Sylyra

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Sylyra
Sylyra.jpg
Race: Firbolg, Class: Cleric of Mystra (Arcana)
Background: Faction Agent (Harpers), Alignment: Neutral Good
Patron Deity: Mystra
Factions: Harpers Rank 3, House of Wonder Rank 1
Ability Scores
Strength 12 (+1), Dexterity 10 (-), Constitution 12 (+1);
Intelligence 14 (+2), Wisdom 17 (+3), Charisma 10 (-)
Proficiencies
Bonus: +2
Saving Throws: Wisdom and Charisma
Skills: Arcana (INT), Insight (WIS), Investigation (INT), Medicine (WIS), Religion (INT)
Tools: None
Languages: Common, Alzhedo, Chondathan, Dethek, Espruar (Wild Elf Dialect), Jotun, Shaaran (Regional Common), and Sylvan
Armor: Light, Medium, Shields
Weapons: Simple
Traits
Firbolg Magic, Hidden Step, Powerful Build, Speech of Beast and Leaf, Safe Haven, Spellcasting, Channel Divinity: Turn Undead, Channel Divinity: Arcane Abjuration, Arcane Initiate
Feats
none
Combat
Attacks:xxx: +x, xdx+x, TRAITS
Armor Class: 10 + armor + shield, Initiative: -, Speed: 30 ft
Hit Points: 27, Hit Dice: 3d8
Social
Personality Traits:
• Comes across as aloof or shy.
• Childlike excitement when experiencing a new magic or magic used for entertainment
• Cares for her friends as if they were members the tribe she left behind.
Ideals:
• Mystra chose me to protect to weave, I don't know why but it is my duty now
• Magic when used for good is wondrous.
• Violence should only be used as a last resort, once you've committed to it you need to be prepared to see it through and face the consequences.
• Those who's deeds harm the weave must be brought to swift justice.
Bonds:
(TBD Harper) - The Harper agent I was led to through visions, who traveled with me from Wealdath to Waterdeep, my sponsor into the Harpers and the one who taught me about the world outside of the forest. Mentor figure.
(TDB Mid-rank paladin of Mystra) - A paladin who helped me get my bearings at the House of Wonder and has helped when I did not understand what I was supposed to be doing for the temple. Friend.
Flaws:
• Often forgets to use people's names, referring to them by their deeds and actions instead.
• Slightly xenophobic, not hostile but wary.

It's still magic even if you know how it's done. ― Terry Pratchett, A Hat Full of Sky

Traits

Spellcasting

  • Maximum # of Prepared Spells: /6 cleric
  • Spells per Day: Cantrips: 5(3 + 2 bonus wizard) • 1st: 4 • 2nd: 2 • 3rd: - • 4th: - • 5th: - • 6th: - • 7th: - • 8th: - • 9th: -
  • Magic Ability: Wisdom (Cleric)
  • Saving Throw DC: 13 • Spell Attack Mod: +5

Prepared Spells

Spells marked with one asterix (*) are Domain Spells; those marked with a cross (+) are rituals.

  • Cantrips (5): Dancing Lights*, Prestidigitation*,
  • 1st Level: Detect Magic*, Magic Missle*
  • 2nd Level: Magic Weapon*, Nystul’s Magic Aura*

Racial Traits

  • Ability Score Increase Your Wisdom score increases by 2, and your Strength score increases by 1.
  • Languages You can speak, read, and write Common, Regional Common (Shaaran), Elvish (Espruar), and Giant (Jotun).
  • Firbolg Magic You can cast detect magic and disguise self with this trait, using Wisdom as your spell casting ability for them. Once you cast either spell, you can't cast it again with this trait until you finish a short or long rest. When you use this version of disguise self, you can seem up to 3 feet shorter than normal, allowing you to more easily blend in with humans and elves.
  • Hidden Step As a bonus action, you can magically tum invisible until the start of your next turn or until you attack, make a damage roll, or force someone to make a saving throw. Once you use this trait, you can't use it again until you finish a short or long rest.
  • Powerful Build You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
  • Speech of Beast and Leaf You have the ability to communicate in a limited manner with beasts and plants. They can understand the meaning of your words, though you have no special ability to understand them in return. You have advantage on all Charisma checks you make to influence them.

Class Traits

  • Channel Divinity: Turn Undead
    • 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.
    • 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.

Specialty Traits

  • Arcane Initiate When you choose this domain at 1st level, you gain proficiency in the Arcana skill, and you gain two cantrips of your choice from the wizard spell list. For you, these cantrips count as cleric cantrips.
  • Channel Divinity: Arcane Abjuration
    • As an action, you present your holy symbol, and one celestial, elemental, fey, or fiend of your choice that is within 30 feet of you must make a Wisdom saving throw, provided that the creature can see or hear you. 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 end its move in 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.

Background Traits

  • Skill Proficiencies: Insight and Investigation
  • Languages: Chondathan and Dethek
  • Safe Haven: As a faction agent, you have access to a secret network of supporters and operatives who can provide assistance on your adventures. You know a set of secret signs and passwords you can use to identify such operatives, who can provide you with access to a hidden safe house, free room and board, or assistance in finding information. These agents never risk their lives for you or risk revealing their true identities.

Faction Traits

  • Harper Pin Wrought by certain finesmiths and enchanted by Harper magicians, the Harper pin provides a number of benefits to the attuned wearer based on their standing within the Harpers as a faction. Pins manifest power based on their attunement to Harper bearers. An un-attuned pin is referred to as being dormant.

Feats

None

Resources

  • Coins: 0 cp • 0 sp • 0 ep • 300 gp • 0 pp • Other coins:
  • Gems:

Magic Items

  • Harper Pin Wondrous Item, rare (attunement)
    • Wrought by certain finesmiths and enchanted by Harper magicians, the Harper pin provides a number of benefits to the attuned wearer based on their standing within the Harpers as a faction. Pins manifest power based on their attunement to Harper bearers. An un-attuned pin is referred to as being dormant.
    • Basic Abilities: No ranking. Harper pins, even those which are dormant, are themselves immune to divination magics. They never register as magical to spells or spell-like abilities.
    • Rank 3+. In addition to the above abilities, the pin functions as a ring of mind shielding, without the soul-retention property of that ring.

Equipment

Carried Equipment

  • In Hand:
  • Worn:
  • Belt:
  • Backpack:

Stored Equipment

Lifestyle

  • xxx: (x gp/day). x

Origin

  • Wealdath

Important Individuals

  • Harper XX:
  • Paladin of Mystra: