Ophelia (Conclave!Ophelia)

LunaDrawsTrash

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1 year, 9 months ago
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LunaDrawsTrash
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OVERVIEW

Class & Level: Cleric & Level 6
Background: Sage
Race: Human
Alignment: Lawful Good


BACKSTORY


Ophelia was born into a higher-up family. She had a very sheltered childhood and was often homeschooled rather than being placed in a private or public academy. And because of this, Ophelia never had many friends growing up, let alone any siblings. Her mother, Celestia, had gone on an odyssey to succeed Victoria as the High Priestess. However, she never returned. Due to this, Ophelia became next in line. As such, Ophelia found herself groomed into becoming Victoria's successor, having to undergo continuous training in the ways of her faith. Because of this, her people have extremely high expectations of Ophelia. This huge switch made Ophelia feel extremely awkward around her peers and not able to talk in social situations. Once she turned 18. Her grandmother sent her out into the world to follow her mother's footsteps, and go on an odyssey, to prove herself worthy to become the High Priest and Master protector of the Golden Oak.



APPEARANCE

Age: 19
Height: 5'6"
Weight: 126 lb
Eyes: Blue
Skin: Pale (With pigmentation)
Hair: Dark Grey  
Armor Class: 18
Speed: 30 ft
Hit points: 45
Hit Dice: 1d8


ABILITIES

Strength: 13 (+1)
Dexterity: 14 (+2)
Constituion: 14(+2)
Intelligence: 15(+2)
Wisdom18(+4)
Charisma10(+0)


SKILLS

Acrobatics (Dex): +2
Animal Handling (Wis): +7
Arcana (Int): +5
Athletics (Str): +1
Deception (Cha): +0
History (Int): +5
Insight (Wis): +7
Intimidation (Cha): +0
Investigation (Int): +2
Medicine (Wis):+7
Nature (Int): +2
Perception (Wis): +4
Performance (Cha): +0
Persuaion (Cha): +0
Religion (Int): +5
Sleight of Hand (Dex): +2
Stealth (Dex): +2
Survival (Wis): +4


Passive Wisdom (Perception):14
Proficiency Bonus (Level 10): #
Spell Attack Bonus: +7


SAVING THROWS

Strength: +1
Dexterity: +2
Constitution: +2
Intelligence: +2
Wisdom: +7
Charisma: +3


EQUIPMENT

Armor:
 - Adamantine Chain Mail: AC 16, Str 13, 55lb
 - Shield: AC +2, 6lb

Weapons:
 - Crowboss, light: 1d8+2, two-handed
 - Mace: 1d6+1, one-handed
 - Staff

Tools:
 - Shield: AC +2, 6lb
 - Small Knife
 - Cook's Utensils 

Miscellaneous:
 - Amulet: 1lb
 - Periapt of Health
 - Common Clothes: 3lb
 - Ink: (1 ounce bottle)
 - Blanket
 - Block of Incense
 - Candle
 - Rations (1 day)
 - Tinderbox
 - Vestments
 - Waterskin
 - A quill
 - A letter from a certain colleague posing a question you have not been able to answer.


FEATURES & TRAITS


 - ProficienciesOphelia is proficient in Medicine and Insight, and gaining proficiency with her heavy armor.
 - Divine Domain: Ophelia chose a divine domain that grants her additional spells and other features related to her deity, that being Life Domain.
 - Disciple of Life: Whenever Ophelia uses a spell of 1st Level or higher to restore HP, the creature regains additional HP equal to 2 + the spell's level.
 - Channel Divinity: Ophelia can channel divine energy to fuel magical effects a number of times per short rest.
 - Channel Divinity, Preserve Life: As an action, Ophelia can restore 30 HP. She would choose any creature within 30 ft. of her, and divide those hit points among them. This feature can restore a creature to no more than half of its hit point maximum. She can’t use this feature on an undead or a construct.
 - 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.
 - Blessed Healer: When Ophelia casts a spell of 1st level or higher that restores HP to a creature other than you, you regain HP equal to 2 + the spell's level.
 - Skills: Ophelia gains proficiency in one skill, that being: Animal Handling.
 - Feat: Ophelia gains one feat of her choice, that being: Healer.
 - Ability Score Increase:  Two different ability scores of Ophelia's choice increase by one, that being Wisdom and Dexterity Scores
 - Chef: Ophelia gains a bonus in either Constitution or Wisdom, proficiency with cook's utensils, and can prepare food that allows creatures to regain additional hit points when taking a short rest as well as gain temporary hit points after a long rest.
 - Healer: When Ophelia uses a healer's kit to stabilize a dying creature, that creature also regains 1 HP. As an action, she can spend one use of a healer's kit to tend to a creature and restore 1d6 + 4 HP to it, plus an additional HP equal to the creature's maximum number of Hit Dice. The creature can't regain HP from this feat again until it finishes a short or long rest.

Languages: She can speak, read, and write Common, Celestial, Elvish, Sylvan


CHARACTERISTICS

Alignment Type: Lawful Good

Personality Traits:
Ophelia is extremely awkward in social situations. Often keeping quiet and just observing things instead of stepping in. However, with arguments, she is willing to listen to every side of an argument before she makes her own judgment.

Ideals: 
 - Self-Improvement. The goal of a life of study is the betterment of oneself.

Bonds:
 - Her staff. Her mother gave her it. and it's one of the only things she has left of her.

Flaws:
 - Unable to speak up. Easily interrupted and hides within conversations


SPELL SLOTS

Cantrips: 4

1st Level: 5

2nd Level: 6

3rd Level: 4


SPELLS

Cantrips:

 - Guidance: Ophelia touches one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends.

 - Light: Ophelia touches 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 she likes. Completely covering the object with something opaque blocks the light. The spell ends if she casts it again or dismisses it as an action. If she targets an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the spell.

 - Resistance: Ophelia touches 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.

 - Sacred Flame:  Flame-like radiance descends on a creature that Ophelia 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 Ophelia reaches the 5th level (2d8), 11th level (3d8), and 17th level (4d8).


1st Level:

 - Bless: Ophelia blesses up to three creatures of her choice within range. Whenever a target makes an attack roll or a saving throw before the spell ends, the target can roll a d4 and add the number rolled to the attack roll or saving throw.

At Higher Levels. When she casts this spell using a spell slot of 2nd level or higher, she can target one additional creature for each slot level above 1st.

 - Cure Wounds: A creature she touches regains a number of hit points equal to 1d8 + her spellcasting ability modifier. This spell has no effect on undead or constructs.

At Higher Levels. When she casts this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st.

 - Healing Words: A creature of her choice that she can see within range regains hit points equal to 1d4 + her spellcasting ability modifier. This spell has no effect on undead or constructs.

At Higher Levels. When she casts this spell using a spell slot of 2nd level or higher, the healing increases by 1d4 for each slot level above 1st.

 - Purify Food and Drink: All nonmagical food and drink within a 5-foot-radius sphere centered on a point of her choice within range are purified and rendered free of poison and disease.
 - Shield of Faith: A shimmering field appears and surrounds a creature of Ophelia's choice within range, granting it a +2 bonus to AC for the duration.

 

2nd Level:

 - Calm emotions: Ophelia will attempt to suppress strong emotions in a group of people. 

Each humanoid in a 20-foot-radius sphere centered on a point she chooses within range must make a Charisma saving throw; a creature can choose to fail this saving throw if it wishes. If a creature fails its saving throw, choose one of the following two effects.

She can suppress any effect causing a target to be charmed or frightened. When this spell ends, any suppressed effect resumes, provided that its duration has not expired in the meantime.

Alternatively, she can make a target indifferent about creatures of her choice that it is hostile toward. This indifference ends if the target is attacked or harmed by a spell or if it witnesses any of its friends being harmed. When the spell ends, the creature becomes hostile again, unless the DM rules otherwise.

 - Enhance Ability: Ophelia touches a creature and bestows upon it a magical enhancement. She would need to choose one of the following effects; the target gains that effect until the spell ends.

Bear's Endurance. The target has an advantage on Constitution checks. It also gains 2d6 temporary hit points, which are lost when the spell ends.

Bull's Strength. The target has an advantage on Strength checks, and his or her carrying capacity doubles.

Cat's Grace. The target has an advantage on Dexterity checks. It also doesn't take damage from falling 20 feet or less if it isn't incapacitated.

Eagle's Splendor. The target has an advantage on Charisma checks.

Fox's Cunning. The target has an advantage in Intelligence checks.

Owl's Wisdom. The target has an advantage on Wisdom checks.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.

 - Lesser Restoration: Ophelia touches a creature and can end either one disease or one condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned.
 - Prayer of Healing:  Up to six creatures of Ophelia's choice that she can see within range each regain hit points equal to 2d8 + her spellcasting ability modifier. This spell has no effect on undead or constructs.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the healing increases by 1d8 for each slot level above 2nd.

 - Spiritual Weapon: You create a floating, spectral weapon within range that lasts for the duration or until you cast this spell again. 

When she casts the spell, she can make a melee spell attack against a creature within 5 feet of the weapon. On a hit, the target takes force damage equal to 1d8 + her spellcasting ability modifier.

As a bonus action on her turn, she can move the weapon up to 20 feet and repeat the attack against a creature within 5 feet of it.

The weapon can take whatever form she chooses. Clerics of deities who are associated with a particular weapon (as St. Cuthbert is known for his mace and Thor for his hammer) make this spell's effect resemble that weapon.

At Higher Levels. When she casts this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for every two slot levels above 2nd.

 - Zone of Truth: Ophelia creates a magical zone that guards against deception in a 15-foot-radius sphere centered on a point of your choice within range. 

Until the spell ends, a creature that enters the spell's area for the first time on a turn or starts its turn there must make a Charisma saving throw. On a failed save, a creature can't speak a deliberate lie while in the radius. Ophelia knows whether each creature succeeds or fails on its saving throw.

An affected creature is aware of the spell and can thus avoid answering questions to which it would normally respond with a lie. Such a creature can be evasive in its answers as long as it remains within the boundaries of the truth.


3rd Level:

 - Beacon of Hope: This spell bestows hope and vitality. Ophelia would need to choose any number of creatures within range. 

For the duration, each target has an advantage on Wisdom saving throws and death saving throws and regains the maximum number of hit points possible from any healing.

 - Mass healing Word:  As she calls out words of restoration, up to six creatures of your choice that Ophelia can see within range regain hit points equal to 1d4 + her spellcasting ability modifier. This spell has no effect on undead or constructs.

At Higher Levels. When she casts this spell using a spell slot of 4th level or higher, the healing increases by 1d4 for each slot level above 3rd.

 - Remove Curse: At Ophelia's touch, all curses affecting one creature or object end. If the object is a cursed magic item, its curse remains, but the spell breaks its owner's attunement to the object so it can be removed or discarded.
 - Revivify: She would touch a creature that has died within the last minute. That creature returns to life with 1 hit point. This spell can't return to life a creature that has died of old age, nor can it restore any missing body parts.


INVENTORY

 - 


FUN FACTS

- She occasionally says 'meep'
- She has one day of experience with cooking





- Blessed Healer Activates after every time you heal someone
- Channel Divinity if u don't wanna use a spell slot to heal
-Spells that require concentration, only do that one at a time.
- To give temp hit points, do the Chef Feat
-if theres lore, I should say, hey i wanna use my researcher background.