Riviere Bleu

Riviere Bleu is one of the main characters and protagonists of Adventures in Historia.

Personality
Riviere is a rambunctious girl who prioritizes freedom above all. She speaks her mind openly and bluntly, which gets her in trouble at times. She seeks adventure and loves being out on the open sea.

History
Riviere was born in North City, the capital of Northernia to the Bleu family, a wealthy and powerful family in the north. At the age of sixteen, she ran away from home after her controlling father tried to marry her off to older men of nobility. A year and a half into sailing the northern sea, their ship was attacked by a Dragon Turtle named Aremag after finding it's tribute unacceptable. Riviere survived the attack and swam to a nearby tiny island. She was rescued by a merchant ship a few days later, and left for Easternia. Vowing revenge on Aremag, Riviere traveled to Evergreen in search of work so she could buy a ship and crew.

Tatsu Fuji
Riviere met Tatsu in the Hog's Head tavern while he was reading the jobs board, and snuck up on him. She immediately developed a crush on him, loving his brave and stoic demeanor, and joined him to apply at the Easternia Trading Company for a job. During the Spring Festival, she convinced Tatsu to enter a polygamous relationship with Hanako after securing a date from him.

Hanako Mori
While applying for a job at the Easternia Trading Company, Riviere and Tatsu met a fellow applicant named Hanako. Riviere found her adorable and took a liking to the timid druid. Like with Tatsu, she developed a crush on her as well. After delivering the goods to Pinewatch, she got jealous that Tatsu and Hanako went to the zoo together without being invited, and got drunk. In her drunken stupor, she made a sexual advance on Hanako before passing out on top of her. During the Spring Festival, she convinced Hanako to go steady with her and Tatsu.

Sapphira
Since Sapphira hatched, Riviere has developed a protective, motherly bond with her. Sapphira and Riviere share a lot in common with their love of freedom and of the open sea. Sapphira's rebellious nature was greatly influenced by Riviere's own beliefs and personality, though she is oblivious to her influence. Riviere also spoils Sapphira, which amplifies her rebellious nature.

Emeraldon
Riviere admired Emeraldon since he was born and sees him as her own son, despite Emeraldon being bonded with Hanako. While Volcanis was absent, he and Hanako helped Riviere teach Sapphira magic and various of other subjects.

Rubinex
Riviere greatly enjoys watching Rubinex and Tatsu's antics whenever they spar. She loves going flying with Sapphira with Rubinex and Tatsu. Sapphira and Rubinex have a close relationship, which Riviere finds adorable.

Volcanis
Volcanis and Riviere have a very strained relationship. When they first met, they had a neutral relationship until Volcanis learned that her father was the Pirate King. He confronted Riviere about it, and has since drove a wedge between them. While she does not hate him, she has a mostly neutral relationship due to Volcanis resurrecting Tatsu's parents and the strong father-like relationship with Hanako.

Expertise
At 1st level, choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with Thieves' Tools. Your Proficiency Bonus is doubled for any ability check you make that uses either of the chosen proficiencies.

At 6th level, you can choose two more of your proficiencies (in Skills or with thieves' tools) to gain this benefit.

Sneak Attack
Beginning at 1st level, you know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an Attack if you have advantage on the Attack roll. The Attack must use a Finesse or a ranged weapon.

You don't need advantage on the Attack roll if another enemy of the target is within 5 feet of it, that enemy isn't Incapacitated, and you don't have disadvantage on the Attack roll.

The amount of the extra damage increases as you gain levels in this class, as shown in the Sneak Attack column of the Rogue table.

Thieves' Cant
During your rogue Training you learned thieves' cant, a Secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows thieves' cant understands such messages. It takes four times longer to convey such a Message than it does to speak the same idea plainly.

In addition, you understand a set of Secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves' guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a Safe House for thieves on the run.

Cunning Action
Starting at 2nd level, your quick thinking and agility allow you to move and act quickly. You can take a Bonus Action on each of your turns in Combat. This action can be used only to take the Dash, Disengage, or Hide action.

As a bonus action, you give yourself advantage on your next attack roll on the current turn. You can use this bonus action only if you haven’t moved during this turn, and after you use the bonus action, your speed is 0 until the end of the current turn.

Uncanny Dodge
Starting at 5th level, when an attacker that you can see hits you with an Attack, you can use your Reaction to halve the attack's damage against you.

Evasion
Beginning at 7th level, you can nimbly dodge out of the way of certain area Effects, such as a red dragon's fiery breath or an Ice Storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Reliable Talent
By 11th level, you have refined your chosen Skills until they approach perfection. Whenever you make an ability check that lets you add your Proficiency Bonus, you can treat a d20 roll of 9 or lower as a 10.

Blindsense
Starting at 14th level, if you are able to hear, you are aware of the location of any hidden or Invisible creature within 10 feet of you.

Slippery Mind
By 15th level, you have acquired greater mental Strength. You gain proficiency in Wisdom Saving Throws.

Elusive
Beginning at 18th level, you are so evasive that attackers rarely gain the upper hand against you. No Attack roll has advantage against you while you aren't Incapacitated.

Stroke of Luck
At 20th level, you have an uncanny knack for succeeding when you need to. If your Attack misses a target within range, you can turn the miss into a hit. Alternatively, if you fail an ability check, you can treat The D20 roll as a 20.

Once you use this feature, you can't use it again until you finish a short or Long Rest.

Archetype: Swashbuckler
You focus your training on the art of the blade, relying on speed, elegance, and charm in equal parts. While some warriors are brutes clad in heavy armor, your method of fighting looks almost like a performance. Duelists and pirates typically belong to this archetype.

A Swashbuckler excels in single combat, and can fight with two weapons while safely darting away from an opponent.

Fancy Footwork
When you choose this archetype at 3rd level, you learn how to land a strike and then slip away without reprisal. During your turn, if you make a melee attack against a creature, that creature can't make opportunity attacks against you for the rest of your turn.

Rakish Audacity
Starting at 3rd level, your confidence propels you into battle. You can give yourself a bonus to your initiative rolls equal to your Charisma modifier.

You also gain an additional way to use your Sneak Attack; you don't need advantage on the attack roll to use your Sneak Attack against a creature if you are within 5 feet of it, no other creatures are within 5 feet of you, and you don't have disadvantage on the attack roll. All the other rules for Sneak Attack still apply to you.

Panache
At 9th level, your charm becomes extraordinarily beguiling. As an action, you can make a Charisma (Persuasion) check contested by a creature's Wisdom (Insight) check. The creature must be able to hear you, and the two of you must share a language.

If you succeed on the check and the creature is hostile to you, it has disadvantage on attack rolls against targets other than you and can't make opportunity attacks against targets other than you. This effect lasts for 1 minute, until one of your companions attacks the target or affects it with a spell, or until you and the target are more than 60 feet apart.

If you succeed on the check and the creature isn't hostile to you, it is charmed by you for 1 minute. While charmed, it regards you as a friendly acquaintance. This effect ends immediately if you or your companions do anything harmful to it.

Elegant Maneuver
Starting at 13th level, you can use a bonus action on your turn to gain advantage on the next Dexterity (Acrobatics) or Strength (Athletics) check you make during the same turn.

Master Duelist
Beginning at 17th level, your mastery of the blade lets you turn failure into success in combat. If you miss with an attack roll, you can roll it again with advantage. Once you do so, you can't use this feature again until you finish a short or long rest.

Dragon Companion
During your journey, you have come into contact with a newborn dragon wyrmling. The moment you touched this dragon, a special bond was formed between the two and bound the two souls together. This is a rarity in the world of Thera; there are only a handful of tales of a bond being formed between a dragon or a humanoid.

When a player decides to play as a Dragon Rider, the DM (or a fellow player) controls the dragon that has bounded with the rider. The dragon is a True Dragon class, have their own stats, personality, flaws, and abilities depending on the dragon type. Choose or roll on the table below to see which dragon type you develop a bond with. The dragon you choose should be within one step of your alignment. Character conflicts between dragon and rider can be interesting, but not if you end up killing each other before you reach 2nd level.

Soul Bond
Due to your bond, you and your dragon companion have the same level, regardless if you or dragon are together or separated during events throughout the campaign, or if you multiclass into another class. Throughout the campaign, your dragon will grow in size. Follow the size chart for the True Dragon class.

At 1st level, your soul is inseparably connected to your dragon companion's. If you die, so does your dragon companion, and if your companion dies, so do you. In order to be resurrected or otherwise returned to life, both you and your companion must be resurrected simultaneously. Otherwise, the resurrection attempt fails and neither are returned. As a result of your bond, your natural lifespan is increased to match your dragon’s. If you and your dragon’s souls bond before you have reached maturity, you continue to age as normal. Once you have reached physical maturity, you cease aging and cannot die of old age.

Soul Sense
When you reach 1st level, you and your dragon companion have a strong enough bond that one can innately sense the soul of the other. If you are on the same plane of existence as your dragon, you can feel when it is in danger. You can also use a bonus action to sense your companion's emotions and surface thoughts, unless it is unwilling. Your companion can do the same to you, sensing when you are in danger, and can use a bonus action to sense your emotions and surface thoughts, unless you are unwilling.

In addition, you can speak telepathically, but only to each other, as long as you are within 60 feet of each other.

Fighting Style
At 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.

Archery
You gain a +2 bonus to attack rolls you make with ranged weapons.

Spellcasting
When you reach 2nd level, you discover the innate ability to cast spells because of your draconic bond. See the 5th Edition Player's Handbook for the general rules of spellcasting and for the dragon rider spell list.

Spell Slots
The Dragon Rider table shows how many spell slots you have to cast your dragon rider spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.

For example, if you know the 1st-level spell shield and have a 1st-level and a 2nd-level spell slot available, you can cast shield using either slot.

Spells Known of 1st Level and Higher
You know two 1st-level spells of your choice from the dragon rider spell list.

The Spells Known column of the Dragon Rider table shows when you learn more Dragon Rider spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 5th level in this class, you can learn one new spell of 1st or 2nd level.

Additionally, when you gain a level in this class, you can choose one of the Dragon Rider spells you know and replace it with another spell from the Dragon Rider spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability
Charisma is your spellcasting ability for your Dragon Rider spells, since your magic draws on your attunement from your dragon. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a dragon rider spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Charisma modifier

Spell attack modifier = your proficiency bonus + your Charisma modifier

Archetype: Bond of the Aeronaut
The bond between dragon and humanoid can sometimes produce a very capable and deadly soldiers of the sky. These Dragon Riders are masters in aerial combat and use their skills to defeat enemies with air supremacy. Dragon Riders and their dragons that choose this bond make exceptional warriors that provide cover fire.

Aeronaut Proficiencies
When you choose this archetype at 3rd level, you gain proficiency with weapons large enough to attack enemies from the back of your dragon companion. You gain proficiency with the following weapons: glaives, halberds, lances, pikes, longbows, hand crossbows, and heavy crossbows.

Accelerated Growth
When you choose this archetype at 3rd level, your dragon companion begins to grow rapidly. Within a few days or weeks, no matter the dragon's age, it grows large enough for you to ride comfortably. If your size is Medium, the dragon grows to Large; if your size is Small, the dragon remains the same size. Its growth then slows back to normal. This otherwise has no effect on the dragon's game statistics.

1st Level Spells:

 * Command
 * Cure Wounds
 * Shield
 * Shock

Prodigy
You have a knack for learning new things. You gain the following benefits:
 * You gain one skill proficiency of your choice, one tool proficiency of your choice, and fluency in one language of your choice.
 * Choose one skill in which you have proficiency. You gain expertise with that skill, which means your proficiency bonus is doubled for any ability check you make with it. The skill you choose must be one that isn’t already benefiting from a feature, such as Expertise, that doubles your proficiency bonus.

Alert
Always on the lookout for danger, you gain the following benefits:
 * You gain a +5 bonus to initiative.
 * You can't be surprised while you are conscious.
 * Other creatures don't gain advantage on attack rolls against you as a result of being unseen by you.

Defensive Duelist
When you are wielding a finesse weapon with which you are proficient and another creature hits you with a melee attack, you can use your reaction to add your proficiency bonus to your AC for that attack, potentially causing the attack to miss you.

Lucky
You have inexplicable luck that seems to kick in at just the right moment.

You have 3 luck points. Whenever you make an attack roll, an ability check, or a saving throw, you can spend one luck point to roll an additional d20. You can choose to spend one of your luck points after you roll the die, but before the outcome is determined. You choose which of the d20s is used for the attack roll, ability check, or saving throw.

You can also spend one luck point when an attack roll is made against you. Roll a d20, and then choose whether the attack uses the attacker's roll or yours. If more than one creature spends a luck point to influence the outcome of a roll, the points cancel each other out; no additional dice are rolled.

You regain your expended luck points when you finish a long rest.

Gunslinger
Thanks to extensive practice with handguns, you gain the following benefits:
 * You ignore the loading property of handguns (pistols and revolvers) with which you are proficient.
 * Being within 5 feet of a hostile creature doesn’t impose disadvantage on your ranged attack rolls with any handgun.
 * When you use the Attack action and attack with a one-handed weapon, you can use a bonus action to attack with a handgun you are holding.

Sharpshooter
You have mastered ranged weapons and can make shots that others find impossible. You gain the following benefits:
 * Attacking at long range doesn't impose disadvantage on your ranged weapon attack rolls.
 * Your ranged weapon attacks ignore half cover and three-quarters cover.
 * Before you make an attack with a ranged weapon that you are proficient with, you can choose to take a -5 penalty to the attack roll. If the attack hits, you add +10 to the attack's damage.

Deadly Ambusher
You have deadly accuracy with your sneak attacks. Whenever you roll extra damage dice for a sneak attack or a similar feature, you can treat any 1 rolled on a damage die as a 2.

Sea Legs
Hardy and as tempestuous as the sea, you gain the following benefits:
 * Increase your Strength, Dexterity or Constitution score by 1, up to 20.
 * You have advantage on saving throws and ability checks against being knocked prone.
 * While you aren't wearing heavy armor, you have a swimming speed equal to your movement speed.
 * You gain proficiency in medium armor.

Boon of the Rogue
You can use your Stroke of Luck feature three times before you need to rest. In addition, if you use the feature to turn a missed attack roll into a hit, you can treat it as a Sneak Attack.

Special Equipment

 * +2 Rapier: Reward from defeating vampire spawn in Dahlia Village. Once belonged to famous explorer Captain Christopher Canary. Currently at home.
 * +3 Mithril Pistol: Received as a gift from Hanako.
 * +3 Longcoat of Protection (Attunement): Bought from the Magical Emporium in Evergreen. +3 to AC and saving throws. Also has advantage on saves vs. spells and ranged spell attacks have disadvantage.
 * Alchemy Jug: Found in a gnoll camp.
 * Boots of Speed (Attunement): Bought from Magical Emporium.
 * Compass of Desire (Attunement): A magical compass she bought from a Northernian vender during the Spring Festival in Greenleaf. The compass can point to the owner's greatest desire. It can also point to whatever or whoever the owner concentrates on.
 * Swashbuckler Armor (Attunement): Received by Sebastian Seaworth.
 * Gloves of Thievery: Found in home of Mad Ole Tallowhands.
 * Hat of Charming: Bought from Magical Emporium.
 * Stormbringer (Attunement): Received from Rayne Bleu.
 * The Mermaid's Tear (Attunement): Received from Rayne Bleu.