonus action, you can regain one expended Psionic Energy die, but you can’t do so again until you finish a short or long rest.

When you reach certain levels in this class, the size of your Psionic Energy dice increases: at 5th level (d8), 11th level (d10), and 17th level (d12). The powers below use your Psionic Energy dice.

Protective Field. When you or another creature you can see within 30 feet of you takes damage, you can use your reaction to expend one Psionic Energy die, roll the die, and reduce the damage taken by the number rolled plus your Intelligence modifier (minimum reduction of 1), as you create a momentary shield of telekinetic force.

Psionic Strike. You can propel your weapons with psionic force. Once on each of your turns, immediately after you hit a target within 30 feet of you with an attack and deal damage to it with a weapon, you can expend one Psionic Energy die, rolling it and dealing force damage to the target equal to the number rolled plus your Intelligence modifier.

Telekinetic Movement. You can move an object or a creature with your mind. As an action, you target one loose object that is Large or smaller or one willing creature, other than yourself. If you can see the target and it is within 30 feet of you, you can move it up to 30 feet to an unoccupied space you can see. Alternatively, if it is a Tiny object, you can move it to or from your hand. Either way, you can move the target horizontally, vertically, or both. Once you take this action, you can’t do so again until you finish a short or long rest, unless you expend a Psionic Energy die to take it again.

Telekinetic Adept

7th-level Psi Warrior feature

You have mastered new ways to use your telekinetic abilities, detailed below.

Psi-Powered Leap. As a bonus action, you can propel your body with your mind. You gain a flying speed equal to twice your walking speed until the end of the current turn. Once you take this bonus action, you can’t do so again until you finish a short or long rest, unless you expend a Psionic Energy die to take it again.

Telekinetic Thrust. When you deal damage to a target with your Psionic Strike, you can force the target to make a Strength saving throw against a DC equal to 8 + your proficiency bonus + your Intelligence modifier. If the save fails, you can knock the target prone or move it up to 10 feet in any direction horizontally.

Guarded Mind

10th-level Psi Warrior feature

The psionic energy flowing through you has bolstered your mind. You have resistance to psychic damage. Moreover, if you start your turn charmed or frightened, you can expend a Psionic Energy die and end every effect on yourself subjecting you to those conditions.

Bulwark of Force

15th-level Psi Warrior feature

You can shield yourself and others with telekinetic force. As a bonus action, you can choose creatures, which can include you, that you can see within 30 feet of you, up to a number of creatures equal to your Intelligence modifier (minimum of one creature). Each of the chosen creatures is protected by half cover for 1 minute or until you’re incapacitated.

Once you take this bonus action, you can’t do so again until you finish a long rest, unless you expend a Psionic Energy die to take it again.

Telekinetic Master

18th-level Psi Warrior feature

Your ability to move creatures and objects with your mind is matched by few. You can cast the telekinesis spell, requiring no components, and your spellcasting ability for the spell is Intelligence. On each of your turns while you concentrate on the spell, including the turn when you cast it, you can make one attack with a weapon as a bonus action.

Once you cast the spell with this feature, you can’t do so again until you finish a long rest, unless you expend a Psionic Energy die to cast it again.

Warlock

The Undead - Subclass

The Undead

You’ve made a pact with a deathless being, a creature that defies the cycle and life and death, forsaking its mortal shell so it might eternally pursue its unfathomable ambitions. For such beings, time and morality are fleeting things, the concerns of those for whom grains of sand still rush through life’s hourglass. Having once been mortal themselves, these ancient undead know firsthand the paths of ambition and the routes past the doors of death. They eagerly share this profane knowledge, along with other secrets, with those who work their will among the living.

Beings of this type include the demilich Acererak, the vampire tyrant Kas the Bloody-Handed, the githyanki lich-queen Vlaakith, the dracolich Dragotha, the undead pharaoh Ankhtepot, and the elusive Darklord, Azalin Rex.

Expanded Spell List

1st-level Undead feature

The Undead lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.

Undead Expanded Spells

Form of Dread

1st-level Undead feature

You manifest an aspect of your patron’s dreadful power. As a bonus action, you transform for 1 minute. You gain the following benefits while transformed:

  • You gain temporary hit points equal to 1d10 + your warlock level.
  • Once during each of your turns, when you hit a creature with an attack roll, you can force it to make a Wisdom saving throw, and if the saving throw fails, the target is frightened of you until the end of your next turn.
  • You are immune to the frightened condition.

You can transform a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

The appearance of your Form of Dread reflects some aspect of your patron. For example, your form could be a shroud of shadows forming the crown and robes of your lich patron, or your body might glow with glyphs from ancient funerary rites and be surrounded by desert winds, suggesting your mummy patron.

Grave Touched

6th-level Undead feature

Your patron’s powers have a profound effect on your body and magic. You don’t need to eat, drink, or breathe.

In addition, once during each of your turns, when you hit a creature with an attack roll and roll damage against the creature, you can replace the damage type with necrotic damage. While you are using your Form of Dread, you can roll one additional damage die when determining the necrotic damage the target takes.

Necrotic Husk

10th-level Undead feature

Your connection to undeath and necrotic energy now saturates your body. You have resistance to necrotic damage. If you are transformed using your Form of Dread, you instead become immune to necrotic damage.

In addition, when you would be reduced to 0 hit points, you can use your reaction to drop to 1 hit point instead and cause your body to erupt with deathly energy. Each creature of your choice that is within 30 feet of you takes necrotic damage equal to 2d10 + your warlock level. You then gain 1 level of exhaustion. Once you use this reaction, you can’t do so again until you finish 1d4 long rests.

Spirit Projection

14th-level Undead feature

Your spirit can become untethered from your physical form. As an action, you can project your spirit from your body. The body you leave behind is unconscious and in a state of suspended animation.

Your spirit resembles your mortal form in almost every way, replicating your game statistics but not your possessions. Any damage or other effects that apply to your spirit or physical body affects the other. Your spirit can remain outside your body for up to 1 hour or until your concentration is broken (as if concentrating on a spell). When your projection ends, your spirit returns to your body or your body magically teleports to your spirit’s space (your choice).

While projecting your spirit, you gain the following benefits:

  • Your spirit and body gain resistance to bludgeoning, piercing, and slashing damage.
  • When you cast a spell of the conjuration or necromancy school, the spell doesn’t require verbal or somatic components or material components that lack a gold cost.
  • You have a flying speed equal to your walking speed and can hover. You can move through creatures and objects as if they were difficult terrain, but you take 1d10 force damage if you end your turn inside a creature or an object.
  • While you are using your Form of Dread, once during each of your turns when you deal necrotic damage to a creature, you regain hit points equal to half the amount of necrotic damage dealt.

Once you use this feature, you can’t do so again until you finish a long rest.