Tea'Lou

CinderDuck

Info


Created
3 years, 5 months ago
Creator
CinderDuck
Favorites
5

Profile


Tea'Lou

lvl 3
title -
world -
arc -
birthday May 10th
designer Cinder
value Priceless
active? No

Can we please not kill them next time <:(

STR

15

+2

DEX

12

+1

CON

13

+1

INT

12

+1

•WIS

18

+6

•CHA

8

+1

class Life Cleric
background Hermit
origin Sporeling
orientation AroAce
gender Non-binary
pronouns They/Them
alignment Chaotic Good
passive wis 14
inspiration -
experience -
AC

11

speed

25

initiative

1

acrobatics +1
•insight +6
performance -1
animal handling +4
intimidation -1
persuasion -1
arcana +1
investigation +1
•religion +3
athletics +2
•medicine +6
sleight of hand +1
deception -1
nature +1
stealth +1
history +1
perception +4
survival +4
current hp

28

maximum hp

28

temporary hp

0

saves

-/-

cp

0

sp

0

gp

0

pp

0

appearance

Mush Room
Tea'Lou is a Amanita Sporeling. They are specifically a fly agaric, a poisonous and hallucinogenic mushroom. The smaller shrooms growing off Tea's skin and cap can be picked off but doing so does hurt them.

backstory

Tea awoke in a dangerous environment. Deep an a dark forest crawling with monsters and beast alike. A timid creature, they managed to survive for most of their life by setting up a camp and foreging for food. Life was hard and death was around every corner, but once in awhile, Tea would venture to the edge of the forest to visit an elderly lady from a nearby village.

She taught them bout the gods and nature. How fickle it was and how it's constantly changing. She taught them magic, healing spells to saved the injured and combat spells to protect them self and others. It was all so fascinating to Tea. Every week they would return and learn more, until she stopped coming to their meetings. All that was left from here was a small holy symbol left on a near by rock. Tea carefully collected it and went back to the forest and continued living their life as they were.

The forest was cruel, death around every corner. Tea's home was becoming more unsafe by the day. Odd snapping twigs heard nearby and tracks left in the mud. Something was hunting Tea. They did their best to ignore it. It was three days later when Tea was woken in the middle of the night by the crack of splintering wood. A monster tore at their home with the intent to kill. Tea barely made it out alive. Wounded and scared, Tes fled from their forest, With nothing but their holy symbol and a few rations. They opted to leave, and try to start a new life.

Present -

features & traits

Fungi Rot

You have resistance to necrotic damage

Nature Tougue

You have the ability to communicate with plants. They can understand the meaning of your words, and if they have a high enough intelligence and are willing to respond, you can understand them in return. You have advantage on all Charisma checks you make to influence them.

Hallucinogenic Cloud

You can use your bonus action to emit a hallucinogenic cloud around you.

When you do so, each creature within 5 feet of you must make a Constitution saving throw. The DC for this saving throw equals 8 + your Wisdom modifier + you proficiency bonus. If a creature fails its saving throw, it gains disadvantage on all attack rools and saving throws for one minute. The creature can repeat its saving throw at the end of its turns.

After you use your Toxic Puff, you can't use it again until you complete a short rest.

Poison Veins

You have resistance to poison damage and are immune to poison condition

Disciple of Life

Whenever you use a spell of 1st level or higher to restore hit points to a creature, the creature regains additional hit points equal to 2 + the spells level.

Channel Divinity: Preserve Life

As an action, you present you 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 30 feet of you, and divide those hit points among them. This feature can restore a creature no more than half of its hit point maximum. You can't use this feature on an undead or a construct.

Channel Divinity: Turn Undead

As an action, each undead that can see or hear you within 30 feet of you must make a wisdom saving throw. If the creature fails its saving throw, it is turned for 1 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 only use the dash action or try to escape from the effect that prevents it from moving. If there's nowhere to move, the creature can use the dodge action.

Languages

Elvish, Common, Sylvan, Goblin

Feats

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treasure

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age 16
height 3"4
weight 78 lbs
eyes #020202
skin #f2f7d1
hair #ca3c4b / #fffcf0
Spellcasting

WIS

Spell Save

14

Atk Bonus

+6

level

0

Friends Self
Poison Spray 10ft
Spare Dying Touch
Thaumaturgy 30ft
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level

1

4

•Bless 30ft
•Cure Wounds Touch
Cre./Des. Water 30ft
Healing Word 60ft
Inflict Wounds Touch
Shield of Faith 60ft

Level

2

2

•Lesser Res. Touch
Spiritual Weap. 60ft
Aid 30ft
Prayer of Heal. 30ft
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Level

3

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level

4

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level

5

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level

6

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level

7

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level

8

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level

9

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Bag

Staff (Arcane Focus) + 4 Atk Bonus - 1d6+2
Priest Pack -
Holy Symbol -
Herbalism Kit -
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