Bishara

LoneShadowCat

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Created
2 years, 5 months ago
Creator
LoneShadowCat
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Cleric 3

CLASS & LEVEL

Guild Artisan

BACKGROUND

She

PRONOUNS

Kalashtar

RACE

LG

ALIGNMENT

900

EXPERIENCE POINTS

31yrs

AGE

5'10"

HEIGHT

116lb

WEIGHT

STR

16

+3

DEX

8

-1

CON

13

+1

INT

12

+1

WIS

16

+3

CHA

14

+2

0
INSPIRATION
+2
PROFICIENCY BONUS

SAVING THROWS

+3 Strength

-1 Dexterity

+1 Constitution

+1 Intelligence

+3 Wisdom

+2 Charisma

SKILLS

-1 Acrobatics (Dex)

+3 Animal Handling (Wis)

+1 Arcana (Int)

+3 Athletics (Str)

+2 Deception (Cha)

+1 History (Int)

+3 Insight (Wis)

+2 Intimidation (Cha)

+1 Investigation (Int)

+3 Medicine (Wis)

+1 Nature (Int)

+3 Perception (Wis)

+2 Performance (Cha)

+2 Persuasion (Cha)

+1 Religion (Int)

-1 Sleight of Hand (Dex)

-1 Stealth (Dex)

+3 Survival (Wis)

13
PASSIVE WISDOM (PERCEPTION)

OTHER PROFICIENCIES AND LANGUAGES

LANGUAGES: Common, Quori, Elvish, Celestial

PROFIENCIES: Light Armor, Medium Armor, Heavy Armor, Shields, Simple Weapons, Painter's Supplies

ARMOR CLASS

15

INITIATIVE

-1

SPEED

30

CURRENT HIT POINTS

23

HIT POINTS MAXIMUM


23

TEMPORARY HIT POINTS

0

HIT DICE

3d8

TOTAL


3

DEATH SAVES

SUCCESSES

FAILURES

ATTACKS AND SPELLCASTING

NAME

ATK BONUS

DAMAGE / TYPE

Mace

+5

1d6 / Bludgeoning

Light Crossbow

+1

1d8 / Piercing

Unknown

+0

Unknown

CANTRIPS: Mending, Sacred Flame (1d8), Spare the Dying

SPELLS: Bless (d4), Cure Wounds (1d8+Wis), Command, Guiding Bolt (4d6), Healing Word (1d4+Wis), Inflict Wounds (3d10), Lesser Restoration, Spiritual Weapon (1d8+Wis), Aid(+5HP), Prayer of Healing (2d8+Wis)

ABILITY

SAVE DC

ATK BONUS

Wis

13

+5

LEVEL

SLOTS

USED

1st

4

0

2nd

2

0

EQUIPMENT

CP

0

SP

0

EP

0

GP

15

PP

0

Scale Mail

Shield

Painter's Supplies

Guild Introduction Letter

Traveler's Clothes

Amulet

Component Pouch (Holy Water, 2 Lodestones, White Cloth)

Priest's Pack (Backpack, Blanket, 10 Candles, Tinderbox, Alms Box, 2 Incense Blocks, Censer, Vestments, 2 Rations, Waterskin)

PERSONALITY TRAITS

I believe that anything worth doing is worth doing right. I can't help it—I'm a perfectionist.

I prefer using telepathy over speaking aloud.

IDEALS

Generosity. My talents were given to me so that I could use them to benefit the world.

BONDS

I owe my guild a great debt for forging me into the person I am today.

FLAWS

I'm horribly jealous of anyone who can outshine my handiwork. Everywhere I go, I'm surrounded by rivals.

FEATURES AND TRAITS

Dual Mind, Mental Discipline, Mind Link, Severed from Dreams, Guild Membership

Specialty - Painters, limners, and sign-makers

Spellcasting: As a conduit for divine power, you can cast cleric spells. You can change your list of prepared spells when you finish a long rest. Preparing a new list of cleric spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list. You can use a holy symbol as a spellcasting focus for your cleric spells.

Cantrip Versatility: Whenever you gain a level in this class, you can replace one cantrip you learned from this Spellcasting feature with another cantrip from the cleric spell list.

Divine Domain: (Life) The Life domain focuses on the vibrant positive energy—one of the fundamental forces of the universe—that sustains all life. The gods of life promote vitality and health through healing the sick and wounded, caring for those in need, and driving away the forces of death and undeath. Almost any non-evil deity can claim influence over this domain, particularly agricultural deities (such as Chauntea, Arawai, and Demeter), sun gods (such as Lathander, Pelor, and Re-Horakhty), gods of healing or endurance (such as Ilmater, Mishakal, Apollo, and Diancecht), and gods of home and community (such as Hestia, Hathor, and Boldrei).

Disciple of Life - Your healing spells are more effective. Whenever you use a spell of 1st level or higher to restore hit points to a creature, the creature regains additional hit points equal to 2 + the spell's level.

Channel Divinity: You gain the ability to channel divine energy directly from your deity, using that energy to fuel magical effects. When you use your Channel Divinity, you choose which effect to create. You must then finish a short or long rest to use your Channel Divinity again.

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.

Harness Divine Power - You can expend a use of your Channel Divinity to fuel your spells. As a bonus action, you touch your holy symbol, utter a prayer, and regain one expended 1st-level spell slot.

Preserve Life - You can use your Channel Divinity to heal the badly injured. As an action, you present your holy symbol and evoke healing energy that can restore a number of hit points equal to five times your cleric level. Choose any creatures within 30 feet of you, and divide those hit points among them. This feature can restore a creature to no more than half of its hit point maximum. You can't use this feature on an undead or a construct.

STORY

WIP