Toz

Lightfoot Halfling Storm Sorcerer. Captain of the lost True Hand; adopted brother to Woz.

Tozlo "Toz" Greenbottle

Gender: Male Race: Lightfoot Halfling Class: Sorcerer, wind/water Age: 60 years old DnD Beyond character sheet: https://www.dndbeyond.com/characters/150818212

Backstory

From the Greenbottle family, a well-known family in Athkatla, the "city of coin." Brothers (by Adoption) with Woz. After serving on sailing vessels run by his family since he was a child, he finally became a captain when his family helped finance his first ship, "The True Hand," which came to an untimely end just 11 months after its maiden voyage. He uses wind and water sorcery to help guide the ships he serves on, spawning a breeze here and a wave there, and has begun to learn stronger magics through practice and interactions with other magic users on his travels. He was delighted that his brother Woz decided to join his crew after Woz spent a long time away.

Class Features

Sorcerer Features

Proficiencies (PHB, pg. 100) Intimidation Persuasion Spellcasting (PHB, pg. 101) You can cast known sorcerer spells using CHA as your spellcasting modifier (Spell DC 15, Spell Attack +7). You can use an arcane focus as a spellcasting focus.

Sorcerous Origin (PHB, pg. 101) Storm Sorcery Wind Speaker (SCAG, pg. 52) You can speak, read, and write Primordial.

Tempestuous Magic (SCAG, pg. 52) As a bonus action, you can cause gusts of air to surround you before or after you cast a spell of 1st level or higher that allows you to fly up to 10 ft. without provoking opportunity attacks.

Tempestuous Magic: 1 Bonus Action Font of Magic (PHB, pg. 101) You have 6 sorcery points that you regain when you finish a long rest. You can use your sorcery points to gain additional spell slots or sacrifice spell slots to gain additional sorcery points as a bonus action.

Sorcery Points: 1 Action Uses: / Long Rest Convert Sorcery Points: 1 Bonus Action Metamagic (PHB, pg. 101) You gain the ability to twist spells to suit your needs.

Careful Spell You can spend 1 sorcery point to allow up to 4 creatures to automatically succeed on the saving throw of a spell you cast.

Metamagic - Careful Spell: Special Distant Spell When you cast a spell that has a range of 5 ft. or greater, you can spend 1 sorcery point to double the range of the spell (or make the range 30 ft. for a spell with a range of touch).

Metamagic - Distant Spell: Special Ability Score Improvement (PHB, pg. 102) Ability Score Improvement Charisma Score Charisma Score Heart of the Storm (SCAG, pg. 52) You gain resistance to lightning and thunder damage, and whenever you start casting a spell of 1st level or higher that deals lightning or thunder damage, creatures of your choice within 10 ft. of you take 3 lightning or thunder damage (your choice).

Heart of the Storm: Special Storm Guide (SCAG, pg. 52) You gain the ability to subtly control the weather around you. If it is raining, you can use an action to cause the rain to stop falling in a 20-ft.-radius (end as a bonus action). If it is windy, you can use a bonus action each round to choose the direction that the wind blows in a 100-ft.-radius sphere centered on you. The wind blows in that direction until the end of your next turn.

Storm Guide: Special