HighMoon

Cleric of Xephixirverse

May 27th, 2017
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  1. Character Name: Shikoba
  2. Player Name: Moony
  3. Class/Level: Cleric 3
  4. Race: Shryien
  5. Age:
  6. Height: 6ft
  7. Weight: 200 lbs
  8. Alignment:
  9. Background: Acolyte
  10.  
  11.  
  12. --- Ability Scores ---
  13.  
  14. Scores: Modifier Saving Throws
  15. Strength ........ 14 ... (+2) ........ [ ]
  16. Dexterity ....... 10 ... (+0) ........ [ ]
  17. Constitution .... 15 ... (+2) ........ [ ]
  18. Wisdom .......... 17 ... (+3) ........ [x]
  19. Intelligence .... 11 ... (+0) ........ [ ]
  20. Charisma ........ 14 ... (+2) ........ [x]
  21.  
  22.  
  23. --- Statistics ---
  24.  
  25. Base Speed ...... 30 ft
  26. Armor Class ..... 13 (11 AC + 0 Dex +2 shield)
  27. Initiative ...... +0
  28.  
  29. Hit Points ...... 30
  30. Hit Dice ........ 1d8
  31. Hit Dice Total .. 3
  32.  
  33. Death saves: Advantage
  34. Successes: [ ] [ ] [ ]
  35. Failures: [ ] [ ] [ ]
  36.  
  37. Passive Wisdom (Perception) 13
  38.  
  39.  
  40. --- Skills ---
  41.  
  42. Modifier Skill (Ability Mod) Proficiency?
  43. [+0] ... Acrobatics (Dex) ........... [ ]
  44. [+2] ... Animal Handling (Cha) ...... [ ]
  45. [+0] ... Arcana (Int) ............... [ ]
  46. [+2] ... Athletics (Str) ............ [ ]
  47. [+2] ... Deception (Cha) ............ [ ]
  48. [+2] ... History (Int) .............. [x]
  49. [+5] ... Insight (Wis) .............. [x]
  50. [+2] ... Intimidation (Cha) ......... [ ]
  51. [+0] ... Investigation (Int) ........ [ ]
  52. [+5] ... Medicine (Wis) ............. [x]
  53. [+0] ... Nature (Int) ............... [ ]
  54. [+3] ... Perception (Wis) ........... [ ]
  55. [+2] ... Performance (Cha) .......... [ ]
  56. [+2] ... Persuasion (Cha) ........... [ ]
  57. [+2] ... Religion (Int) ............. [x]
  58. [+0] ... Sleight of Hand (Dex) ...... [ ]
  59. [+0] ... Stealth (Dex) .............. [ ]
  60. [+3] ... Survival (Wis) ............. [ ]
  61.  
  62.  
  63. --- Equipment and Attacks ---
  64.  
  65. Weapon name: Atk Bonus: Damage/Type:
  66. [ ] Warhammer [+4] Bludgeoning [1d8]
  67. [ ] Crossbow [+2] Piercing [1d8]
  68. [ ] ............ [ ] ......... [ ]
  69. [ ] ............ [ ] ......... [ ]
  70.  
  71. Wealth:
  72. 00cp, 00sp, 137gp, 00ep, 00pp
  73.  
  74. Other Equipment:
  75. - Shield
  76. - Holy symbol
  77. - Leather armor
  78. - Prayer book
  79. - Sticks of incense x5
  80. - Vestments
  81. - Set of common clothes
  82. - Belt pouch
  83. - Explorer's Pack
  84.  
  85.  
  86. --- Features and Traits ---
  87.  
  88. Setting Feature: Elemental Magic
  89. Prerequisite: The ability to cast spells in any class
  90. At 1st level, choose a damage type from the following: Fire, Cold (Frost), Lightning (Storm), Acid (Shadow), Poison (Earth), Radiant (Light), Necrotic (Time), Thunder (Balance) and Psychic (Lunar). When you cast a spell, you may choose either to use the default damage type of the spell, or the damage type you chose. Once chosen, this damage type may not be changed. [[Thunder]]
  91.  
  92. Steadfast: You have resistance to Force damage.
  93.  
  94. Inner Focus: Your people emphasize training against surprise and startling, and you are no different. You have the advantage on saving throws against stunned and fear effects.
  95.  
  96. Never Give Up: The Shryien are a race as durable as they are stubborn. You have advantage on death saving throws.
  97.  
  98. Aura Link: You may communicate with any creature that speaks a language you can see within 60 ft through the Aura stream. This is functionally identical to telepathic communication.
  99.  
  100. Aura-Based Magic: You are skilled at using your inner Aura to resist damage and keeping others alive. You know the cantrips Resistance and Spare the Dying. Wisdom is your spellcasting ability for these spells.
  101.  
  102. CIRCLE OF MORTALITY
  103. At 1st level, you gain the ability to manipulate the line between life and death. When you would normally roll one or more dice to restore hit points with a spell to a creature at 0 hit points, you instead use the highest number possible for each die.
  104.  
  105. In addition, you learn the spare the dying cantrip, which doesn’t count against the number of cleric can trips you know. For you, it has a range of 30 feet, and you can cast it as a bonus action.
  106.  
  107. EYES OF THE GRAVE
  108. At 1st level, you gain the ability to occasionally sense the presence of the undead, whose existence is an insult to the natural cycle of life. As an action, you can open your awareness to magically detect undead. Until the end of your next turn, you know the location of any undead within 60 feet of you that isn’t behind total cover and that isn’t protected from divination magic. This sense doesn’t tell you anything about a creature's capabilities or identity.
  109.  
  110. You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a long rest.
  111.  
  112. CHANNEL DIVINITY: PATH TO THE GRAVE
  113. Starting at 2nd level, you can use your Channel Divinity to mark another creature’s life force for termination. As an action, you choose one creature you can see within 30 feet of you, cursing it until the end of your next turn. The next time you or an ally of yours hits the cursed creature with an attack, the creature has vulnerability to all of that attack's damage, and then the curse ends.
  114.  
  115. CHANNEL DIVINITY: TURN UNDEAD
  116. As an action, you present your holy symbol and speak a prayer censuring the undead. 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.
  117.  
  118. 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.
  119.  
  120.  
  121. -
  122. Shelter of the Faithful: As an acolyte, you command the respect of those who share your faith, and you can perform the religious ceremonies of your deity. You and your adventuring companions can expect to receive free healing and care at a temple, shrine, or other established presence of your faith, though you must provide any material components needed for spells. Those who share your religion will support you (but only you) at a modest lifestyle. You might also have ties to a specific tempIe dedicated to your chosen deity or pantheon, and you have a residence there, This could be the temple where you used to serve, if you remain on good terms with it, or a temple where you have found a new home, While near your temple. you can call upon the priests for assistance, provided the assistance you ask for is not hazardous and you remain in good standing with your temple.
  123.  
  124. --- Languages and Proficiencies ---
  125.  
  126. Languages: Common, Etherneal, Lumentia, Shadowrian
  127.  
  128. Melee Weapon Proficiencies: Simple, Martial
  129. Ranged Weapon Proficiencies: Simple, Martial
  130. Armor Proficiencies: Light, Medium, Shields
  131.  
  132. Tools: None
  133. Vehicles:
  134.  
  135.  
  136. --- Background-Related ---
  137.  
  138. Personality Traits:
  139. - I can find common ground between the fiercest enemies, empathizing with them and always working towards peace
  140. -
  141.  
  142. Ideals:
  143. - Aspiration: I seek to prove myself worthy of my God's favor by matching my actions against his or her teachings
  144.  
  145. Bonds:
  146. - Everything I do is for the common people
  147.  
  148. Flaws:
  149. - I judge others harshly, and myself even more severely
  150.  
  151.  
  152. --- Spells ---
  153.  
  154. Spellcasting Ability: Wisdom
  155. Spell save DC: 13
  156. Spell attack bonus: +5
  157.  
  158. Cantrips:
  159. - Resistance
  160. - Spare the Dying
  161. - Light
  162. - Sacred Flame
  163. -
  164. -
  165. -
  166.  
  167. Spell level 1: [4]
  168. - Bane
  169. - Cure Wounds
  170. - Shield of Faith
  171. - Purify Food and Drink
  172. - Bless
  173. -
  174. -
  175. -
  176.  
  177. Spell level 2: [2]
  178. - Gentle Repose
  179. - Prayer of Healing
  180. -
  181. -
  182. -
  183. -
  184. -
  185. -
  186.  
  187. Spell level 3:
  188. -
  189. -
  190. -
  191. -
  192. -
  193. -
  194. -
  195. -
  196.  
  197. Spell level 4:
  198. -
  199. -
  200. -
  201. -
  202. -
  203. -
  204. -
  205. -
  206.  
  207. Spell level 5:
  208. -
  209. -
  210. -
  211. -
  212. -
  213. -
  214. -
  215. -
  216.  
  217. Spell level 6:
  218. -
  219. -
  220. -
  221. -
  222. -
  223.  
  224. Spell level 7:
  225. -
  226. -
  227. -
  228. -
  229.  
  230. Spell level 8:
  231. -
  232. -
  233. -
  234.  
  235. Spell level 9:
  236. -
  237. -
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