Casting Time:
Range:
Components:
Duration:
Description:
Stats:
STR: 10
DEX: 14
CON: 16
INT: 14
WIS: 17
CHA: 15
Name & Age:
Evendur Amblecrown & 29
Basic Character:
Half-Elf who refuses his elven heritage. Can understand elvish but cannot speak it.
Height & Weight:
5'8" & 170 lb
Languages:
Common - Elvish (Understand Only) - Orc
God: Milil
Personality:
- Trait: I change my mood or my mind as quickly as I change key in a song.
- Ideals: Beauty (When I perform, I make the world better than it was.)
- Bonds: My Instrument is my most treasured possession, and it reminds me of
someone I love.
- Flaws: I have trouble keeping my true feelings hidden. My sharp tongue lands me in
trouble
Wealth: 15GP
Inventory:
- Explorer's Pack:
Backpack - Bedroll - Mess Kit - Tinderbox - 10 Torches - 10 Days of Rations -
Waterskin - 50 Feet of Hempen Rope
- Equipment:
- Mace - Scale Mail - Light Crossbow (20 Bolts) - Shield - Holy Symbol
- Viol
- Love Letter (From first fan/boyfriend for a time)
- Costume
- Belt Pouch with 15GP
Spells:
Cantrips:
- Guidance: Divination Cantrip
Casting Time: 1 Action
Range: Touch
Components: Verbal - Sight
Duration: Concentration - Up to 1 Minute
Description: 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.
- Light: Evocation Cantrip
Casting Time: 1 Action
Range: Touch
Components: Verbal - Material (Firefly or Phosphorescent Moss)
Duration: 1 hour
Description: You touch one object that is no larger than 10 feet in any
dimension. Until the spell ends, the objects sheds bright light
in a 20-foot radius and dim light for an additional 20 feet. The
light can be colored as you like. Completely covering the
object with something opaque blocks the light. Ends when it
is cast again or dismiss it as an action. If you target an object
held or worn by a hostile creature, that creature must succeed
on a Dexterity saving throw.
- Sacred Flame: Evocation Cantrip
Casting Time: 1 Action
Range: 60 Feet
Components: Verbal - Sight
Duration: Instantaneous
Description: 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).
- Spare The Dying: Necromancy Cantrip
Casting Time: 1 Action
Range: Touch
Components: Verbal - Sight
Duration: Instantaneous
Description: You touch a living creature that has 0 hit points. The creature
becomes stable. The spell has no effect on undead or
constructs.
Level 1 Spells Prepared:
- Command: 1st Level Enchantment
Casting Time: 1 Action
Range: 60 Feet
Components: Verbal
Duration: 1 Round
Description: You speak a one-word command to a creature you can see
within range. The target must succeed on a Wisdom saving
throw or follow the command on its next turn. The spell has
no effect is the target is undead, if it doesn't understand your
language, or if your command is directly harmful to it. Typical
commands you can use (but aren't limited to, if it's not listed
the DM determines how it behaves, if the target can't follow
your command, the spell ends.):
Approach: The target moves toward you by the
shortest and most direct route, ending its turn if it
moves within 5 feet of you.
Drop: The target drops whatever whatever it is
holding and then ends its turn.
Flee: The target spends its turn moving away from you
by the fastest available means.
Grovel: The target falls prone and then ends its turn.
Halt: The target doesn't move and takes no actions. A
flying creature stays aloft, provided that it is able to
do so. If it must move to stay aloft, it flies the
minimum distance needed to remain in air.
At Higher Levels: When casted with a spell slot 2nd
Level or higher, you can affect one additional creature
for each slot level above 1st. The creatures must be
within 30 feet of each other when you target them.
- Cure Wounds: 1st Level Evocation
Casting Time: 1 Action
Range: Touch
Components: Verbal - Sight
Duration: Instantaneous
Description: A creature you touch regains a number of hit points equal to
1d8 + spellcasting modifier. This spell has no effect on undead
or constructs.
At Higher Levels: When you cast this spell using a spell slot of
2nd Level or higher, the healing increases by 1d8 for each slot
level above 1st.
-Healing Word: 1st Level Evocation
Casting Time: 1 Bonus Action
Range: 60 Feet
Components: Verbal
Duration: Instantaneous
Description: A creature of your choice that you can see within range
regains hit points equal to 1d4 + spellcasting ability modifier.
This spell has no effect on undead or constructs.
At Higher Levels: When you cast this spell using a 2nd Level
Spell slot or higher, the healing increases by 1d4 for each slot
level above 1st.
-Inflict Wounds: 1st Level Necromancy
Casting Time: 1 Action
Range: Touch
Components: Verbal - Sight
Duration: Instantaneous
Description: Make a melee spell attack against a creature you can reach. On
a hit, the target takes 3d10 necrotic damage.
At Higher Levels: When cast using a 2nd Level spell slot or
higher, the damage increases by 1d10 for each slot level above 1st.
Background:
Entertainer:
- Proficiencies:
- Skills: Acrobatics - Performance
- Tools: Disguise Kit - Viol
- Equipment: Viol - Love Letter (From first fan/boyfriend for a time), a
costume, belt pouch with 15GP
- Entertainer Routine: Instrumentalist
- Feature: By Popular Demand -
"You can always find a place to perform, usually in an inn or tavern but possibly with a circus, at a theater,
or even in a noble’s court. At such a place, you receive free lodging and food of a modest or comfortable
standard (depending on the quality of the establishment), as long as you perform each night. In addition,
your performance makes you something of a local figure. When strangers recognize you in a town where
you have performed, they typically take a liking to you."
Race:
Half-Elf
- Charisma: +2
- 2 Extra: +1
- Allignment: Chaotic
- 5-6 ft Size: Medium
- Speed: 30ft
- Darkvision: 60 ft
- Advantage in saving against being charmed
- Magic can't put them to sleep
- 2 Skill Proficiencies
- Languages: Common, Elvish (can understand but not speak), Extra
Class:
Cleric Lv. 1
- Proficiency: +2
- Spellcasting & Divine Domain
- 3 Cantrips
- Spell Slots: 2 First Level
- Hit Dice: 1d8/Lvl
- Hit Points: 1st Lvl: 8+Constitution Modifier
- Proficiencies:
- Armor: Light armor, medium armor, shields
- Weapons: All simple weapons
- Saving Throws: Wisdom & Charisma
- Skills: 2 from (History, Insight, Medicine, Persuasion & Religion)
- Equipment:
Mace - Scale Mail - Light Crossbow - Explorer's Pack - Shield - Holy Symbol
- Spellcasting:
- Spell Save DC: 8 + Profeciency Bonus + Wisdom Modifier
- Spell Attack Modifier - Proficiency Bonus + Wisdom Modifier
- Prepared Spells: Wisdom Modifier + Level
- Ritual Casting:
- Can cast a cleric spell as a ritual if the spell has a ritual tag and are prepared.
- Spellcasting Focus:
- Can use a holy symbol as the spellcasting focus for cleric spells.
Light Domain:
- Spells:
- 1st Level Spells: Burning Hands - Faerie Fire
- 3rd Level Spells: Flaming Sphere - Scorching Ray
- 5th Level Spells: Daylight - Fireball
- 7th Level Spells: Guardian of Faith - Wall of Fire
- 9th Level Spells: Flame Strike - Scrying
- Bonus Cantrip: Light
- Warding Flare:
You can interpose divine light between self and an attacking enemy. When
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. You can use this the same amount as your wisdom
modifier, regain uses after long rest.
- Level 6 Improvement:
Use Warding Flare when a creature that you can see within 30 feet of
you attacks a creature other than you.
- Channel Divinity: Turn Undead
At Level 2- as an action, you present your holy symbol and speak a prayer
censuring the undead. Each undedad that cas see or hear you within 30 feet of
you must make a Wisdom saving throw. If it fails, 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 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 an effect that prevents it from moving. If
there's nowhere to move, the creature can use the Dodge action.
- Channel Divinity: Radiance of the Dawn
Starting at Level 2 you can use your Channel Divinity to harness sunlight,
banishing darkness and dealing radiant damage. As an action you present
your holy symbol, and any magical darkness within 30 feet of you is dispelled.
Also, each hostile creature within 30 feet of you must make a Constitution
saving throw. A creature takes radiant dmage equal to 2d10 + cleric level
when failing the saving throw and half as much on a succesful save. A creature with
total cover from you is not affected.
- Potent Spellcasting:
Starting at Level 8 you add your Wisdom modifier to damage you deal with
any cleric cantrips.
- Corona of Light:
Starting at Level 17, you can use your action to activate an aura of sunlight that
lasts for 1 minute or until you dismiss it using another action. You emit bright
light in a 60-foot radius and dim light 30 feet beyind that. Your enemies in the bright
light have disadvantage on saving throws against any spell sthat deals fire or radiant
damage.