Naanna-En

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Naana-En
Naanna-En.png
Race: Erephim, Class: Cleric (Twilight) 9th
Background: City Watch, Alignment: Lawful Good
Patron Deity: The Spirits of the Moon
Factions: The Order of the Moon
Ability Scores
Strength 10/19 (+0/+4), Dexterity 14 (+2), Constitution 14 (+2);
Intelligence 9 (-1), Wisdom 20 (+5), Charisma 14 (+2)
Proficiencies
Bonus: +4
Saving Throws: Wisdom, Charisma
Skills: Athletics(Str), Insight(Wis), Medicine(Wis), Perception(Wis), Persuasion(Cha), Religion(Int)
Tools: x
Languages: Common, Cuneiform
Armor: Light, Medium, Heavy, Shields
Weapons: Simple, Martial
Traits
Longest Learned, Spiritual Intervention, Authority of the Firstborn • Spellcasting, Channel Divinity • Eyes of Night, Vigilant Blessing, Steps of Night, Divine Strike
Feats
Wis +2 (4th), Wis +2 (8th)
Combat
Attacks:
  • Warhammer +8 (1d8+4 Bludgeoning +1d8 Radiant)
  • Sun Blade +10 (2d8+6 Radiant, +1d6 vs Undead, Finesse, versatile (1d10))
  • Heavy Crossbow +6 (1d10+2 Piercing +1d8 Radiant, Ammunition, Loading, Two-handed)
  • Sacred Flame (DC 17 Dex, 2d8 Radiant)
  • Word of Radiance (DC 17 Con, 5-ft radius, 2d6 Radiant)
    Armor Class: 20, Initiative: +2, Speed: 30 ft
    Hit Points: 66, Hit Dice: 9d8
Social
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 17 (8 + your Wisdom modifier + your proficiency bonus).

Class Traits

  • Spellcasting: DC 17, +9 • 4 Cantrips • Spells/Day: 4/3/3/3/1
  • Spells Prepared: 14
    • Cantrips: Guidance, Mending, Sacred Flame, Word of Radiance
    • First Level: Cure Wounds, Faerie Fire, Guiding Bolt, Healing Word, Sleep
    • Second Level: Moonbeam, Prayer of Healing, See Invisibility, Silence, Spiritual Weapon
    • Third Level: Aura of Vitality, Dispel Magic, Leomund's Tiny Hut, Mass Healing Word, Revivify, Spirit Guardians
    • Fourth Level: Aura of Life, Banishment, Divination, Greater Invisibility
    • Fifth Level: Circle of Power, Commune, Legend Lore, Mislead
  • 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 17
    • Channel Divinity: Turn Undead: As an action, all undead within 30 feet 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 feet 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 1 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:
      • I grant it temporary hit points equal to 1d6 plus my cleric level.
      • I end one effect on it causing it to be charmed or frightened.
  • Eyes of Night: I can see through the deepest gloom. I have darkvision out to a range of 300 feet. In that radius, 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 share the darkvision of this feature with willing creatures I can see within 10 feet of me, up to a number of creatures equal to my Wisdom modifier (minimum of one creature). The shared darkvision lasts for 1 hour. Once I share it, I can't do so again until I finish a long rest, unless I expend a spell slot of any level to share it again.
  • 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 Night: I can on the mystical power of night to rise into the air. As a bonus action when I am in dim light or darkness, I can magically give myself a flying speed equal to my walking speed for 1 minute. I can use this bonus action a number of times equal to my proficiency bonus, and I regain all expended uses when I finish a long rest.
  • Divine Strike: I gain the ability to infuse my weapon strikes with divine energy. Once on each of my turns when I hit a creature with a weapon attack, I can cause the attack to deal an extra 1d8 radiant damage. When I reach 14th level, the extra damage increases to 2d8.

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), Wis +2 (8th)

Resources

Carried Weapons

Warhammer, Sun Blade, 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
  • Sun Blade (Attuned): This item appears to be a longsword hilt. While grasping the hilt, you can use a bonus action to cause a blade of pure radiance to spring into existence, or make the blade disappear. While the blade exists, this magic longsword has the finesse property. If you are proficient with shortswords or longswords, you are proficient with the sun blade. You gain a +2 bonus to attack and damage rolls made with this weapon, which deals radiant damage instead of slashing damage. When you hit an undead with it, that target takes an extra 1d8 radiant damage. The sword's luminous blade emits bright light in a 15-foot radius and dim light for an additional 15 feet. The light is sunlight. While the blade persists, you can use an action to expand or reduce its radius of bright and dim light by 5 feet each, to a maximum of 30 feet each or a minimum of 10 feet each.

Worn/Carried Possessions

  • Set of fine clothes, Insignia of Rank, Horn, Manacles x2, Belt Pouch, Healer's Kit, Two Greater Healing Potions (4d4+4)

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.

Reference Images