Damrius

scarletteskies

Info


Created
1 year, 9 months ago
Creator
scarletteskies
Favorites
4

Profile


Damrius

Tiefling Cleric Twilight Domain

Haunted One Neutral Good ENFJ

5

Level

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Gender

Male


Age

45


Birthdate

-info


Orientation

Homoromantic/Demisexual


Status

Taken


Race

Tiefling


Belief

Ilmater


Linked

Info


An older tiefling cleric with a soft heart and calloused hands, he's ready to defend those who can't defend themselves and tend to those who can.

♦ ♦ ♦

Creator

Scarletteskies


Designer

Scarletteskies


Background

Ideals

-Selflessness. I try to help those in need, no matter what the personal cost.

Bonds

-I have a child to protect. I must make the world a safer place for them.

Flaws

-stuff here

Personality Traits

-stuff here


INFO

EXTRA INFO HERE

19

STR +4

+7
Athletics

15

DEX +2

+2
Acrobatics
+2
Sleight of Hand
+2
Stealth

16

CON +3

14

INT +2

+2
Arcana
+2
History
+2
Investigation
+2
Nature
+2
Religion

13

WIS +1

+1
Animal Handling
+1
Insight
+1
Medicine
+4
Perception
+4
Survival

12

CHA +1

+1
Deception
+1
Intimidation
+1
Performance
+4
Persuasion
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Greatsword

Heavy, two-handed

2d6 slashing + 3 + 5

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Handaxe

Light, thrown (range 20/60)

1d6 slashing + 3 + 5

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29110174_kmAOv1zbuSRaLKL.png
Dagger

Finesse, light, thrown (range 20/60)

1d4 piercing + 3

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18

AC

+2

Initiative

30

Speed

12

Passive Perception

Cantrip


Fire Bolt


Evocation
Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: Instantaneous


You hurl a mote of fire at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 fire damage. A flammable object hit by this spell ignites if it isn’t being worn or carried.

At Higher Levels. This spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).

Dancing Lights


Evocation (concentration)
Casting Time: 1 action
Range: 120 feet
Components: V, S, M
Duration: Up to 1 minute


You create up to four torch-sized lights within range, making them appear as torches, lanterns, or glowing orbs that hover in the air for the duration. You can also combine the four lights into one glowing vaguely humanoid form of Medium size. Whichever form you choose, each light sheds dim light in a 10-foot radius.

As a bonus action on your turn, you can move the lights up to 60 feet to a new spot within range. A light must be within 20 feet of another light created by this spell, and a light winks out if it exceeds the spell’s range.

Lvl 1 3 slots


Detect Magic


Divination (ritual - concentration)
Casting Time: 1 action
Range: Self
Components: V, S
Duration: Up to 10 minutes


For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any.

The spell can penetrate most barriers, but is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

Chromatic Orb


Evocation cantrip
Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: Instantaneous


You hurl a mote of fire at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 fire damage. A flammable object hit by this spell ignites if it isn’t being worn or carried.

At Higher Levels. This spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).

Lvl 2 3 slots


Suggestion


Enchantment (concentration)
Casting Time: 1 action
Range: 30 feet
Components: V, M
Duration: Up to 8 hours


You suggest a course of activity (limited to a sentence or two) and magically influence a creature you can see within range that can hear and understand you. Creatures that can’t be charmed are immune to this effect. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to stab itself, throw itself onto a spear, immolate itself, or do some other obviously harmful act ends the spell.

The target must make a Wisdom saving throw. On a failed save, it purses the course of action you described to the best of its ability. The suggested course of action can continue for the entire duration. If the suggested activity can be completed in a shorter time, the spell ends when the subject finishes what it was asked to do.

Invisibility


Illusion (concentration)
Casting Time: 1 action
Range: Touch
Components: V, S, M
Duration: Up to 1 hour


A creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target’s person. The spell ends for a target that attacks or casts a spell.

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.

Background


Harrowing Event

Prior to becoming an adventurer, your path in life was defined by one dark moment, one fateful decision, or one tragedy. Now you feel a darkness threatening to consume you, and you fear there may be no hope of escape.

Heart of Darkness

Those who look into your eyes can see that you have faced unimaginable horror and that you are no stranger to darkness. Though they might fear you, commoners will extend you every courtesy and do their utmost to help you. Unless you have shown yourself to be a danger to them, they will even take up arms to fight alongside you, should you find yourself facing an enemy alone.

Proficiency


Armor

Light armor, medium armor, shields.

Weapons

Simple weapons.

Tools

None.

Saving Throws

Wisdom, Charisma.

Skills

History, Insight, Medicine, Persuasion, and Religion.

Fallen Aasimar


Celestial Resistance

You have resistance to necrotic damage and radiant damage.

Healing Hands

As an action, you can touch a creature and cause it to regain a number of hit points equal to your level. Once you use this trait, you can't use it again until you finish a long rest.

Light Bearer

You know the Light cantrip. Charisma is your spellcasting ability for it.

Necrotic Shroud

Starting at 3rd level, you can use your action to unleash the divine energy within yourself, causing your eyes to turn into pools of darkness and two skeletal, ghostly, flightless wings to sprout from your back. The instant you transform, other creatures within 10 feet of you that can see you must each succeed on a Charisma saving throw (DC 8 + your proficiency bonus + your Charisma modifier) or become frightened of you until the end of your next turn.

Light Cleric


Bonus Cantrip

When you choose this domain at 1st level, you gain the Light cantrip if you don't already know it.

Warding Flare

Also 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.

Radiance of the Dawn

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 damage on a successful one. A creature that has total cover from you is not affected.

Improved Flare

Starting at 6th level, you can also use your Warding Flare feature when a creature that you can see within 30 feet of you attacks a creature other than you.

Carried Gear


1

Item Name


5

Item Name


20

Item Name


1

Item Name

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3

Item Name


40

Item Name


1

Item Name

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40

Item Name


Coins


300

copper pieces

550

silver pieces

50

gold pieces

10

platinum pieces

Magic Items


Item Name

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Item Name

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Item Name

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