Andalyra
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Jump to navigationJump to searchAndalyra of Selûne
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Race: Half-Elf, Class: Cleric (5th Level) Background: Sailor, Alignment: Chaotic Good Patron Deity: Selûne Factions: {{{Factions}}} |
Ability Scores
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Strength 9 (-1), Dexterity 12 (+1), Constitution 12 (+1); Intelligence 11 (+0), Wisdom 18 (+4), Charisma 16 (+3) |
Proficiencies
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Bonus: +3 Saving Throws: Wisdom, Charisma Skills: Athletics, Deception, Insight, Medicine, Perception, Persuasion Tools: Navigator's tools, vehicles (water) Languages: Common, Elvish, Alzhedo Armor: Light armor, medium armor, shields Weapons: All simple |
Traits
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Darkvision 60', Fey Ancestry, Skill Versatility • Ship's Passage • Spellcasting (9 prepared; 4/4/3/2), Life Domain (Domain Spells, Heavy Armor Proficiency, Disciple of Life), Channel Divinity: Preserve Life (1/rest), Destroy Undead (CR 1/2) |
Feats
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Healer |
Combat
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Attacks: xxx Armor Class: xxx, Initiative: +xxx, Speed: 30 ft Hit Points: xxx, Hit Dice: 3d8 |
Social
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Personality Traits: {{{Personality}}} Ideals: Someday I'll own my own ship, and chart my own destiny. • Freedom is everything. Bonds: It is not the destination that is the point, but the journey. • Selune is my guiding light. • My crew are like my family. Flaws: I love games of chance, much to the regret of my purse. • I am a romantic at heart, though mercurial in my affections. |
words -Attribution
Origin
xxx
Appearance
xxx
Traits
Half-Elf Traits
- Darkvision: 60'
- Fey Ancestry: advantage on saves against being charmed; immune to magic that creates sleep.
- Skill Versatility: Gain proficiency in two skills of choice (x, x).
Sailor Traits
- Ship's Passage: Able to secure free passage on a sailing ship for myself and companions. In return, expected to assist the crew during the voyage.
Cleric Traits
- Spellcasting (Spell Save DC 16 • Attack Bonus +7): Cantrips: 4 • Prepared: 9 • Slots: 4/3/2 • Spells marked with an asterix (*) are Domain Spells, and always prepared.
- Cantrips: guidance, light, mending, sacred flame
- First Level Spells: bless*, cure wounds*, healing word, sanctuary, shield of faith
- Second Level Spells: aid, lesser restoration*, locate object, silence, spiritual weapon*
- Third Level Spells: beacon of hope*, dispel magic, glyph of warding, mass healing word, revivify*
- Life Domain
- Domain Spells: bless, cure wounds • lesser restoration, spiritual weapon • beacon of hope, revivify
- Bonus Proficiency: Heavy armor.
- Disciple of Life: When using a spell of 1st or higher level to heal a creature, that creature also gains an additional number of hit points equal to 2 + the spell's level.
- Channel Divinity: May use one of the following effects. Must take a short rest to regain ability.
- Turn Undead: As an action, force undead within 30' to make a Wisdom save. If it fails, it is turned for 1 minute or until it takes damage. Turned creatures must spend their actions getting as far from the turning character as possible (using Dash action), and can't willingly move to a space within 30'. Can't take reactions. Creatures with nowhere to go can use the Dodge action.
- Preserve Life: As an action, restore a number of hit points equal to cleric level x5, divided among creatures within 30'. Able to restore a creature to no more than half hit point maximum.
- Destroy Undead (CR 1/2): Undead of the indicated CR or lower that are turned successfully are instead destroyed.
Feats
- Ability Score Increases: +2 Wisdom (1st level)
- Healer: When using a healer's kit to stabilize a dying creature, creature regains 1 hit point • As an action, tend to a creature with one use of a healer's kit, restoring 1d6+4 hit points, plus hit points equal to the number of maximum hit dice it has; creatures must take a short or long rest to benefit again.
Resources
- Moneys: x pp • x gp • x ep • x sp • x cp
- Gems: x
- Art Objects: x
- Carried Equipment: xxx
- Stored Equipment: xxxx
- Lifestyle: xxx
Other Important Individuals
- x
Projects, Goals and/or Downtime
- x
Experience Points
Total: x
- 0.0.2014: x