Name: Natrin Fardendrin
Player: DiePotato
Sex: Male
Age: 33
Race: Dragonborn (Copper)
Class: Cleric (Light Domain)
Alignment: Lawful Good
Level: 5
Proficiency: +3
Hit Points: d8+2[CON] | 38
Height: 6' 7"
Weight: 280 lbs
Identifying Features: Copper scales, often clad in average priestly garb/commoner garb when not out and about. Then he's wearing his armor.
Deity: Helia
Deity |
AL |
Domains |
Symbol |
Helia |
NG |
Life, Light |
|
Abilities:
Strength |
14 |
+2 |
Dexterity |
10 |
+0 |
Constitution |
14 |
+2 |
Intelligence |
13 |
+1 |
Wisdom |
15 |
+2 |
Charisma |
11 |
+0 |
Background (Acolyte):
Skill Proficiencies: Insight, Religion
Languages: Common, Draconic, Elvish, Dwarvish
Personality Trait: (2) I can find common ground between the fiercest enemies, empathizing with them and always working toward peace.
Ideal: (1) Charity. I always try to help those in need, no matter what the personal cost. (Good)
Bond: (1) I would die to recover an ancient relic of my faith that was lost long ago.
Flaw: (5) I am suspicious of strangers and expect the worst of them.
As an acolyte, you command the respect of those who share your faith, and you can perform the religious ceremonies of your deity. You and your adventuring companions can expect to receive free healing and care at a temple, shrine, or other established presence of your share your religion will support you (but only you) at a modest lifestyle.You might also have ties to a specific temple dedicated to your chosen deity or pantheon, and you have a residence there. This could be the temple where you used to serve, if you remain on good terms with it, or a temple where you have found a new home. While near your temple, you can call upon the priests for assistance, provided the assistance you ask for is not hazardous and you remain in good standing with your temple.
Skills:
Strength [STR] |
+2 |
Athletics |
^ |
Dexterity [DEX] |
+0 |
Acrobatics |
^ |
Sleight of Hand |
^ |
Stealth |
^ |
Intelligence [INT] |
+1 |
Arcana |
^ |
History |
+3[PRO] |
Investigation |
^ |
Nature |
^ |
Religion |
+3[PRO] |
Wisdom [WIS] |
+2 |
Animal Handling |
^ |
Insight |
+3[PRO] |
Medicine |
+3[PRO] |
Perception |
^ |
Survival |
^ |
Charisma [CHA] |
+0 |
Deception |
^ |
Intimidation |
^ |
Performance |
^ |
Persuasion |
^ |
Offensive:
Attack:
WEP |
ATT. |
DMG. |
MISC. |
Handaxe |
d20+5 = +2[STR]+3[PRO] |
1d6+2[STR] slashing |
Light, thrown (range 20/60) |
Mace of the Shark |
d20+5 = 2[STR]+3[PRO] |
1d6+2[STR] bludgeoning |
— |
Spells:
Spell Save DC: 8+2[WIS]+3[PRO] = 13
Spell Attack Mod: +2[WIS]+3[PRO] = +5
Prepared Spells per Day: 5 = 3 (cleric level)+2[WIS]
Spell Slots:
SPELL LVL. |
1st |
2nd |
~3rd |
Slots |
4 |
3 |
2 |
Cantrips:
Guidance
Evocation cantrip
Casting Time: 1 action
Range: Touch
Components: V, M (a firefly or phosphorescent moss)
Duration: 1 hour
You touch one object that is no larger than 10 feet in any dimension. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action.
If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the spell.
Abjuration cantrip
Casting Time: 1 action
Range: Touch
Components: V, S, M (a miniature cloak)
Duration: Concentration, up to 1 minute
You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one saving throw of its choice. It can roll the die before or after making the saving throw. The spell then ends.
Necromancy cantrip
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Instantaneous
You touch a living creature that has 0 hit points. The creature becomes stable. This spell has no effect on undead or constructs.
Evocation cantrip
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Instantaneous
Flame-like radiance descends on a creature that you can see within range. The target must succeed on a Dexterity saving throw or take 1d8 radiant damage. The target gains no benefit from cover for this saving throw. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Domain Spells:
1st-level evocation
Casting Time: 1 action
Range: Self (15-foot cone)
Components: V, S
Duration: Instant
As you hold your hands with thumbs touching and fingers spread, a thin sheet of flames shoots forth from your outstretched fingertips. Each creature in a 15-foot cone must make a Dexterity saving throw. A creature takes 3d6 fire damage on a failed save, or half as much damage on a successful one. The fire ignites any flammable objects in the area that aren't being worn or carried.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
1st-level evocation
Casting Time: 1 action
Range: 60 ft.
Components: V
Duration: Concentration up to 1 minute
Each object in a 20-foot cube within range is outlined in blue, green, or violet light. Any creature in the are when the spell is cast is also outlined in light if it fails a Dexterity saving throw. For the duration, objects and affected creatures shed dim light in a 10-foot radius. Any attack roll against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can't benefit from being invisible.
2nd-level conjuration
Casting Time: 1 action
Range: 60 feet
Components: V, S, M
Duration: Concentration up to 1 minute
A 5-foot-diameter sphere of fire appears in an unoccupied space of your choice within range and lasts for the duration. Any creature that ends its turn within 5 feet of the sphere must make Dex saving throws. Creatures take 2d6 fire damage on a failed save, or half as much on a successful one.
As a bonus action, you can move the sphere up to 30 feet. If you ram the sphere into a creature, that creature must make the saving throw against the sphere's damage, and the sphere stops moving this turn.
When you move the sphere, you can direct it over barriers up to 5 feet tall and jump it across pits up to 10 feet wide. The sphere ignites flammable objects not being worn or carried, and it sheds bright light in a 20-foot radius and dim light for an additional 20 feet.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot above 2nd.
2nd-level evocation
Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: Instant
You create three rays of fire and hurl them at targets within range. You can hurl them at one target or several. Make a ranged spell attack for each ray. On a hit, the target takes 2d6 fire damage.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you create one additional ray for each slot level above second.
Daylight
Fireball
Action:
Initiative: 0[DEX]
Land Speed: 30ft
Armored Speed: 30ft
Climb Speed: None
Swim Speed: None
Flight Speed: None
Defensive:
AC: 14+0[DEX]+2 (Shield) = 16
Strength Save: +2[STR] = +2
Dexterity Save: 0[DEX] = 0
Constitution Save: +2[CON] = +2
Intelligence Save: +1[INT] = +1
Wisdom Save: +2[WIS]+3[PRO] = +4
Charisma Save: +0[CHA]+3[PRO] = +3
Racial Traits:
Size: Medium
Breath Weapon (Acid): 5 by 30 ft line weapon that inflicts Acid damage. When used every creature that is within the area of effect must roll a Dexterity saving throw against 8+2[CON]+3[PRO] = 13. Creatures who fail the check take 2d6 damage and creatures who are successful take half damage.
Damage Resistance (Acid): You have resistance against acid damage.
Class Features:
Armor: Shields, light, medium armor
Weapons: Simple weapons
Skills: Choose 2 [Insight, Religion]
Level Features
At 1st level, you can interpose divine light between yourself and an attacking enemy. When you are attacked by a creature within 30 feet of you that you can see, you can use your reaction to impose disadvantage on the attack roll, causing light to flare before the attacker before it hits or misses. An attacker that can’t be blinded is immune to this feature.
You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.
Channel Divinity
As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage. A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.
Starting at 5th level, when an undead fails its saving throw against your Turn Undead feature, the creature is instantly destroyed if its challenge rating is at or below a certain threshold, as shown in the Destory Undead table.
Cleric Level |
Destorys Undead of CR: |
5th |
1/2 or lower |
8th |
1 or lower |
11th |
2 or lower |
14th |
3 or lower |
17th |
4 or lower |
Starting at 2nd level, you can use your Channel Divinity to harness sunlight, banishing darkness and dealing radiant damage to your foes. As an action, you present your holy symbol, and any magical darkness within 30 feet of you is dispelled. Additionally, each hostile creature within 30 feet of you must make a Constitution saving throw. A creature takes radiant damage equal to 2d10 + your cleric level on a failed saving throw, and half as much on a successful one. A creature that has total cover from you is not affected.
Equipment:
- Explorer's pack (containing a backpack, a bedroll, a mess kit, a tinderbox, 10 torches, 10 days of rations, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it.)
- Prayer book
- 5 sticks of incense
- Set of common clothes
- Holy symbol of Helia
- Shield
- 125 gp
- Mace of the Shark. A sentient +0 mace that will always teleport to its wielder if removed from their possession for more than 3 seconds. Its effects may change as its relationship with its wielder changes. Attuned
- Ring of Warmth. While wearing this ring, you have resistance to cold damage. In addition, you and everything you wear and carry are unharmed by temperatures as low as – 50 degrees Fahrenheit. Attuned
- Bag of Holding. This bag has an interior space considerably larger than its outside dimensions, roughly 2 feet in diameter at the mouth and 4 feet deep. The bag can hold up to 500 pounds, not exceeding a volume of 64 cubic feet. The bag weighs 15 pounds, regardless of its contents. Retrieving an item from the bag requires an action. If the bag is overloaded, pierced, or torn, it ruptures and is destroyed, and its contents are scattered in the Astral Plane. If the bag is turned inside out, its contents spill forth, unharmed, but the bag must be put right before it can be used again. Breathing creatures inside the bag can survive up to a number of minutes equal to 10 divided by the number of creatures (minimum 1 minute), after which time they begin to suffocate. Placing a bag of holding inside an extradimensional space created by a Heward's handy haversack, portable hole, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it to a random location on the Astral Plane. The gate then closes. The gate is one-way only and can't be reopened.
- Ring of Jumping. While wearing this ring, you can cast the jump spell from it as a bonus action at will, but can target only yourself when you do so. Unattuned