Naanna-En
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Race: Erephim, Class: Cleric 7th Background: City Watch, Alignment: Lawful Good Patron Deity: The Spirits of the Moon Factions: The Order of the Moon |
Ability Scores
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Strength 10/19 (+0/+4), Dexterity 14 (+2), Constitution 14 (+2); Intelligence 9 (-1), Wisdom 18 (+4), Charisma 14 (+2) |
Proficiencies
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Bonus: +3 Saving Throws: Wisdom, Charisma Skills: Athletics(Str), Insight(Wis), Medicine(Wis), Perception(Wis), Persuasion(Cha), Religion(Int) Tools: x Languages: Cuneiform Armor: Light, Medium, Heavy, Shields Weapons: Simple, Martial |
Traits
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Longest Learned, Spiritual Intervention, Authority of the Firstborn • Spellcasting, Channel Divinity • Eyes of Night, Vigilant Blessing, Steps of the Brave |
Feats
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Wis +2 (4th) |
Combat
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Attacks: Warhammer +7 (1d8+4, Bludgeoning), Sickle +7 (1d4+4, Slashing,Light), Heavy Crossbow +5 (1d10+2, Piercing, Ammunition, Loading, Two-handed), Sacred Flame (DC 15 Dex, 3d8 Radiant), Word of Radiance (DC 15 Con, 5-ft radius, 2d6 Radiant) Armor Class: 20, Initiative: +2, Speed: 30 ft Hit Points: 52, Hit Dice: 7d8 |
Social
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Personality Traits: I'm always respectful and polite. • I approach problems head-on. A simple, direct course is the best path to a solution. Ideals: Greater Good. Our fate is to give our lives in the defense of others. Bonds: Loyalty. Those who fight with me are those worth laying down my life for. Flaws: Blind Loyalty. I uphold the law, even if the law causes suffering. |
Traits
Racial Traits
- The Longest Learned: You have proficiency in religion and one other skill of your choice.
- Spiritual Intervention: 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: You may cast the command spell once per day. The DC to resist your command is 15 (8 + your Wisdom modifier + your proficiency bonus).
Class Traits
- Spellcasting: DC 15, +7 • 4 Cantrips • Spells/Day: 4/3/3/1
- Spells Prepared: 11
- Cantrips: Guidance, Mending, Sacred Flame, Word of Radiance
- First Level: Cure Wounds, Faerie Fire, Guiding Bolt, Healing Word, Sleep
- Second Level: Darkness, Enhance Ability, Invisibility, Prayer of Healing, Silence, Spiritual Weapon
- Third Level: Aura of Vitality, Dispel Magic, Leomund's Tiny Hut, Revivify, Spirit Guardians
- Fourth Level: Aura of Life, Banishment, Greater Invisibility
- Ritual Casting: Able to my prepared cleric spells as rituals if they have the ritual tag.
- Spellcasting Focus: Able to use a holy symbol as a spellcasting focus.
- Channel Divinity: [2× per short rest], save DC 15
- Channel Divinity: Turn Undead: As an action, all undead within 30 ft that can see/hear me must make a Wisdom save. If an undead fails this save, it is turned for 1 minute or until it takes any damage. Turned: move away, never within 30 ft of me, no reactions or actions other than Dash. Turned: may Dodge instead of Dash when nowhere to move and unable to escape bonds
- Destroy Undead: [CR ½ or lower] An undead up to the CR above that fails its save when I use Turn Undead is destroyed
- Channel Divinity: Twilight Sanctuary: I can use my Channel Divinity to refresh my allies with soothing twilight. As an action, I present my holy symbol, and a sphere of twilight emanates from me. The sphere is centered on me, has a 30-foot radius, and is filled with dim light. The sphere moves with me, and it lasts for 1 minute or until I am incapacitated or die. Whenever a creature (including me) ends its turn in the sphere, I can grant that creature one of these benefits:
- Give it 1d8 temporary hit points.
- End one effect causing it to be charmed or frightened
- Channel Divinity: Turn Undead: As an action, all undead within 30 ft that can see/hear me must make a Wisdom save. If an undead fails this save, it is turned for 1 minute or until it takes any damage. Turned: move away, never within 30 ft of me, no reactions or actions other than Dash. Turned: may Dodge instead of Dash when nowhere to move and unable to escape bonds
- Eyes of Night: My eyes are blessed, allowing me to see through the deepest gloom. I have darkvision with no maximum range; I can see in dim light as if it were bright light and in darkness as if it were dim light. As an action, I can magically give the benefit of this feature to any number of creatures I can see within 10 feet of me. The shared benefit lasts for 10 minutes. I can extend this benefit a number of times equal to my Wisdom modifier (a minimum of once), and I regain all expended uses when I finish a long rest.
- Vigilant Blessing: The night has taught me to be vigilant. As an action, I give one creature I touch (including possibly myself) advantage on the next initiative roll the creature makes. This benefit ends immediately after the roll or if I this feature again.
- Steps of the Brave: I draw strength from my connection to twilight and find myself at home within its dark embrace, gaining two benefits:
- I have advantage on saving throws against being frightened.
- If I am in dim light or darkness, I can use a bonus action to magically give myself a flying speed equal to my walking speed until the end of my next turn.
Background Traits
- Watcher's Eye: My experience in enforcing the law, and dealing with lawbreakers, gives me a feel for local laws and criminals. I can easily find the local outpost of the watch, guards or a similar organization, and just as easily pick out the dens of criminal activity in a community. I am far more likely to be welcome in the former locations rather than the latter, however.
Feats
- Wis +2 (4th)
Resources
Carried Weapons
Warhammer, Sickle, Heavy Crossbow
Armor
Adamantine Plate Mail, Sentinel Shield
Magic Items
- Adamantine Armor (Plate): This suit of armor is reinforced with adamantine. While you're wearing it, any critical hit against you becomes a normal hit.
- Sentinel Shield: While holding this shield, you have advantage on initiative rolls and Wisdom (Perception) checks.
- Gauntlets of Ogre Power (Attuned): Your Strength score is 19 while you wear these gauntlets. They have no effect on you if your Strength is already 19 or higher.
- Necklace of Prayer Beads (Attuned): This necklace has 1d4 + 2 magic beads. Six types of magic beads exist. A necklace can have more than one bead of the same type. To use one, you must be wearing the necklace. Each bead contains a spell that you can cast from it as a bonus action (using your spell save DC if a save is necessary). Once a magic bead's spell is cast, that bead can't be used again until the next dawn.
- The necklace has 4 beads:
- 1 Bead of Blessing, with Bless
- 2 Beads of Curing, with Cure Wounds (at 2nd level) or Lesser Restoration
- 1 Bead of Smiting, with Branding Smite
Worn/Carried Possessions
- Set of fine clothes, Insignia of Rank, Horn, Manacles x2, Belt Pouch, Healer's Kit.
Urd-Ashak Notes
The official clergy of the city are divided into two orders:
The Order of the Stars is mostly comprised of knowledge and light clerics, divination wizards, and lore bards. They read the stars for prophecies and advise the leaders of the city. They also serve as a repository for wisdom, lore, and history for the people of the city.
The Order of the Moon is mostly comprised of life, order, and twilight clerics, crown and devotion paladins, and fighters. They protect and minister to the people of the city and serve as a defacto city guard.