巨龙 Julong

shagoliravioli

Info


Created
6 years, 2 months ago
Creator
shagoliravioli
Favorites
3

Profile


雷巨龙
LEOI
JULONG





Aarakocra

Race
Medium

Size
4’6” / 137cm

Height
107 lbs. / 48.5 kg

Weight
Cleric (Life) 6

Class/Level
(middle-aged)

Age
Male

Gender
Neutral Good

Alignment








Strength
2
14








Dexterity
2
14








Constitution
2
15








Intelligence
0
11








Wisdom
4
19








Charisma
3
17









EXP
6500








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  • 2 / 23
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Spell Slots








Inspiration








+3
Proficiency Bonus








  • + 2Strength
  • + 2Dexterity
  • + 2Constitution
  • + 0Intelligence
  • + 6Wisdom
  • + 5Charisma
Saving Throw Bonuses








2
Initiative








1
Attacks/
Action








Walk
25
Fly
50
Speed








Level
5
Used
0
Die
d8
Hit Dice








  • + 2 Acrobatics 
  • + 4 Animal Handling
  • ± 0 Arcana
  • + 2 Athletics
  • + 3 Deception
  • + 3 History
  • + 7 Insight
  • + 3 Intimidation
  • ± 0 Investigation
  • + 7 Medicine
  • ± 0 Nature
  • + 4 Perception
  • + 3 Performance
  • + 6 Persuasion
  • ± 0 Religion
  • + 2 Sleight of Hand
  • + 2 Stealth
  • + 4 Survival
Skills








15
Armor Class
11 + 2 + 2








Current
35
Temp
0
Max
35
Hit Points








Pass
- - -
Fail
- - -
 DEath Saves 








Attack Name Prof. Ability Range To Hit Damage Damage Type
Light Crossbow
Str
80/320
+2
1d8
Piercing
4 (1d8) ranged piercing damage. Proficient.
Flavor text.
  • Ammunition: You can use a weapon that has the ammunition property to make a ranged Attack only if you have ammunition to fire from the weapon. Each time you Attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a Quiver, case, or other container is part of the Attack. At the end of the battle, you can recover half your expended ammunition by taking a minute to Search the battlefield. If you use a weapon that has the ammunition property to make a melee Attack, you treat the weapon as an improvised weapon. A sling must be loaded to deal any damage when used in this way.
  • Loading: because of the time required to load this weapon, you can fire only one piece of ammunition from it when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make.
  • Two-Handed: this weapon requires two hands when you attack with it.
  • Weapon category: simple, ranged
Attack Name Prof. Ability Range To Hit Damage Damage Type
Mace
Str
5
+2
1d6
Bludgeoning
3 (1d6) bludgeoning damage. Proficient.
Smash.
  • Weapon category: simple, melee
Attack Name Prof. Ability Range To Hit Damage Damage Type
Slash
Str
5
+2
1d4
Slashing
2 (1d4) bludgeoning damage. Proficient.
Scratch.
  • Weapon category: natural, melee
Attacks








Spell Name Prof. Ability Range Comp. Setup Duration
Guidance
Wis
120 ft.
VS
1 Action
Instant
Add 1d4 to an ally’s ability check.
You touch 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.
  • Divination cantrip.
Spell Name Prof. Ability Range Comp. Setup Duration
Sacred Flame
Wis
60 ft.
VS
1 action
Instant
2d8 ranged radiant damage.
Flame-like radiance descends on a creature that you 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.
  • At higher levels: the spell’s damage die increases by 1d8 when you reach fifth level (2d8), eleventh level (3d8), and seventeenth level (4d8).
  • Evocation cantrip.
Spell Name Prof. Ability Range Comp. Setup Duration
Spare the Dying
Wis
Touch
VS
1 Action
Instant
Stabilizes one target.
You touch a living creature that has 0 hit points. The creature becomes stable.
  • This spell has no effect on undead or constructs.
  • Necromancy cantrip.
Spell Name Prof. Ability Range Comp. Setup Duration
Toll the Dead
Wis
60 ft
VS
1 Action
Instant
2d8 necrotic damage to unhurt targets; 2d12 necrotic damage to damaged targets.
You point at one creature you can see within range, and the sound of a dolorous bell fills the air around it for a moment.
  • The target must succeed on a Wisdom saving throw or take 1d8 necrotic damage. If the target is missing any of its hit points, it instead takes 1d12 necrotic damage.
  • At higher levels: this spell’s damage die increases by one when you reach 5th level (2d8 or 2d12), 11th level (3d8 or 3d12), and 17th level (4d8 or 4d12).
  • Necromancy cantrip.
Spell Name Prof. Ability Range Comp. Setup Duration
Bless
Wis
30
VSM
1 Action
C ≤ 1m
3 targets: add 1d4 to attack & save rolls.
You bless up to three creatures of your 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 you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.
  • Material component: this spell requires a sprinkling of holy water.
  • Evocation spell.
Spell Name Prof. Ability Range Comp. Setup Duration
Cure Wounds
Wis
Touch
VS
1 Action
Instant
1d8 + 4 healing.
A creature you touch regains a number of hit points equal to 1d8 + your 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 second level or higher, the healing increases by 1d8 for each slot level above first.
  • Evocation spell; Life domain Cleric spell.
Spell Name Prof. Ability Range Comp. Setup Duration
Detect Magic
Wis
Touch
VSM
1 Action
10 Minutes
Produces visible auras around magic objects, revealing their schools.
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 it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
  • Evocation spell.
Spell Name Prof. Ability Range Comp. Setup Duration
Healing Word
Wis
60 ft
V
1 Bonus
Instant
1d4+4 healing.
A creature of your choice that you can see within range regains hit points equal to 1d4 + your 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 second level or higher, the healing increases by 1d4 for each slot level above first.
  • Evocation spell.
Spell Name Prof. Ability Range Comp. Setup Duration
Guiding Bolt
Wis
120 ft
VS
1 Reaction
1 Round
4d6 radiant damage.
A flash of light streaks toward a creature of your choice within range.
  • Make a ranged spell attack against the target. On a hit, the target takes 4d6 radiant damage, and the next attack roll made against this target before the end of your next turn has advantage, thanks to the mystical dim light glittering on the target until then.
  • At higher levels: when you cast this spell using a spell slot of second level or higher, the damage increases by 1d6 for each slot level above first.
  • Evocation spell.
Spell Name Prof. Ability Range Comp. Setup Duration
Shield of Faith
Wis
60 ft
VSM
1 Bonus
C ≤10m
+2 AC.
A shimmering field appears and surrounds a creature of your choice within range, granting it a +2 bonus to AC for the duration.
  • Material components: a small parchment with a bit of holy text written on it.
  • Enchantment spell.
Spell Name Prof. Ability Range Comp. Setup Duration
Lesser Restoration
Wis
60 ft.
VSM
1 Action
Instant
Cure blinding, deafening, paralyzation, or poisoning.
You touch a creature and can end either one disease or one condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned.
  • Abjuration spell; Life domain Cleric spell.
Spell Name Prof. Ability Range Comp. Setup Duration
Spiritual Weapon
Wis
60 ft.
SM
1 Action
Instant
1d8 + 4 force damage.
You create a floating, spectral weapon within range that lasts for the duration or until you cast this spell again.
  • When you cast the spell, you 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 + your spellcasting ability modifier.
  • As a bonus action on your turn, you 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 you choose. 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 you cast this spell using a spell slot of third level or higher, the damage increases by 1d8 for every two slot levels above second.
  • Evocation spell.
Spell Name Prof. Ability Range Comp. Setup Duration
Gentle Repose
Wis
Touch
VSM
1 Action
10d
Delay decay.
You touch a corpse or other remains. For the duration, the target is protected from decay and can’t become undead.
  • The spell also effectively extends the time limit on raising the target from the dead, since days spent under the influence of this spell don’t count against the time limit of spells such as raise dead.
  • Material components: a pinch of salt and one copper piece placed on each of the corpse’s eyes, which must remain there for the duration.
  • Necromancy ritual.
Spell Name Prof. Ability Range Comp. Setup Duration
Prayer of Healing
Wis
Self
VS
1 Action
1 Minute
2d8 + 4 healing.
Up to six creatures of your choice that you can see within range each regain hit points equal to 2d8 + your 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 third level or higher, the healing increases by 1d8 for each slot level above 2nd.
  • Evocation spell.
Spell Name Prof. Ability Range Comp. Setup Duration
Animate Dead
Wis
Touch
VSM
1 Action
Concentrate ≤1h
Touch a creature to make it invisible for up to an hour unless they attack or spellcast.
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.
  • Material components: this spell requires an eyelash encased in gum arabic.
  • Illusion spell.
Spell Name Prof. Ability Range Comp. Setup Duration
Beacon of Hope
Wis
60 ft.
VSM
1 Action
Concentrate ≤10m
Gamers Rise 20 Feet Up.
One creature or object of your choice that you can see within range rises vertically, up to 20 feet, and remains suspended there for the duration.
  • The spell can levitate a target that weighs up to 500 pounds. An unwilling creature that succeeds on a Constitution saving throw is unaffected.
  • The target can move only by pushing or pulling against a fixed object or surface within reach (such as a wall or a ceiling), which allows it to move as if it were climbing. You can change the target’s altitude by up to 20 feet in either direction on your turn. If you are the target, you can move up or down as part of your move. Otherwise, you can use your action to move the target, which must remain within the spell’s range.
  • When the spell ends, the target floats gently to the ground if it is still aloft.
  • Transmutation spell.
“More versatile than you originally expect. It can be used for utility (scaling the cliff or castle walls or to the floating castle), defense (perfect defense against creatures that can’t fly and have no or weak ranged attacks), or a debuff (levitate the creature that has little or no ranged attacks and kill his buddies, then finish him off with ranged attacks). At level 10+, you can still use this spell to win a combat in a single failed saving throw.”
Spell Name Prof. Ability Range Comp. Setup Duration
Revivify
Wis
60 ft.
VSM
1 Action
Concentrate ≤10m
Gamers Rise 20 Feet Up.
One creature or object of your choice that you can see within range rises vertically, up to 20 feet, and remains suspended there for the duration.
  • The spell can levitate a target that weighs up to 500 pounds. An unwilling creature that succeeds on a Constitution saving throw is unaffected.
  • The target can move only by pushing or pulling against a fixed object or surface within reach (such as a wall or a ceiling), which allows it to move as if it were climbing. You can change the target’s altitude by up to 20 feet in either direction on your turn. If you are the target, you can move up or down as part of your move. Otherwise, you can use your action to move the target, which must remain within the spell’s range.
  • When the spell ends, the target floats gently to the ground if it is still aloft.
  • Transmutation spell.
“More versatile than you originally expect. It can be used for utility (scaling the cliff or castle walls or to the floating castle), defense (perfect defense against creatures that can’t fly and have no or weak ranged attacks), or a debuff (levitate the creature that has little or no ranged attacks and kill his buddies, then finish him off with ranged attacks). At level 10+, you can still use this spell to win a combat in a single failed saving throw.”
Spell Name Prof. Ability Range Comp. Setup Duration
Spirit Guardians
Wis
60 ft.
VSM
1 Action
Concentrate ≤10m
Gamers Rise 20 Feet Up.
One creature or object of your choice that you can see within range rises vertically, up to 20 feet, and remains suspended there for the duration.
  • The spell can levitate a target that weighs up to 500 pounds. An unwilling creature that succeeds on a Constitution saving throw is unaffected.
  • The target can move only by pushing or pulling against a fixed object or surface within reach (such as a wall or a ceiling), which allows it to move as if it were climbing. You can change the target’s altitude by up to 20 feet in either direction on your turn. If you are the target, you can move up or down as part of your move. Otherwise, you can use your action to move the target, which must remain within the spell’s range.
  • When the spell ends, the target floats gently to the ground if it is still aloft.
  • Transmutation spell.
“More versatile than you originally expect. It can be used for utility (scaling the cliff or castle walls or to the floating castle), defense (perfect defense against creatures that can’t fly and have no or weak ranged attacks), or a debuff (levitate the creature that has little or no ranged attacks and kill his buddies, then finish him off with ranged attacks). At level 10+, you can still use this spell to win a combat in a single failed saving throw.”
SPELLS








  • Armor Proficiencies: all armor, shields.

Flavor text.

  • Languages: Understands, speaks, and writes Common, Aarakocra, Draconic, Primordial (Auran), and Elvish.

Flavor text.

  • Racial Traits: +2 Dex, +1 Wis, Flight Speed, Talons.
    • Age: Aarakocra reach maturity by age 3. Compared to humans, aarakocra don’t usually live longer than 30 years.
    • Alignment: Most aarakocra are good and rarely choose sides when it comes to law and chaos. Tribal leaders and warriors might be lawful, while explorers and adventurers might tend toward chaotic.
    • Languages: You can speak, read, and write Common, Aarakocra, and Auran.
    • Size: Aarakocra are about 5 feet tall. They have thin, lightweight bodies that weigh between 80 and 100 pounds. Your size is Medium.
    • Speed: Your base walking speed is 25 feet. You have a flying speed of 50 feet. To use this speed, you can’t be wearing medium or heavy armor.
    • Talons: Your talons are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.

Sequestered in high mountains atop tall trees, the aarakocra, sometimes called birdfolk, evoke fear and wonder. Many aarakocra aren’t even native to the Material Plane. They hail from a world beyond — from the boundless vistas of the Elemental Plane of Air. They are immigrants, refugees, scouts, and explorers, their outposts functioning as footholds in a world both strange and alien.

Flavor text.

  • Tool Proficiencies: None.

Flavor text.

  • Weapon Proficiencies: from Cleric class: simple weapons.

Flavor text.

Traits
  • Background Features: Insight and Persuasion proficiencies, Court Functionary, 2 languages.
    • Court Functionary: Your knowledge of how bureaucracies function lets you gain access to the records and inner workings of any noble court or government you encounter. You know who the movers and shakers are, whom to go to for the favors you seek, and what the current intrigues of interest in the group are.

In your earlier days, you were a personage of some significance in a noble court or a bureaucratic organization. You might or might not come from an upper-class family; your talents, rather than the circumstances of your birth, could have secured you this position. You might have been one of the many functionaries, attendants, and other hangers-on in the Court of Silverymoon, or perhaps you traveled in Waterdeep’s baroque and sometimes cutthroat conglomeration of guilds, nobles, adventurers, and secret societies. You might have been one of the behind-the-scenes law-keepers or functionaries in Baldur’s Gate or Neverwinter, or you might have grown up in and around the castle of Daggerford.

Even if you are no longer a full-fledged member of the group that gave you your start in life, your relationships with your former fellows can be an advantage for you and your adventuring comrades. You might undertake missions with your new companions that further the interest of the organization that gave you your start in life. In any event, the abilities that you honed while serving as a courtier will stand you in good stead as an adventurer.

Flavor text.

  • Class Features: Channel Divinity: Turn Undead, Destroy Undead, Divine Domain: Life (Blessed Healer, Channel Divinity: Preserve Life, Disciple of Life, Divine Strike, Supreme Healing), Divine Intervention.
    • Divine Domain: Choose one domain related to your deity: Ambition, Arcana, City, Death, Forge, Grave, Knowledge, Life, Light, Nature, Order, Protection, Solidarity, Strength, Tempest, Trickery, Twilight, Unity, War, or Zeal. Your choice grants you domain spells and other features when you choose it at first level. It also grants you additional ways to use Channel Divinity when you gain that feature at second level as well as additional benefits at sixth, eighth, and seventeenth levels.
      • Domain Spells: each domain has a list of spells — its domain spells that you gain at the cleric levels noted in the domain description. Once you gain a domain spell, you always have it prepared, and it doesn’t count against the number of spells you can prepare each day. If you have a domain spell that doesn’t appear on the cleric spell list, the spell is nonetheless a cleric spell for you. Life clerics gain Bless and Cure Wounds at first level, Lesser Restoration and Spiritual Weapon at third level, Beacon of Hope and Revivify at fifth level, Death Ward and Guardian of Faith at seventh level, and Mass Cure Wounds and Raise Dead at ninth level.
      • Disciple of Life: starting at first level, your healing spells are more effective. Whenever you use a spell of first 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 - Preserve Life: starting at second level, 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 thirty 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.
      • Blessed Healer: beginning at sixth level, the healing spells you cast on others heal you as well. When you cast a spell of first level or higher that restores hit points to a creature other than you, you regain hit points equal to 2 + the spell’s level.
      • Divine Strike: starting at eigth 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 radiant damage to the target. When you reach fourteenth level, the extra damage increases to 2d8.
      • Supreme Healing: starting at seventeenth level, when you would normally roll one or more dice to restore hit points with a spell, you instead use the highest number possible for each die. For example, instead of restoring 2d6 hit points to a creature, you restore 12.
    • Channel Divinity - Turn Undead: starting at second level, you can use your Channel Divinity to cause the undead to flee. As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within thirty feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for one 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: starting at fifth level, when an undead fails its saving throw against your Turn Undead feature, the creature is instantly destroyed if its challenge rating is at or below a certain threshold: CR 0.5 at fifth level, CR 1 at eighth level, CR 2 at eleventh level, CR 3 at fourteenth level, and CR 4 at seventeenth level.
    • 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. At 20th level, your call for intervention succeeds automatically, no roll required.

Clerics are intermediaries between the mortal world and the distant planes of the gods. As varied as the gods they serve, clerics strive to embody the handiwork of their deities. No ordinary priest, a cleric is imbued with divine magic.

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 Boldrci).

Flavor text.

  • Feat: Effects.

Description.

Features

Personality Trait 3: “I always want to know how things work and what makes people tick.”

Befitting of his age, Louie fits many stereotypes of the “strange but lovable uncle” figure. He’s focused and generous, pacifying and firm, thoughtful and sociable. He hates conflict and will do everything in his power to prevent it. While he isn’t afraid to exert pressure or force, he will never threaten anyone with violence; he has always relied on logic and charisma to escape confrontations. Work is also an important aspect of his life, and he is as passionate about his job as he is about the well-being of the people of Mount Huaguo and the greater Hombaroth area.

Upon visiting the punch-card clock on the way home, Louie becomes a much more relaxed person. He’s unapologetically crass and cheeky, and his normally formal mannerisms go slack in favor of treating everyone like a longtime friend. To him, getting along with others isn’t only being polite when he passes them by, but also inviting them to publicity barbeques and such to get to know them as people. Establishing relationships with others is gravely serious to him, so he sets aside time to form and maintain good relations with others, regardless of whether or not it immediately benefits him.

Flaw 3: “I’m horribly jealous of made insecure by anyone who can outshine my handiwork. Everywhere I go, I’m surrounded by rivals.”

Flavor text.

Personality Traits and Flaws

Ideal 5: People. “I’m committed to the people I care about, not to ideals.” (Neutral)

Flavor text.

Bond 4: “I pursue wealth to secure someone’s love.”

Spoiler alert: it’s his sickly father.

Goals and Bonds




CP
0








SP
0








GP
20








EP
0








PP
0




  • 0.07 ×20 Crossbow Bolts

Received from basic class training.

  • ×1 Fine Clothes

Received from background.

  • ×1 Leather Armor

Received from basic class training.

  • ×1 Light Crossbow

Received from basic class training.

  • ×1 Mace

Received from basic class training.

  • ×2 Shield

Received from basic class training.

  • ×5 Priest’s Pack

Contains a backpack, a blanket, ten candles, a tinder box, an alms box, two blocks of incense, a censer, vestments, two days of rations, and a waterskin. Received from basic class training.

  • ×1 Ruyi Jingu Bang charm

A small charm shaped like the Ruyi Jingu Bang that Sun Wukong stored behind his ear. Received from basic class training.

Inventory








14




Passive Wisdom (Perception)
Special Vision: no
Senses




Notes