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Tideshine
Kallun Mistral, known as Tideshine, is a water djinni merchant-bard from Dreadport whose charm carries the force of a favorable current. Born among merchant-sailors, he rose through the Dreadport Free Traders Consortium as a diplomat, negotiator, and defender of independent port trade.
Knowledge state: Player / Published
Player-facing context first, followed by curated facts from the character bio pipeline.
Public Face
Kallun Mistral, known as Tideshine, is a water djinni merchant-bard from Dreadport whose charm carries the force of a favorable current. Born among merchant-sailors, he rose through the Dreadport Free Traders Consortium as a diplomat, negotiator, and defender of independent port trade.
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Aspect mechanics and named powers are matched from the canonical Aspect_Template export when available.
Aspect Profile
Hydrokinesis is an imported aspect from the Jericha Aspect Data sheet. Its full lore and named powers can be expanded here as the canon text is added.
Hit Dice
HP Rules
Resource / Mod
Focus
Power List
Aspect Library Support
Open aspectShape Water
Choose water within a 5-ft. cube in range. You may move it up to 5 ft., shape it into simple forms, change its color or opacity, freeze it if no creature is in it, or animate it harmlessly. You can maintain two non-instant effects at once.
Water Whip
Make a ranged power attack against one creature within range. On a hit, the target takes 4 (1d8) bludgeoning damage from a lash of water.
Create or Destroy Water
Create up to 10 gallons of clean water in an open container or as rain in a 10-ft. cube. Alternatively, destroy up to 10 gallons of water in an open container or suppress fog in a 10-ft. cube.
Drench
Choose one creature or 5-ft. square within range. The target is soaked. A soaked creature has disadvantage on the next fire damage roll it makes before the start of your next turn, and the next lightning damage it takes before then deals extra damage equal to your WIS modifier.
Tidal Tug
Choose one creature standing in water, standing on wet ground, or within 5 ft. of water you can see. The target must make a STR save or be pulled up to 10 ft. toward the water source or knocked prone, your choice.
Aqua Guard
When a creature you can see within range takes acid, cold, fire, or bludgeoning damage, water rises to soften the blow. Reduce the damage by your WIS modifier plus your proficiency bonus.
Wall of Water
Create a wall of water on the ground within range, up to 30 ft. long, 10 ft. high, and 1 ft. thick, or a ring up to 20 ft. in diameter. Ranged weapon attacks passing through it have disadvantage, fire damage passing through it is halved, and cold damage can freeze a 5-ft. section.
Water Breathing
Choose up to ten willing creatures within range. Each target can breathe underwater for the duration and retains its normal breathing.
River Lash
Make a ranged power attack against up to two creatures within range. On a hit, a target takes 13 (3d8) bludgeoning damage and must make a STR save or be pulled 10 ft.
Water Jet
Water blasts in a 60-ft. long, 5-ft. wide line. Creatures in the line must make a DEX save, taking 18 (4d8) bludgeoning damage on a failed save, or half as much on a success. On a failed save, a creature is pushed 15 ft.
Maelstrom
Create a 30-ft. radius, 5-ft. deep whirlpool of water centered on a point within range. The area is difficult terrain. When a creature starts its turn in the area, it must make a STR save, taking 27 (6d8) bludgeoning damage and being pulled 10 ft. toward the center on a failed save, or half damage with no pull on a success.
Greater Water Shield
When a creature you can see within range takes damage, reduce the damage by 5d8 + your WIS modifier. If the damage is fire, acid, cold, or bludgeoning, double your WIS modifier for this reduction.
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2/3 readyRequired to play: sheet, player access, and powers.
Table tools
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Sheet readinessNPC
Core stats, HP/AC, actions, resources, or save hooks are present for table use.
Access status
DM-managed access can be flagged for review; DM approval still comes before play.
Power readiness42 sheet-ready
Hydrokinesis has 42 sheet-ready powers; the character sheet has 12 action/resource hooks.
Inventory readiness8 hooks
8 sheet inventory/resource hooks are ready for table use.
Session readiness
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Canon/publication state is Player / Published. Play state is Access-ready. Table tools are tools partial. Wiki state is wiki polished.
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Relationships
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Mistral
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Tags
Hydrokinesis is an imported aspect from the Jericha Aspect Data sheet. Its full lore and named powers can be expanded here as the canon text is added.
locationThe Dreadport / Manticore Contract Index gathers the South Aerovian harbor routes, family names, hard bargains, and infernal-contract fallout that link Dreadport's waterfront to Queef Tower's masquerade scandal and Gravenhurst's darker rumor trade.