Casper Dervish ([AU]Casper Desertwood (D&D AU))

Lonestarcelt

Info


Created
5 years, 8 months ago
Creator
Lonestarcelt
Favorites
0

Profile


Casper Desertwood





Elf (Wood Elf)

Race
Medium

Size
5'6''/167cm

Height
121lbs/55Kg

Weight
Cleric (Natures Domain) (5)

Class & Level
160 (Human-equivalent: 16)

Age
Cis Male

Gender
Neutral Good

Alignment








Strength
10








Dexterity
12 (+1)








Constitution
13 (+1)








Intelligence
10








Wisdom
16 (+3)








Charisma
15 (+2)








  • Strength
  • +1 Dexterity 
  • +1 Constitution
  • Intelligence 
  • +6 Wisdom
  • +5 Charisma 
Saving Throws








+1
Initiative








  35 ft.


Speed








Level
5
Used
5
Die
d8 
Hit Dice








1
Attacks per Action








  • +4 Acrobatics
  • +3 Animal Handling
  • Arcana
  • Athletics
  • +2 Deception
  • History
  • +6 Insight
  • +2 Intimidation
  • Investigation
  • +6 Medicine
  • 0Nature
  • +6 Perception
  • +5 Performance
  • +2 Religion
  • +1Sleight of Hand
  • +1 Stealth
  • +3 Survival








Armor Class
14








Proficiency Bonus
+3








Maximum Hit Points
33








Current Hit Points
33








Death Saves


SUCCESSES: ○○○
FAILURES:○○○









Attack NameProf AbilityRangeTo HitDamageDamage Type
Mace
Melee (5ft)
+3
1d6
Bludgeoning
Melee Weapon (Simple)
Description
Attack NameProf AbilityRangeTo HitDamageDamage Type
Spear
Melee (5ft)
+3
1d6
Piercing
Melee Weapon (Simple)
Description
Attacks








  • Languages: Elvish, Common

  • Acolyte of Nature: At 1st level, you learn one druid cantrip of your choice. You also gain proficiency in one of the following skills of your choice: Animal Handling, Nature, or Survival.

  • Channel Divinity: Channel divine power using Turn Undead or one of your domain Channel Divinity options. (use once/rest).

  • Channel Divinity: Charm Animals and Plants. Starting at 2nd level, you can use your Channel Divinity to charm animals and plants. As an action, you present your holy symbol and invoke the name of your deity. Each beast or plant creature that can see you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is charmed by you for 1 minute or until it takes damage. While it is charmed by you, it is friendly to you and other creatures you designate.

  • Destroy Undead: Destroy CR 1/2 or less creatures who fail turn save.

  • Fey Ancestry: Advantage on charmed saves and immune to sleep magic.

  • Mask of the Wild: You can try to hide when lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.

  • Shelter the Faithful: You and your companions can expect free healing at an establishment of your faith.

  • Trance: Trance 4 hrs. instead of sleep 8.
Features








  • Personality Traits:
    I can find common ground between the fiercest enemies, empathizing with them and always working towards peace.

    I see omens in every event and action. The gods try to speak to us, we just need to listen

  • Ideals:
    Charity. I always try to help those in need, no matter what the personal cost. (Good).

  • Bonds:
    Everything I do is for the common people.

  • Flaws:
    Once I pick a goal, I become obsessed with it to the detriment of everything else in my life.

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16




Passive Wisdom (Perception)
Immunities: Magical-sleep

Weapon Proficiencies: Longbow, Longsword, Shortbow, Shortsword, simple

Armor Proficiencies: Light, medium, shields, heavy

Dark-Vision: 60ft







Senses








- Casper was born and raised in a small Wood Elf tribe to the south, known as the Talamanti, due to his seeming connection to the goddess Eldath, whom the Talamanti credit with the, seemingly always abundant, oases in the desert where they have set up as their homeland, Casper was taught from an early age to become a cleric to help Shepard their people. However, it isn't a job that Casper wants. Casper instead wants to be an entertainer. 


- Casper found inspiration in wanting to be a bard when his tribe saved the lives and gave shelter to a traveling troupe who had gotten lost in the desert. Finding himself amazed by the shows they put on in-between their efforts to pay back their hosts for saving them. Though the troupe has long since got back to their kingdom Casper has done their best to emulate them by trying to teach himself to use the pan flute under the guise of saying that it came to him in a vision as a way of practicing his faith. While Casper feels guilty about lying to everyone he just wants to get out, see the world, and make it a beautiful place.

- Casper and the other members of his order are instrumental in the protection of the villages since the clerics, and the odd sorcerer, are some of the only ones who can consistently stand against some of the horrors that come on those cold desert nights. 


Magic Items: 

Pearl of Power: While this pearl is on your person, you can use an action to speak its command word and regain one expended spell slot. If the expended slot was of 4th level or higher, the new slot is 3rd level. Once you use the pearl, it canʼt be used again until the next dawn.

Notes





Inventory

Pouch15 sp, 1 lb.
Clothes, common15 sp, 3 lb.
Waterskin12 sp, 5 lb. (full)
Bedroll11 gp, 7 lb.
Incense5
Rations (1 day)105 sp, 2 lb.
Rope, hempen11 gp, 10 lb.
Amulet15 gp, 1 lb.
Vestements1
Tinderbox15 sp, 1 lb.
Mess kit12 sp, 1 lb.
Backpack12 gp, 5 lb.
Prayer Wheel1
Pan Flute1
Torch101 cp, 1 lb.
Emblem15 gp, —

Spell List

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