Pemble Brook

notbecca

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Created
5 years, 2 months ago
Creator
notbecca
Favorites
9

Profile



Basics

Name Pemble Brook
Age 15
Gender Cisfemale
Class Cleric
Race Mousefolk
Deity Fharlanghn

Pemble is a prickly mousefolk that cares only for herself. She travels the world endlessly, seeking to gather knowledge and use it to her benefit - and maybe help people along the way, but that's never the priority. She enjoys cooking and is extremely snobby about food in general, and is not afraid to share her opinion on it (and everything). That being said, she is very tactful and knows how to navigate many cultures, often coasting on her inherent adorableness.


Likes

  • cooking
  • walking
  • being alone
  • being right

Dislikes

  • idiots
  • chatter
  • not using spices
  • dogs

About

Pemble was born smack dab in the middle of a large mousefolk family with eleven older siblings and eleven younger siblings.  She always resented being one of many and wanted to break free of the familial setting, often acting out in destructive ways to garner attention.  When this failed, she walked out of town and never looked back.  

Ever since leaving home Pemble has kept on the move, always with a new destination to learn all that she can of its culture and history.  Fittingly she fell into the service of Fharlanghn and picked up on cleric duties in order to keep herself healthy on the open road.  She does not, in fact, like to heal others (or help in any fashion).  While she enjoys absorbing all the information she can receive of different peoples and places she only uses it when she has to in order to get what she wants more easily.  She detests dealing with people she sees as beneath her - which, despite her height, is everyone.  Pemble has become accustomed to being on her own and refuses to believe her course of action can ever be wrong.  

Cooking for herself on the road has made her a practiced chef, and she often will incorporate techniques from the many cultures she's studied into her cooking.  As a result she rarely will stomach food she deems tasteless and will often aggressively season meals she is served without worrying about offending the chef.

pre-campaign

While travelling the world as a cleric of Fharlanghn Pemble made a few acquaintances within the religion, generally ones who were equally enthused with learning. Pemble came across one of these acquaintances murdered with a hidden note asking the reader to keep something from falling into the wrong hands. It was a large tome with spells and rituals for hideous dark magic. Pemble, who firmly believed in the preservation of knowledge, opted to find a home for the tome. The instant she started travelling with it, however, she found herself pursued by a mysterious group of necromancers known simply as the Harvesters. After many close calls with them she realized that the magic contained within the book had no right to be used by anyone, and she instead focused on finding something or someone who could destroy it. 

Pemble later came across a forgotten construct sitting abandoned in an old lab, a set of armor that called itself Lezaford, after the name in a journal left nearby. Pemble allowed Lezaford to travel with her as he sought answers to his past, however the Harvesters began to threaten him as well and Pemble set off alone one day when Lezaford was meditating, leaving the two of them alone once more.

post-campaign

Lezaford found Pemble again at the Parsantium Festival of Flowers which he knew she attended every year. Once the two reunite Pemble decides to let Lezaford know about the Harvesters and her book, and they again decide to travel together. Once they find Lezaford's true home, a city called Nexus, the two part ways on good terms. Pemble goes back to her usual wandering.

Relationships

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Melelani  [ party member ]

Occasional party member, and the one she hates the least - but only barely, on account of Mel's constant singing and general clatter. She appreciates that Mel can keep their mutual party member Anmael under control so as to keep her from meddling in everyone's (Pemble's) affairs.

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Punica  [ party member ]

Pemble finds Punica to have a fair amount of sense, but also to be extremely overbearing. She wishes Punica would stop trying to rein Anmael in, as it tends to make things worse.

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Aliaga  [ party member ]

Wary of her, as some of her experiments have been used by the Harvesters that have been hunting Pemble down. Other than that, finds her to be extremely ditsy and unprofessional about her research.

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Anmael  [ party member ]

FRUSTRATION

3733763?

Barnaby  [ brother ]

One of Pemble's many young siblings, and one of the only ones who actively tried to get along with her. He is inspired by Pemble's defiance of general mousefolk culture and follows in her pawsteps by leaving the nest as soon as he is old enough to. While he shares her love of knowledge, he prefers sharing it with the world. Pemble finds him to be unbearable, but everyone openly prefers him to her. Rightfully so.

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Professor Rafferty  [ ??? ]

They'd get along, unfortunately.

HTML by lowkeywicked

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Pemble
Cleric
Class
Sage
Background
10
Level

Mousefolk
Race
True Neutral
Alignment
Knowledge
Domain
Proficiency Bonus +4
Passive Wisdom 13
Strength

+0
11

athletics +0
Dexterity

+1
12

acrobatics +1
sleight of hand +1
stealth +1
Constitution

+3
16

Intelligence

+1
12

arcana +5
history +5
investigation +1
nature +9
religion +9
Wisdom

+5
20

animal handling +5
insight +9
medicine +5
perception +5
survival +9
Charisma

+1
12

deception +1
intimidation +1
performance +1
persuasion +5
Other Proficiencies

Languages
  • Common
  • Squeak Speak
  • Orc
  • Elvish
  • Aquan
  • Abyssal
Weapons
  • Mace
  • Light crossbow
Armor
  • Leather
Other
Researcher Feature

When you attempt to learn or recall a piece of lore, if you do not know that information, you often know where and from whom you can obtain it. Usually, this information comes from a library, scriptorium, university, or a sage or other learned person or creature.

HP

86
Temp HP

0
Hit Dice

10
Armor Class

14
Speed

25
Initiative

+1
Attacks & Spellcasting

Mace of Terror +4 1d6 bludgeoning
Crossbow +5 1d8 piercing

Mace of Terror
This Magic Weapon has 3 Charges. While holding it, you can use an action and expend 1 charge to release a wave of terror. Each creature of your choice in a 30-foot radius extending from you must succeed on a DC 15 Wisdom saving throw or become Frightened of you for 1 minute. While it is Frightened in this way, a 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 it has nowhere it can move, the creature can use the Dodge action. At the end of each of its turns, a creature can repeat the saving throw, ending the effect on itself on a success.
Inventory

Weapons
  • Mace of Terror
  • Crossbow
Armor & Clothing
  • Leather Armor
  • Shield
Food & Aid
  • Rations
  • Waterskin
Misc
  • Holy Symbol of Fharlanghan
  • Explorer's Pack
  • Bottle of Wine
  • Hunting Trap
  • Jade Dice
  • Quill + Ink
  • Small Knife
Treasures
Eyes of Minute Seeing

These crystal lenses fit over the eyes. While wearing them, you can see much better than normal out to a range of 1 foot. You have advantage on Intelligence (Investigation) checks that rely on sight

Sapphire

Breaking this sapphire summons an Air Elemental.

Smarmalade

When consumed, one spoonful grants proficiency on Charisma (Persuasion) and Charisma (Deception) checks for one minute. If you are already proficient in the skill, you instead gain double your proficiency bonus.

Currency

760
CP
325
SP
0
EP
8
GP
0
PP
Personality Traits

Driven by a wanderlust that led her away from home.

Ideals

Life is like the seasons, in constant change, and we must change with it.

Bonds

She has an ancient text that holds terrible secrets that must not fall into the wrong hands.

Flaws

Remembers every insult she's ever received and nurses a silent resentment for anyone who has ever wronged her.

Features & Traits

Nimble Dodge
When you are the target of an opportunity attack, you may use your reaction to impose disadvantage on that attack 3 times per short rest.
Darkvision
Ability to see with no light source at all to a range of 60 ft. Darkvision is black and white only (colors cannot be discerned). It does not allow characters to see anything that they could not see otherwise—invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision.
Quick Reflexes
When you are hit by an attack but before rolling for damage, you can perform a Dexterity (Acrobatics) saving throw in which the DC is the enemies attack roll. On a failed save, nothing happens. On a successful save, the attack is avoided. You may use this feature a number of times per short rest equal to your Dexterity modifier (minimum of 1).
Scurry
While both hands are free, you can increase your speed by 15 feet. You cannot use this trait if you are encumbered or wearing heavy armor.
Channel Divinity
Starting at 2nd level, you can use your Channel Divinity to tap into a divine well of knowledge. As an action, you choose one skill or tool. For 10 minutes, you have proficiency with the chosen skill or tool. Starting at 5th level, when an Undead of CR 1/2 or lower fails its saving throw against your Turn Undead feature, the creature is instantly destroyed. Beginning at 6th level, you can use your Channel Divinity twice between rests. At 6th level, as an action, choose one creature that you can see within 60 feet of you. That creature must make a Wisdom saving throw. If the creature succeeds on the saving throw, you can't use this feature on it again until you finish a long rest. If the creature fails its save, you can read its surface thoughts (those foremost in its mind, reflecting its current emotions and what it is actively thinking about) when it is within 60 feet of you. This effect lasts for 1 minute. During that time, you can use your action to end this effect and cast the suggestion spell on the creature without expending a spell slot. The target automatically fails its saving throw against the spell. Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.
Channel Divinity
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. If your deity intervenes, you can’t use this feature again for 7 days. Otherwise, you can use it again after you finish a long rest.
Brown and Tan
Fur
Black
Eyes
2' 1"
Height
17 lbs
Weight

Stringy
Build
Hullack Forest
Homeland
Traveller
Profession
Cold
Disposition
Cantrips

Minor Illusion
You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast the spell again. If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else's voice, a lion's roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration or you can make discrete sounds at different times before the spell ends. If you create an image of an object—such as a chair, muddy footprints, or a small chest—it must be no larger than a 5-foot cube. The image can't create sound, light, smell or any other sensory effect. Physical interaction with the object reveals it to be an illusion, because things can pass through it. If a creature uses its action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell DC. If the creature discerns the illusion for what it is, the illusion becomes faint to the creature.
Spare the Dying
You touch a living creature that has 0 hit points. The creature becomes stable. This spell has no effect on undead or constructs.
Sacred Flame
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. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Resistance
You touch 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.
Mending
This spell repairs a single break or tear in an object you touch, such as a broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage. This spell can physically repair a magic item or construct, but the spell can't restore magic to such an object.
Level One

Shield of Faith
A shimmering field appears and surrounds a creature of your choice within range, granting it a +2 bonus to AC for the duration (10 mins).
Cure Wounds
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.
Guiding Bolt
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 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
Inflict Wounds
Make a melee spell Attack against a creature you can reach. On a hit, the target takes 3d10 necrotic damage. At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.
Level Two

Spirit Guardians
You call forth spirits to protect you. They flit around you to a distance of 15 feet for the duration. If you are good or neutral, their spectral form appears angelic or fey (your choice). If you are evil, they appear fiendish. When you cast this spell, you can designate any number of creatures you can see to be unaffected by it. An affected creature's speed is halved in the area, and when the creature enters the area for the first time on a turn or starts its turn there, it must make a Wisdom saving throw. On a failed save, the creature takes 3d8 radiant damage (if you are good or neutral) or 3d8 necrotic damage (if you are evil). On a successful save, the creature takes half as much damage. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.
Enhance Ability
Concentration / Duration 1 hr You touch a creature and bestow upon it a magical enhancement. Choose one of the following effects; the target gains that effect until the spell ends [1 hr]. Bear's Endurance. The target has advantage on Constitution checks. It also gains 2d6 temporary hit points, which are lost when the spell ends. Bull's Strength. The target has advantage on Strength checks, and his or her carrying capacity doubles. Cat's Grace. The target has 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 advantage on Charisma checks. Fox's Cunning. The target has advantage on Intelligence checks. Owl's Wisdom. The target has advantage on Wisdom checks.
Prayer of Healing
Casting time 10 mins 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 3rd level or higher, the healing increases by 1d8 for each slot level above 2nd.
Level Three

Spirit Guardians
You call forth spirits to protect you. They flit around you to a distance of 15 feet for the duration. If you are good or neutral, their spectral form appears angelic or fey (your choice). If you are evil, they appear fiendish. When you cast this spell, you can designate any number of creatures you can see to be unaffected by it. An affected creature's speed is halved in the area, and when the creature enters the area for the first time on a turn or starts its turn there, it must make a Wisdom saving throw. On a failed save, the creature takes 3d8 radiant damage (if you are good or neutral) or 3d8 necrotic damage (if you are evil). On a successful save, the creature takes half as much damage. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.
Enhance Ability
Concentration / Duration 1 hr You touch a creature and bestow upon it a magical enhancement. Choose one of the following effects; the target gains that effect until the spell ends [1 hr]. Bear's Endurance. The target has advantage on Constitution checks. It also gains 2d6 temporary hit points, which are lost when the spell ends. Bull's Strength. The target has advantage on Strength checks, and his or her carrying capacity doubles. Cat's Grace. The target has 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 advantage on Charisma checks. Fox's Cunning. The target has advantage on Intelligence checks. Owl's Wisdom. The target has advantage on Wisdom checks.
Prayer of Healing
Casting time 10 mins 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 3rd level or higher, the healing increases by 1d8 for each slot level above 2nd.
Level Four

Glyph of Warding
When you cast this spell, you inscribe a glyph that harms other creatures, either upon a surface (such as a table or a section of floor or wall) or within an object that can be closed (such as a book, a scroll, or a treasure chest) to conceal the glyph. If you choose a surface, the glyph can cover an area of the surface no larger than 10 feet in diameter. If you choose an object, that object must remain in its place; if the object is moved more than 10 feet from where you cast this spell, the glyph is broken, and the spell ends without being triggered. The glyph is nearly invisible and requires a successful Intelligence (Investigation) check against your spell save DC to be found. You decide what triggers the glyph when you cast the spell. For glyphs inscribed on a surface, the most typical triggers include touching or standing on the glyph, removing another object covering the glyph, approaching within a certain distance of the glyph, or manipulating the object on which the glyph is inscribed. For glyphs inscribed within an object, the most common triggers include opening that object, approaching within a certain distance of the object, or seeing or reading the glyph. Once a glyph is triggered, this spell ends. You can further refine the trigger so the spell activates only under certain circumstances or according to physical characteristics (such as height or weight), creature kind (for example, the ward could be set to affect aberrations or drow), or alignment. You can also set conditions for creatures that don't trigger the glyph, such as those who say a certain password. When you inscribe the glyph, choose explosive runes or a spell glyph. Explosive Runes. When triggered, the glyph erupts with magical energy in a 20-foot-radius sphere centered on the glyph. The sphere spreads around corners. Each creature in the area must make a Dexterity saving throw. A creature takes 5d8 acid, cold, fire, lightning, or thunder damage on a failed saving throw (your choice when you create the glyph), or half as much damage on a successful one. Spell Glyph. You can store a prepared spell of 3rd level or lower in the glyph by casting it as part of creating the glyph. The spell must target a single creature or an area. The spell being stored has no immediate effect when cast in this way. When the glyph is triggered, the stored spell is cast. If the spell has a target, it targets the creature that triggered the glyph. If the spell affects an area, the area is centered on that creature. If the spell summons hostile creatures or creates harmful objects or traps, they appear as close as possible to the intruder and attack it. If the spell requires concentration, it lasts until the end of its full duration. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage of an explosive runes glyph increases by 1d8 for each slot level above 3rd. If you create a spell glyph, you can store any spell of up to the same level as the slot you use for the glyph of warding.
Bestow Curse
You touch a creature, and that creature must succeed on a Wisdom saving throw or become cursed for the duration of the spell (1 minute). When you cast this spell, choose the nature of the curse from the following options: >Choose one ability score. While cursed, the target has disadvantage on ability checks and saving throws made with that ability score. >While cursed, the target has disadvantage on attack rolls against you. >While cursed, the target must make a Wisdom saving throw at the start of each of its turns. If it fails, it wastes its action that turn doing nothing. >While the target is cursed, your attacks and spells deal an extra 1d8 necrotic damage to the target. A remove curse spell ends this effect. At the GM's option, you may choose an alternative curse effect, but it should be no more powerful than those described above. The GM has final say on such a curse's effect. At Higher Levels. If you cast this spell using a spell slot of 4th level or higher, the duration is concentration, up to 10 minutes. If you use a spell slot of 5th level or higher, the duration is 8 hours. If you use a spell slot of 7th level or higher, the duration is 24 hours. If you use a 9th level spell slot, the spell lasts until it is dispelled. Using a spell slot of 5th level or higher grants a duration that doesn't require concentration.
Beacon of Hope
This spell bestows hope and vitality. Choose any number of creatures within range. For the duration (1 min), each target has advantage on Wisdom saving throws and death saving throws, and regains the maximum number of hit points possible from any healing.
Level Five

Death Ward
You touch a creature and grant it a measure of protection from death. The first time the target would drop to 0 hit points as a result of taking damage, the target instead drops to 1 hit point, and the spell ends. If the spell is still in effect when the target is subjected to an effect that would kill it instantaneously without dealing damage, that effect is instead negated against the target, and the spell ends.
Banishment
You attempt to send one creature that you can see within range to another plane of existence. The target must succeed on a Charisma saving throw or be banished. If the target is native to the plane of existence you're on, you banish the target to a harmless demiplane. While there, the target is incapacitated. The target remains there until the spell ends, at which point the target reappears in the space it left or in the nearest unoccupied space if that space is occupied. If the target is native to a different plane of existence than the one you're on, the target is banished with a faint popping noise, returning to its home plane. If the spell ends before 1 minute has passed, the target reappears in the space it left or in the nearest unoccupied space if that space is occupied. Otherwise, the target doesn't return. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th.