Manman Ayida Ginen
| D&D: Ghosts of Saltmarsh | |
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| GM | |
| Mark | |
| Milestone | |
| Level 11 | |
| Characters | |
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Ajasz, lizardfolk scout Arkis "Elric", kobold paladin of Tiamat Chimalli, tortle barbarian Elora, elven bladesinger Ayida Ginen, half-elf undying warlock Sond, halfling barbarian Yeoman Scribus, kenku bard | |
| Party Gear | |
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The Sea Ghost • The Harridan Saltmarsh Gear | |
| Saltmarsh Region | |
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The Town of Saltmarsh Saltmarsh Region | |
| NPCs | |
| Saltmarsh NPCs • Guests | |
| Resources | |
| House Rules |
Ayida Ginen is a neutral level 11 Half-Elf Warlock with an Undying Patron This page is up to date except for gear. Warlock wiki
Description
History
Manman Ayida Ginen is a native of Saltmarsh (or, perhaps, the marsh). She learned root craft and medicine from her human mother but never met her elven father. A special child, Ayida took to the learning and lore of the marshes well, but always heard other voices speaking to her from beyond.
Characteristics
Defining Event:
- I saved people during a natural disaster
Personality Trait:
- I keep multiple holy symbols on me and invoke whatever deity might come in handy at the moment.
Ideals:
- Free Spirit - no one tells me what to do.
- Sincerity - there's no point pretending to be something I'm not.
Bond:
- I have a family, but I have no idea where they are. One day, I hope to see them again.
Flaws:
- I have a weakness for vices of the "city," especially the special sauces. Hot, bbq, and moonshine.
- I can't resist a pretty face.
Character Statistics
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Tactical: |
Passive Skills: |
Languages: |
Attributes
| Strength | 8 (-1) | Dexterity | 14 (+2) | Constitution | 10 (+0) | ||
| Intelligence | 14 (+2) | Wisdom | 14 (+2) | Charisma | 18 (+4) |
Proficiency
Proficiency bonus: +4
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Saves
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Weapons & Armor
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Skills
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Tools
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Skills
| Skill Name | Key Ability | Total Skill Modifier | Ability Modifier | Proficiency Modifier | Expertise Modifier | Misc Modifier | ||
| Acrobatics | Dex | 2= | 2 | |||||
| Animal Handling | Wis | 2= | 2 | |||||
| Arcana | Int | 6= | 2 | 4 | ||||
| Athletics | Str | |||||||
| Deception | Cha | 4= | 4 | |||||
| History | Int | 2= | 2 | |||||
| Insight | Wis | 6= | 2 | 4 | ||||
| Intimidation | Cha | 10= | 4 | 4 | 2 | |||
| Investigation | Int | 6= | 2 | 4 | ||||
| Medicine | Wis | 6= | 2 | 4 | ||||
| Nature | Int | 2= | 2 | |||||
| Perception | Wis | 2= | 2 | |||||
| Performance | Cha | 4= | 4 | |||||
| Persuasion | Cha | 8= | 4 | 4 | ||||
| Religion | Int | 2= | 2 | |||||
| Sleight of Hand | Dex | 2= | 2 | |||||
| Stealth | Dex | 2= | 2 | |||||
| Survival | Wis | 2= | 2 |
Abilities
Racial
- Darkvision: See in darkness up to 60ft (as dim light)
- Fey Ancestry: Advantage vs. being charmed, magic cannot put you to sleep.
Background
- Rustic Hospitality: You can find a place to hide, rest or recuperate among commoners. They will shield you from the law or anyone else searching for you.
Class
Otherworldly Patron (Undying)
- Among the Dead:
- Learn Spare the Dying cantrip
- Advantage vs. Disease
- Undead have difficult harming you:
- On failed save, must select a different target or forgo action
- On success become immune to effect.
- Defy Death
- When you succeed on a death saving throw or use Spare the Dying (on self or other), regain 1d8 + Con HPm(min 1)
- Must have a long rest to reuse
- Undying Nature
- You can hold your breath indefinitely, and you don't require food, water, or sleep, although you still require rest to reduce exhaustion and still benefit from finishing short and long rests.
- Aging at a slower rate: for every 10 years that pass, the body ages only 1 year, and you are immune to being magically aged.
- Mystic Arcanum: Soul Cage
- Your patron bestows a magical secret called an arcanum, one 6th-level spell from the warlock spell list. The spell chosen is Soul Cage. You can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again. Soul Cage
Pact Boon: Pact of the Talisman
- When wearer makes an ability check in which they are not proficient, add a d4 to the roll.
- 1-hour ceremony to receive a replacement from the patron (can be done during a short or long rest and destroys the previous if extant
- Talisman turns to ash on character death
Pact Magic
At 10th Level: Cantrips Known: 4; Spells Known: 11; Slots: 3; Invocations: 7, (5 for lvl)
Eldritch Invocations
- Eldritch Sight: You can cast detect magic at will, without expending a spell slot.
- Whispers of the Grave: You can cast speak with dead at will, without expending a spell slot.
- Speak With Dead: Can ask corpse up to 5 questions. 1 action, range 10 ft, 10 minutes, fails if the corpse was used for this within the last 10 days or undead
- Thief of Five Fates: You can cast bane once using a warlock spell slot, you can't do so again until you finish a long rest
- Bane: Up to five creatures of your choice that you can see within range must make Charisma Saving Throws. Whenever a target that fails this saving throw makes an Attack roll or a saving throw before the spell ends, the target must roll a d4 and subtract the number rolled from the Attack roll or saving throw. (3rd level)
- One With the Shadows When in an area in dim light or darkness, can use an action to become invisible until you move or take an action or reaction
- Fiendish Vigor Can cast False Life at will at first Level (without components, etc) gain 1d4 +4 temp HP for 1 hour
Cantrips (Unlimited)
- Spare the Dying: Instantly stablize one creature. (Added from Patron)
- Prestidigitation: Several Minor Effects for one round. (Snuff or light a small fire, illusionary hand-sized item, instant sensory effect, heat/chill or flavor material, mark a surface for an hour, clean or soil 1 sq ft.)holding place for lvl 10?
- Chill Touch: A ghost hand deals 2d8 Necrotic damage and the target cannot regain HP for 1 round. (Spell Ranged Attack, 120ft)
- Eldritch Blast: 1 action, 120 feet, Instantaneous. A beam of crackling energy streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 force damage. At Higher Levels. The spell creates more than one beam when you reach higher levels: two beams at 5th level, three beams at 11th level, and four beams at 17th level. You can direct the beams at the same target or at different ones. Make a separate attack roll for each beam.
- Toll the Dead: Target must succeed on a Wisdom saving throw or take 1d8 necrotic damage. If the target is missing any of its hit points, it instead takes 1d12 necrotic damage. The spell’s damage increases by one die when you reach 5th level (2d8 or 2d12), 11th level (3d8 or 3d12), and 17th level (4d8 or 4d12). https://dnd5e.wikidot.com/spell:toll-the-dead
Spells
- Unseen Servant: 1 hr, 60ft, Invisiable Servent performs simple tasks.
- Silence: No sound can be created within a 20 ft radius sphere centered on a point of choice within a 120 ft range. Any creature or object inside is immune to sonic damage, verbal spells cannot be cast inside. 1 action to cast, the duration is 10 minutes/concentration
- Crown of Madness: Target Humanoid, the charmed target must move or make a melee attack against a target of my choosing. May use my action to make it attack again. Target may make a new save at the end of each subsequent round. (120ft, Conc. 1 minute, Wisdom Save)
- Vampiric Touch: The touch of your shadow-wreathed hand can siphon force from others to heal your wounds. Make a melee spell Attack against a creature within your reach. On a hit, the target takes 3d6 necrotic damage, and you regain Hit Points equal to half the amount of necrotic damage dealt. Until the spell ends, you can make the Attack again on each of your turns as an action.
- Remove Curse: 3rd lvl abjuration, 1 action, touch, instantaneous. At your touch, all curses affecting one creature or object end. If it is a cursed magic item, the curse remains but the spell breaks the owner's attunement so it can be removed or discarded.
- Aura of Life: 4th level abjuration, action, self + 30 ft radius, concentration, up to 10 minutes. Each non-hostile creature in the aura has resistance to necrotic and hit point max cannot be reduced; a nonhostile living creature regains 1 hit point when it starts its turn in the aura with 0 hp https://dnd5e.wikidot.com/spell:aura-of-life
- Death Ward: 1 action, Touch, lasts 8 hours. You touch a creature and grant it a measure of protection from death. The first time the target would drop to 0 hit points as a result of taking damage, the target instead drops to 1 hit point, and the spell ends. If the spell is still in effect when the target is subjected to an effect that would kill it instantaneously without dealing damage, that effect is instead negated against the target, and the spells ends.
- Spirit Of Death: 4th lvl necromancy, 1 action, 60 ft, Concentration, up to 1 hour. You call forth a spirit that embodies death. The spirit manifests in an unoccupied space you can see within range and uses the reaper spirit stat block. The spirit disappears when it is reduced to 0 hit points or when the spell ends. The spirit is an ally to you and your companions. In combat, the spirit shares your initiative count and takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue the spirit any commands, it takes the Dodge action and uses its movement to avoid danger. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, use the higher level wherever the spell’s level appears in the reaper spirit stat block.https://dnd5e.wikidot.com/spell:spirit-of-death
- Danse Macabre: 5th-level necromancy, 1 action, 60 feet, Concentration, up to 1 hour. Threads of dark power leap from your fingers to pierce up to five Small or Medium corpses you can see within range. Each corpse immediately stands up and becomes undead. You decide whether it is a zombie or a skeleton (the statistics for zombies and skeletons are in the Monster Manual), and it gains a bonus to its attack and damage rolls equal to your spellcasting ability modifier. You can use a bonus action to mentally command the creatures you make with this spell, issuing the same command to all of them. To receive the command, a creature must be within 60 feet of you. You decide what action the creatures will take and where they will move during their next turn, or you can issue a general command, such as to guard a chamber or passageway against your foes. If you issue no commands, the creatures do nothing except defend themselves against hostile creatures. Once given an order, the creatures continue to follow it until their task is complete. The creatures are under your control until the spell ends, after which they become inanimate once more. At Higher Levels: When you cast this spell using a spell slot‘ of 6th level or higher, you animate up to two additional corpses for each slot level above 5th.
- Legend Lore: 10 min, self, expensive spell components (250 gp of incense, and 4 strips of ivory worth 50 gp each- the incense is consumed, but the ivory can be reused), instant. Name or describe a person, place, or object. The spell brings to your mind a brief summary of the significant lore about the thing you named. The lore might consist of current tales, forgotten stories, or even secret lore that has never been widely known. If the thing you named isn’t of legendary importance, you gain no information. The more information you already have about the thing, the more precise and detailed the information you receive is. The information you learn is accurate but might be couched in figurative language. For example, if you have a mysterious magic axe on hand, the spell might yield this information: Woe to the evildoer whose hand touches the axe, for even the haft slices the hand of the evil ones. Only a true Child of Stone, lover and beloved of Moradin, may awaken the true powers of the axe, and only with the sacred word Rudnogg on the lips. https://dnd5e.wikidot.com/spell:legend-lore
- Contagion : Casting Time: 1 action. Range: Touch. Components: V, S Duration: 7 days Your touch inflicts disease. Make a melee spell attack against a creature within your reach. On a hit, the target is poisoned. This has lots of descriptions and disease choices. Here are the details.
Future possibilities: Shield, Counterspell, War Caster, Contagion, False Life, Feign Death
Feats
- Menacing: +1 Charisma, Expertise at Intimidation, You may take an action to cause fear in combat. (Intimidate vs. Insight within 30ft, frightens until end of next turn. 1-hour immunity if failed.)
- War Caster: Advantage on Constitution saving throws that you make to maintain your concentration on a spell when you take damage, can perform the somatic components of spells even when you have weapons or a shield in one or both hands. When a hostile creature's movement provokes an opportunity attack from you, you can use your reaction to cast a spell at the creature, rather than making an opportunity attack. The spell must have a casting time of 1 action and must target only that creature.
Equipment
Encumbrance: 51-80 lb (Light, -10); 81-130 lb (Heavy, -20); 240 lb (Drag)
Weapons & Armor
- Quaterstaff: +1 Attack, 1d6-1 Bludgening, Versitle
- Dagger: +4 Attack, 1d4+4 Piercing, Throw 20/60, Light, Finesse ◈◈◈◇◇
- Leather Armor: 11+Dex AC
Gear
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Magical Items
- Small Egg Sacks (x2) Will help in combat situations. It will burst if you are about to be ambushed. Lasts 1 day before hatching.
- Cloak of Protection: Some kind of suspicious black and demonic leather. (+1 to AC, + 1 to all saves - Attuned)
- Ring of Protection: +1 AC +1 saving throws (Attuned)
- Ring of Poison Resistance:
- Dragon Touched focus worn around the neck:
- Wakened (Very Rare). The Wakened focus has the Slumbering and Stirring properties, and while you are holding a Wakened focus, you can use it to cast certain spells. Once the item is used to cast a given spell, it can’t be used to cast that spell again until the next dawn. The spells are determined by the family of the dragon in whose hoard it became Wakened. An asterisk indicates a new spell that appears earlier in this chapter.
- Slumbering (Uncommon). You have advantage on initiative rolls. While you are holding the focus, it can function as a spellcasting focus for all your spells.
- Stirring (Rare). The Stirring focus has the Slumbering property, and it gains an additional property determined by the family of the dragon in whose hoard it became Stirring:
- Spells: Hold monster and Rime’s binding ice (new spell)
- Chromatic. Whenever you use a spell slot to cast a spell that deals acid, cold, fire, lightning, or poison damage, roll a d6, and you gain a bonus equal to the number rolled to one of the spell’s damage rolls.
- Quirk: The item’s bearer dreams of the dragon whose hoard the item last steeped in.
- Wakened (Very Rare). The Wakened focus has the Slumbering and Stirring properties, and while you are holding a Wakened focus, you can use it to cast certain spells. Once the item is used to cast a given spell, it can’t be used to cast that spell again until the next dawn. The spells are determined by the family of the dragon in whose hoard it became Wakened. An asterisk indicates a new spell that appears earlier in this chapter.
Character Notes
- Inspiration: Marie Laveau, Voodoo Queen of New Orleans so walked the streets like she owned them, and Julia Brown, Priestess of Frenier, who folks thought brought on a hurricane after haven been taken for granted, sitting on her porch laughing her head off as the storm surge rose.
- Naming: In Haitian Voudou, Ayida Wedo is the wife of the rainbow serpent Danbala, while Ginen is a watery realm under the earth (this is also used to refer to Africa as an origin place). Manman is used as a title for fully initiated priestesses (Mama, or french Maman, as well as playful derivatives like Mommie, while papa and similar is for men). Novitiates are often called little leaves, or similar.
Leveling Notes
- At 12: Proficiency goes up to +4, Ability Score Improvement, Eldritch Versatility (Optional), and an additional invocation.

