Triskalyn

Reythaak

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Created
5 years, 8 months ago
Creator
Reythaak
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 TRISKALYN
LEVEL 5 CLERIC | HALF-ELF | NEUTRAL GOOD | KNIGHT OF AN ORDER

STRENGTH
(+1)
12

DEXTERITY
(+4)
18

CONSTITUTION
(+3)
16

INTELLIGENCE
(+1)
12

WISDOM
(+5)
20

CHARISMA
(+1)
12

SAVING THROWS

+1         Strength
+4         Dexterity
+3         Constitution
+1         Intelligence
+8         Wisdom
+4         Charisma


SKILLS

+4          Acrobatics (Dex)
+5          Animal Handling (Wis)
+1          Arcana (Int)
+1          Athletics (Str)
+1          Deception (Cha)
+1          History (Int)
+8          Insight (Wis)
+1          Intimidation (Cha)
+1          Investigation (Int)
+8          Medicine (Wis)
+1          Nature (Int)
+8          Perception (Wis)
+1          Performance (Cha)
+4          Persuasion (Cha)
+4          Religion (Int)
+4          Sleight of Hand (Dex)
+4          Stealth (Dex)
+8          Survival (Wis)

AC
19

INITIATIVE
+4

SPEED
30


MAX HIT POINTS

43


PROFICIENCIES & LANGUAGES

Languages:
Common, Elven, Goblin, Orcish

Weapons:
Simple Weapons

Armor:
Light/Medium Armor, Shields


FEATURES & TRAITS

Darkvision - Thanks to your elf blood, you have superior vision in dark and dim Conditions. You can see in dim light within 60 feet of you as if it were bright light, and in Darkness as if it were dim light. You can’t discern color in Darkness, only shades of gray.

Fey Ancestry - You have advantage on Saving Throws against being Charmed, and magic can’t put you to sleep.

Spellcasting - As a conduit for divine power, you can cast cleric Spells.

Divine Domain (Light) - Gains spells, features, and Channel Divinity options from the Light Domain.

Channel Divinity - The ability to channel divine energy directly from your deity, using that energy to fuel magical effects.

Channel Divinity: Turn Undead - You present your holy Symbol and speak a prayer censuring the Undead. 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.

Channel Divinity: Radiance of the Dawn - 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.

Warding Flare - 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.

Destroy Undead - Weaker undead who would be turned are instead destroyed.

PERSONALITY TRAITS

-  I can stare down a hell hound without flinching. 

-  I'm always polite and respectful. 


IDEALS

-  Our lot is to lay down our lives in the defense of others 


BONDS

-  I fight for those who cannot fight for themselves. 


FLAWS

-  I judge others harshly, and myself even more severely. 


EQUIPMENT

Red Dragon Scale Mail - Gives advantage on saving throws against the Frightful Presence and breath weapons of dragons, and resistence to fire.

Sun Mace - This item appears to be a mace handle. While grasping the handle, you can use a bonus action to cause a mace head of pure radiance to spring into existence, or make the head disappear. It emits bright light in a 15-foot radius and dim light for an additional 15 feet. The light is sunlight.

Bag of Holding - This bag has an interior space considerably larger than its outside dimensions, roughly 2 feet in diameter at the mouth and 4 feet deep. The bag can hold up to 500 pounds, not exceeding a volume of 64 cubic feet. The bag weighs 15 pounds, regardless of its contents.

SPELLS


Cantrips
- Guidance This spell imbues the subject with a touch of divine guidance.
- Light Object shines like a torch.
- Mending Makes minor repairs on an object.
- Sacred Flame Flame-like radiance descends on a creature that you can see within range.
- Spare the Dying Stabilizes a dying creature.
- Thaumaturgy Manifest a minor wonder, a sign of supernatural power.
Level 1
- Burning Hands As you hold your hands with thumbs touching and fingers spread, a thin sheet of flames shoots forth from your outstretched fingertips.
- Faerie Fire Each object in a 20-foot cube within range is outlined in blue, green, or violet light (your choice).
- Bless Fills you and your allies with courage and divine energy, improving their attacks or ability to resist status effects like fear.
- Healing Word A standard heal.
- Guiding Bolt A flash of light streaks toward a creature of your choice within 120 feet, searing them with radiant energy.
- Shield of Faith A shimmering field appears and surrounds you or the target, providing protection.
Level 2
- Flaming Sphere A 5-foot-diameter sphere of fire appears.
- Scorching Ray You create three rays of fire and hurl them at targets within range.
- Augury An augury can tell you whether a particular action will bring good or bad results for you in the immediate future.
- Blind/Deafness Temporarily blind or deafen someone.
- Locate Object Describe or name an object that is familiar to you. You sense the direction to the object's location. If the object is in motion, you know the direction of its movement.
Level 3
- Fireball A bright streak flashes from your pointing finger to a point you choose within range and then blossoms with a low roar into an explosion of flame.
- Daylight A 60-foot-radius sphere of light spreads out from a point you choose within range. The sphere is bright light and sheds dim light for an additional 60 feet.
- Create Food and Water The food that this spell creates is simple fare of your choice–highly nourishing, if rather bland, and is enough to feed up to 15 people.
- Dispell Magic You can use dispel magic to end one ongoing spell that has been cast on a creature or object, to temporarily suppress the magical abilities of a magic item, or to counter another spellcaster’s spell.

BACKSTORY


You be lieve that, in the final analysis, the gods are nothing more than ultra powerful mortal creatures.

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