🔱🙏 Blight

Veire

Info


Basic Info


Physique

Slim, in both body and tail (stop making him thicc pls :v )

Notable features

Freckles! on his face, on his ears, on his body--they're everywhere; horns slant backwards over his head w/ small tine growing out of bottom, hard to see when looking at him head-on; fish-like scales run down his spine, usually unseen b/c clothes; spines at end of tail have grown over the years into fin-like shape; tail is actually kind of longer than you'd expect it to be; ears are large, freckled, and can swivel at will b/c it's cute okay don't judge me; ears and tail give away all of his emotions all of the time and he can't lie for SHIT b/c of them

Gender-identity

He's confused on what label would best describe it. Genderqueer maybe? Who fucking knows

Sexual Orientation

He has no idea how to put that in words either, but another player got the impression he was pan and honestly that sounds about right

Other

Intersex and androgynous as FUCK. Hit puberty waaaay way late, though, so his body is still settling into adulthood. His secondary sexual characteristics are largely female, but he's too slim atm for it to really interfere with him dressing as a man. Is this the reason he tries not to eat a lot? Maybe. Would he admit that to his loved ones, though? Not anytime soon!

Profile


 Blight
Tempest Cleric Lvl 12 | Tiefling | Chaotic Good | Acolyte

STRENGTH
(+0)
10

DEXTERITY
(+2)
14

CONSTITUTION
(+1)
12

INTELLIGENCE
(+2)
14

WISDOM
(+5)
20

CHARISMA
(+0)
10

SAVING THROWS

0         Strength
2         Dexterity
1         Constitution
2         Intelligence
9         Wisdom
4         Charisma


SKILLS

2          Acrobatics (Dex)
5          Animal Handling (Wis)
2          Arcana (Int)
0          Athletics (Str)
0          Deception (Cha)
2          History (Int)
9          Insight (Wis)
0          Intimidation (Cha)
2          Investigation (Int)
9          Medicine (Wis)
2          Nature (Int)
5          Perception (Wis)
0          Performance (Cha)
4          Persuasion (Cha)
6          Religion (Int)
6          Sleight of Hand (Dex)
2          Stealth (Dex)
5          Survival (Wis)

AC
18

INITIATIVE
2

SPEED
30


MAX HIT POINTS

108


PROFICIENCIES & LANGUAGES

Languages:
Common, Infernal

Weapons:
Simple weapons, martial weapons, light crossbows

Armor:
Light armor, medium armor, heavy armor, shields

Other:
Water vehicles, sleight of hand


FEATURES & TRAITS

Feat: Observant - Quick to notice details of your environment, you gain the following benefits:

-Increase your Intelligence or Wisdom score by 1, to a maximum of 20

-If you can see a creature's mouth while it is speaking a language you understand, you can interpret what it's saying by reading its lips.

-You have a +5 bonus to your passive Wisdom (Perception) and passive Intelligence (Investigation) scores.

Passive Perception - 19
Passive Investigation - 17
Passive Insight - 18

Thunderbolt Strike - When you deal lightning damage to a Large or smaller creature, you can also push it up to 10 feet away from you.

Wrath of the Storm - When a creature within 5 ft. that you can see hits you with an attack, you can use your reaction to cause the creature to make a DEX saving throw or it takes 2d8 lightning or thunder damage (your choice), half damage on success.

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.

Divine Strike - At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 thunder damage to the target. When you reach 14th level, the extra damage increases to 2d8.

Channel Divinity: Destructive Wrath - You can use Channel Divinity to deal maximum damage instead of rolling for lightning or thunder damage.

Channel Divinity: Turn Undead - 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 take 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.

Destroy Undead - When an undead fails its saving throw against your Turn Undead feature, it is instantly destroyed if its CR is lower than the threshold for your level.

Ritual Casting - You can cast a cleric spell as a ritual if that spell has the ritual tag and you have the spell prepared.

Divine Intervention - Beginning at 10th level, you can call on your deity to intervene on your behalf when your need is great.

Imploring your deity’s aid requires you to use your action. Describe the assistance you seek, and roll percentile dice. If you roll a number equal to or lower than your cleric level, your deity intervenes. The DM chooses the nature of the intervention; the effect of any cleric spell or cleric domain spell would be appropriate.

If your deity intervenes, you can’t use this feature again for 7 days. Otherwise, you can use it again after you finish a long rest.

At 20th level, your call for intervention succeeds automatically, no roll required.

Shelter of the Faithful - 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 faith, though you must provide any material components needed for spells. Those who 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, 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.

Hellish Resistance - You have resistance to fire damage

Darkvision - Thanks to your infernal heritage, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Inernal Legacy - You know the thaumaturgy cantrip. Once you reach 3rd level, you can cast the hellish rebuke spell once per day as a 2nd-level spell. Once you reach 5th level, you can also cast the darkness spell once per day. Charisma is your spellcasting ability for these spells.

PERSONALITY TRAITS

-  Tends to pocket scraps of food and small trinkets wherever he goes. It's a force of habit leftover from his childhood.
 -  Easily slips back into unquestioning obedience. He ends up being very helpful as a result, but it opens him up to being taken advantage of by less than friendly folk. Knowing this about himself, he tries to avoid doing it, but that sometimes leads to overcorrection.
 -  Sensitive to betrayal. Once his trust is lost, it's gone for good.


IDEALS

-  Freedom. Everyone deserves to live free and no one has the right to take that away from anyone else.


BONDS

-  Believes Poseidon granted him a second chance at life. While he views his relationship with his god as largely transactional (a new life in trade for spending it in service), the god has blessed him with a means to defend himself and encourages his followers to pursue their personal freedom. Because of him, Blight now also has a home to return to with his mentor, a senior priest of Poseidon, and his mentor's wife, who took him in without question from the moment he arrived.


FLAWS

-  Suspicious of strangers and paranoid of being controlled. Won't use control spells on others as a result. Taking prisoners makes him uneasy. Seeing an imprisoned, helpless enemy tormented for information is deeply stressful. In the most extreme cases, such as watching a friend maim their enemy to get them to talk, he spirals into debilitating anxiety attacks.


BACKSTORY


D&D HTML Profile by Coywolfy