Listen to the Wind
(Elf - Drow, Storm Sorceress, Cult Idol)
Str 8 Dex 16 Con 14 Int 10 Wis 12 Cha 18
Special features:
Superior Darkvision, Keen Senses, Trance instead of sleep
Advantage vs charm, can't be put to sleep
Sunlight Sensitivity, Drow Magic
Tempestuous Magic: can fly 10 feet when casting a spell.
Heart of the Storm: Resistance to lightning and thunder damage, deals lightning or thunder damage to a creature when casting a spell
Storm Guide: You can control wind and rain
Font of Magic: 6 Sorcery Points
Metamagic:
Spells-Like Abilities
Cantrips: dancing light, minor illusion
Once per day: faery fire, darkness
Spells
Cantrips: Chill Touch, Friends, Mage Hand, Prestidigitation, Ray of Frost, Shocking Grasp
Level 1: Fog cloud, Thunderwave, Charm Person, Disguise Self, Silent Image
Level 2: Gust of wind, Levitate, Alter Self, Phantasmal Force
Level 3: Call lightning, Sleet storm, Fly, Hypnotic Patterns
Skills and Tools
Persuasion, Bluff, Insight, Religion
Gaming Set, a Language
Variant Noble: Cult Idol
Personality: I'm breezy and a bit of an airhead at times.
Ideal: Freedom. People should be free to pursuit their talents and belief.
Bond: I'll do anything to protect my tribe as they would do for me.
Flaw: I'm the black sheep of a powerful family which I renounced.
Feature: Cultists
As per Retainer, you have 3 cultists who seriously believe you are a deity. They're not anymore useful than normal retainers and a lot more stupid, but they're willing to die for you...for whatever little good that does. Sure they can "fight" for you, but they can't deal real damage and will be easily dispatched off-screen, so they aren't even good meat shields. If you lost a cultist this way, you can maybe gain new cultists by getting in touch with your cult, but circumstances may prevent it, so just don't do it.
Basic Equipment
a light crossbow and 20 bolts, an arcane focus, a explorer's pack, and two daggers
A crowbar, a set of fine clothes, a holy symbol and a religions text of your cult, and a belt pouch containing 25 gp
Picture
Background
No matter how you tell it, Listen to the Wind (Wind for short)'s story is nothing short of bizarre. The first daughter of a prominent drow family, she was expected to lead the family as a priestess of Lolth. However, Wind showed precious little interest in the Mother, and when they tried to train her into a wizard, she showed almost no talent at all. On top of that, she despise courtly intrigue and barely survived attempts on her life because of her able protector. Her family had all but given up on her, so it was relatively easy for her to sneak out and head to the surface. However, she was soon abducted by a tribe of goblins...and everything changes.
It turned out that the tribe of goblins believe in a very specific deity, a goddess called "Listen to the Wind", who is described as "made of dark tar" and "commands thunders and rains and stuffs, or something". Wind's skin is, of course, very dark, and it's only when she arrived at the surface when she realized that she had the inborn magical talent to control wind, rain and clouds, a talent that would be all but impossible to discover while she was underground (she suspected adultery with air elemental on her Mother's part). Worshiped as a goddess, Wind took 3 brave goblins with her to fulfill her new purpose in life: find a better home for her new family.