Difference between revisions of "Shepherd"
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===Background Traits=== | ===Background Traits=== | ||
− | <big>'''Hermit:''' Medicine, Religion | + | <big>'''Hermit'''</big> |
+ | *'''Skill Proficiencies:''' Medicine, Religion | ||
*'''Tool Proficiencies:''' Herbalism Kit | *'''Tool Proficiencies:''' Herbalism Kit | ||
*'''Languages:''' One of your choice | *'''Languages:''' One of your choice |
Revision as of 00:29, 30 June 2019
Shepherd
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Race: Myconid, Class: Cleric Background: Hermit, Alignment: Neutral Patron Deity: Factions: FACTIONS • Age: 47 • Height: 5' 6" • Weight: 27 lbs." • Build: Chitinous • Eyes: Black • DoB: • Notable Features: |
Ability Scores
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Strength 14, Dexterity 8, Constitution 13 ; Intelligence 10, Wisdom 16, Charisma 14 |
Proficiencies
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Bonus: +2 Saving Throws: Wisdom & Charisma Skills: Insight, Medicine, Persuasion, Religion Tools: Herbalism Kit Languages: Common, Undercommon, Deep Gnomglish Armor: Light, Medium, Heavy, Shields Weapons: Simple & Martial Weapons Passives: Perception 10, Insight 10, Investigation 13 |
Traits
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Feats
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none |
Combat
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Attacks: • xxx: +x, xdx+x, TRAITS Armor Class: 9, Initiative: -1, Speed: 25 ft Hit Points: , Hit Dice: 3d8+3 |
Social
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Personality Traits: Ideals: Bonds: Kazook Pickshine: You studied with a deep gnome alchemist and miner named Kazook Pickshine, who saved your life once when a magical experiment went awry. Last you heard, his family controlled some of the largest mines in the deep gnome settlement of Blingdenstone. Flaws: |
. - You don't know, you're not telepathic
Traits
Racial Traits
Myconid
- Ability Score Increase Your Wisdom score increases by 2, and your Constitution increases by 1.
- Superior Darkvision Accustomed to the darkness of the underdark, you have superior vision in dark and dim conditions. You can see in dim light within 120 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern colours in darkness, only shades of grey.
- Pacifying Spores As an action, you can eject spores at one creature you can see within 15 feet of you. The target must succeed on a Constitution saving throw equal to 8 + your proficiency modifier + you Constitution modifier or be stunned for 1 minute or until it takes damage. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. You regain use of this trait once you have completed a short or long rest.
- Rapport Spores You may as an action, extend rapport spores in a 20-foot radius. These spores can go around corners and affect only creatures with an Intelligence of 2 or higher that aren't undead, constructs, or elementals. Affected creatures can communicate telepathically with one another while they are within 30 feet of each other. The effect lasts for 1 hour.
- Sun Sickness While in direct sunlight, unless otherwise concealed, you have disadvantage on Strength, Dexterity and Constitution based ability checks, attack rolls, and saving throws.
- Languages You can understand, read and write Common and Undercommon but not speak it.
Class Traits
Cleric
- Spellcasting
- Divine Domain (Twilight)
- Chooser of the Slain Starting at 1st level, when a creature you can see takes damage, as a reaction you can roll 1d6 and add your Wisdom modifier. This amount is either added to or subtracted from the damage as you choose, but it has no effect unless it makes the difference between the target being reduced to 0 HP or not. You can use this feature a number of times per day equal to your Wisdom modifier, minimum 1. You regain all expended uses when you take a long rest.
- Channel Divinity (Turn Undead)
- Channel Divinity (Stand the Fallen) At level 2, you gain the ability to use your Channel Divinity as a reaction to invigorate a creature you can see who fails a death saving throw. The effects of that failure are disregarded, and the target creature instead regains hit points equal to your cleric level + your Wisdom Modifier, and may, if desired, stand up.
Background Traits
Hermit
- Skill Proficiencies: Medicine, Religion
- Tool Proficiencies: Herbalism Kit
- Languages: One of your choice
Resources
- Coins: 0 cp • 0 sp • 0 ep • 0 gp • 0 pp • Other coins: none
- Gems:
Magic Items
- Not yet
Equipment
Carried Equipment
- In Hand:
- Worn:
- Belt:
- Backpack: