Wys

From OakthorneWiki
Jump to navigationJump to search
Wys
Race: Erephim, Class: Cleric (War Domain) • 6th level
Background: Soldier, Alignment: Chaotic Good
Patron Deity:
Factions:
Ability Scores
Strength 16 (+3), Dexterity 5 (-3), Constitution 12 (+1);
Intelligence 12 (+1), Wisdom 20 (+5), Charisma 12 (+1)
Proficiencies
Bonus: 3
Saving Throws: Wisdom (+8) & Charisma (+4)
Skills: Arcana (+4) • Athletics (+6) • Insight (+8) • Intimidation (+4) • Persuasion (+4) • Religion (+4)
Tools: None
Languages: Common
Armor: Light, medium, heavy, shields
Weapons: All simple and martial
Traits
The Longest Learned, Spiritual Intervention, Authority of the Firstborn • Military Ranks • Spellcasting, Channel Divinity (2/short rest: Turn Undead, Guided Strike, War God's Blessing), Ritual Casting, Spellcasting Focus (holy symbol), War Priest
Feats
None
Combat
Attacks:
Warhammer +1: +7, 1d8+4 bludgeoning damage, Versatile (1d10 with both hands)
Dagger: +6, 1d4+3 piercing damage, Finesses, Light, Thrown (20/60 yards)
Armor Class: 20, Initiative: -3, Speed: 30 ft
Hit Points: 46, Hit Dice: 6d8
Social
Personality Traits: PERSONALITY
Ideals: IDEALS
Bonds: BONDS
Flaws: Hates to admit she was wrong

words -Attribution

Traits

  • Short Rest: At least 1 hour of rest.
    • May spend one or more Hit Dice to recover hit points. Spend the die, roll that die type and add Constitution bonus; this is how many hit points are recovered from that die. May spend as many hit dice as desired.
    • Recover Spiritual Intervention and Channel Divinity uses.
  • Long Rest: At least 8 hours of rest, including at least 6 hours of sleep. Cannot benefit from more than one long rest per 24 hour period.
    • Regain all lost hit points.
    • Regain Hit Dice equal to half of level.
    • Regain all spent spell slots.
    • Recover Authority of the Firstborn and War Priest uses.

Spells

  • Spells Slots (long rest): Cantrips: 4 • 1st: 4 • 2nd: 3 • 3rd: 3
  • Spell Save DC: 16 (8 + proficiency bonus + Wisdom bonus)
  • Spell Attack Check: +8 (proficiency bonus + Wisdom bonus)

Spells Prepared (Lvl + Wis): 10/11 • Spells marked with an asterix (*) are Domain Spells. • Long Rest: after a long rest, you may change which spells you have prepared.

  • Cantrips (4): light, sacred flame, spare the dying, thaumaturgy
  • First Level: bless, cure wounds, divine favor*, healing word, shield of faith*, sanctuary
  • Second Level: enhance ability, locate object, magic weapon*, prayer of healing, spiritual weapon*
  • Third Level: clairvoyance, crusaders mantle*, revivify, sending, spirit guardian*

Erephim Traits

  • The Longest Learned: You have proficiency in Religion and one other skill of your choice.
  • Spiritual Intervention (Short Rest): The spirits surround you, ready to act on your behalf. Their intervention grants you advantage on one ability check, saving throw, or attack roll. Once you call upon the spirits, you may not again until you have completed a short or long rest.
  • Authority of the Firstborn (Long Rest): You may cast the command spell once per day. The DC to resist your command is 8 + your Wisdom modifier + your proficiency bonus.

Soldier Traits

  • Military Ranks: Soldiers loyal to your former organization still recognize your authority and influence, and defer to you if they are of lower rank. You can invoke your rank to exert influence over other soldiers and requisition simple equipment for temporary use. You can also usually gain access to friendly military encampments and fortresses where your rank is recognized.

Cleric (War Domain) Traits

  • Channel Divinity (Short Rest): You have two uses of a Channel Divinity effect. You regain them all after a short or long rest.
  • Ritual Casting: Can cast prepared clerical spells ritually if they have the ritual tag.
  • Spellcasting Focus: May use a holy symbol as a spellcasting focus.
  • War Priest (Long Rest): When you use the Attack action, you may make one weapon attack as a bonus action. You may do this a number of times equal to your Wisdom bonus (5 times). You regain all uses after a long rest.

Channel Divinity Effects

Spend a use of your Channel Divinity to activate one of the following effects:

  • Turn Undead: As an action, present holy symbol. Each undead within 30' must make a Wisdom save. If it fails, it is turned for 1 minute or until it takes damage. While turned, it must spend its turns trying to escape, can't willingly move to a space within 30'. Will use Dash actions to escape, or Dodge actions if it can't go any further.
    • Destroy Undead (CR 1/2): Undead of CR 1/2 or less who are turned are instead destroyed immediately.
  • Guided Strike: When you make an attack roll, use a Channel Divinity to gain a +10 bonus to the roll. You can spend this after you see the results of the roll, but before the DM adjudicates the outcome of that roll.
  • War God's Blessing: When a creature within 30 feet of you makes an attack roll, you can use your reaction to use a Channel Divinity and grant that creature a +10 bonus to the roll. You can spend this after you see the results of the roll, but before the DM adjudicates the outcome of that roll.

Feats

  • 4th Level: Ability Increase (+1 Constitution, +1 Charisma)

Resources

  • Coins: x cp • x sp • x ep • x gp • x pp • Other coins: x
  • Gems: x

Magic Items

  • x

Equipment

Carried Equipment

  • In Hand: Warhammer, shield
  • Worn: Plate mail
  • Belt: Dagger
  • Backpack: x

xxx, Auroch

Origin

  • x

Important Individuals

  • x