Aelar Ilphelkiir: Difference between revisions

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'''Constitution:''' 14 (+2)<br>
'''Constitution:''' 14 (+2)<br>
'''Intelligence:''' 10 (+0) <br>
'''Intelligence:''' 10 (+0) <br>
'''Wisdom:''' 16 (+3) (+1 for High Elf moved here) <br>
'''Wisdom:''' 18 (+4) (+1 for High Elf moved here, +2 ASI) <br>
'''Charisma:''' 8 (-1)<br>
'''Charisma:''' 8 (-1)<br>
<br>
<br>
'''AC:''' TBC<br>
'''AC:''' 15 (17 with shield)<br>
'''HP:'''TBC<br>
'''HP:''' 38<br>
'''Hit Dice:''' 5 d8<br>
'''Hit Dice:''' 5 d8<br>
'''Speed:''' 30'br>
'''Speed:''' 30'<br>
'''Proficiency: +3'''<br>
'''Proficiency: +3'''<br>
<br>
<br>
'''Melee Attack:''' +2 (Str) / +1 (Dex) if the weapon has Finesse<br>
'''Melee Attack:''' +1 (Str) / +2 (Dex) if the weapon has Finesse<br>
'''Ranged Attack:''' +1 <br>
'''Ranged Attack:''' +2 <br>
'''Spell Attack:''' 6<br>
'''Spell Attack:''' +7<br>
'''Spell Save DC:''' 14<br>
'''Spell Save DC:''' 15<br>


'''Initiative Bonus'''<br>
'''Initiative Bonus'''<br>
'''Passive Perception''' <br>
'''Passive Perception''' 13<br>
'''Passive Insight''' <br>
'''Passive Insight''' 16<br>


==Spells==
==Spells==
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'''Cantrips known:''' 4<br>
'''Cantrips known:''' 4<br>
(Elf)<br>
Message (High Elf)<br>
Spare the Dying (30', Bonus Action)(Grave Domain)<br>
Spare the Dying (30', Bonus Action)(Grave Domain)<br>
Sacred Flame<br>
Guidance<br>
Light<br>
Thaumaturgy<br>
<br>
<br>


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==Skills==
==Skills==
Perception<br>
Perception +3<br>
Insight x2<br>
Insight x2 +6<br>
Medicine<br>
Medicine +3<br>
Religion<br>
Religion +3<br>
History<br>
History +3<br>
Persuasion<br>
Persuasion +3<br>


==Feats==
==Feats==
Bonus feat<br>
''War Caster''<br>
TBC
- You have advantage on Constitution saving throws to maintain concentration.<br>
- You can perform the somatic components of spells even when you have weapons or a shield in both hands.<br>
- When a hostile creature provokes an opporuntiy attack from you, you can use your reaction to cast a spell rather than an attack - casting time of 1 action and target only that creature.<br>


==Traits==
==Traits==
:Darkvision 60'
*Darkvision 60'
:''Keen Senses'' - Proficiency in Perception
*''Keen Senses'' - Proficiency in Perception
:''Fey Ancestry'' - You have advantage on saving throws against being charmed, and magic can’t put you to sleep.
*''Fey Ancestry'' - You have advantage on saving throws against being charmed, and magic can’t put you to sleep.
:''Trance'' - You don’t need to sleep. Instead, you meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is “trance.”) While meditating, you can still dream; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a person normally gets from 8 hours of sleep.  
*''Trance'' - You don’t need to sleep. Instead, you meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is “trance.”) While meditating, you can still dream; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a person normally gets from 8 hours of sleep.  
:Cantrip (wizard)<br>
*Cantrip (wizard)<br>
:Ritual casting<br>
*Ritual casting<br>


==Features==
==Features==
'''Saving Throws:''' - Wis, Cha<br>
*'''Saving Throws:''' - Wis, Cha<br>
*'''Domain:''' Grave<br>
*''Channel Divinity'' 1/rest:<br>
:*''Destroy Undead'' - Each undead that can see/hear you within 30' makes as Wis saving throw. If fails must move as far away as it can and canlt willingly move to a space within 30' of you.  Can't take reactions and actions = Dash only. Ends after 1 min or when damaged. Creatures with CR1/2 of lower are destroyed instead<br>
:*''Path to the Grave'' - Creature within 30' cursed with vulnerability to all attack damage of the next attack, until earliest of damaged or the end of your next turn<br>
:*''Circle of Mortality'' - when rolling dice to restore a creature at 0 hit points, use the highest number possible for each die. You also gain the Spare the Dying Cantrip as a Bonus Action with 30' range (doesn't count against number of known cantrips).<br>
:*''Eyes of the Grave'' - Detect Undead within 60' and not behind total cover/protected from divination magic. Wis modifier/long rest.<br>
:*''Domain Spells:'' Spare the Dying, Bane, False Life, Gentle Repose, Ray of Enfeeblement, Revivify, Vampiric Touch<br>
<br>
<br>
'''Domain:''' Grave<br>
*'''Supernatural Gift: Hollow One'''<br>
''Channel Divinity'' 1/rest:<br>
:*''Ageless'' - You don't age, and effects that would cause you to age don't work on you.<br>
:''Destroy Undead'' - Each undead that can see/hear you within 30' makes as Wis saving throw. If fails must move as far away as it can and canlt willingly move to a space within 30' of you.  Can't take reactions and actions = Dash only. Ends after 1 min or when damaged. Creatures with CR1/2 of lower are destroyed instead<br>
:*''Cling to Life'' - When you make a death saving throw and roll 16 or higher, you regain 1 hit point.<br>
:''Path to the Grave'' - Creature within 30' cursed with vulnerability to all attack damage of the next attack, until earliest of damaged or the end of your next turn<br>
:*''Revenance'' - You retain your creature type, yet you register as undead to spells and other effects that detect the presence of the undead creature type.<br>
''Circle of Mortality'' - when rolling dice to restore a creature at 0 hit points, use the highest number possible for each die. You also gain the Spare the Dying Cantrip as a Bonus Action with 30' range (doesn't count against number of known cantrips).<br>
:*''Unsettling Presence'' - As an action, you can unsettle a creature you can see within 15 feet of you. The target has disadvantage on the next saving throw it makes within the next minute. Constructs, undead, and creatures that can't be frightened are immune to this feature. Once you use this feature, you can't use it again until you finish a long rest.<br>
''Eyes of the Grave'' - Detect Undead within 60' and not behind total cover/protected from divination magic. Wis modifier/long rest.<br>
''Domain Spells:'' Spare the Dying, Bane, False Life, Gentle Repose, Ray of Enfeeblement, Revivify, Vampiric Touch<br>
<br>
'''Supernatural Gift: Hollow One'''<br>
''Ageless'' - You don't age, and effects that would cause you to age don't work on you.<br>
''Cling to Life'' - When you make a death saving throw and roll 16 or higher, you regain 1 hit point.<br>
''Revenance'' - You retain your creature type, yet you register as undead to spells and other effects that detect the presence of the undead creature type.<br>
''Unsettling Presence'' - As an action, you can unsettle a creature you can see within 15 feet of you. The target has disadvantage on the next saving throw it makes within the next minute. Constructs, undead, and creatures that can't be frightened are immune to this feature. Once you use this feature, you can't use it again until you finish a long rest.<br>


==Background==
==Background==
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==Gear==
==Gear==
265GP<br>
290GP<br>
Holy symbol<br>
Holy symbol<br>
Prayer book<br>
Prayer book<br>
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Vestments<br>
Vestments<br>
Common clothes<br>
Common clothes<br>
 
Explorer pack: backpack, a bedroll, a mess kit, a tinderbox, 10 torches, 10 days of rations, waterskin, 50' feet of hempen rope<br>
Class gear TBC
Longsword 1d8 (1d10)<br>
Shortbow 1d6 (range 80/320)<br>
Chain shirt 13+dex
Shield (currently worn covered on back)


==Character Backstory==
==Character Backstory==

Latest revision as of 19:55, 29 August 2024


Aelar Ilphelkiir[edit]

Alignment: Neutral Good
Gender: Male
Race: High Elf (Hollow One)
Class: Cleric (Grave Domain)
Level: 5
Age: 125

Description: TBC

Ability Scores[edit]

Strength: 13 (+1)
Dexterity:14 (+2) (+2 for Elf)
Constitution: 14 (+2)
Intelligence: 10 (+0)
Wisdom: 18 (+4) (+1 for High Elf moved here, +2 ASI)
Charisma: 8 (-1)

AC: 15 (17 with shield)
HP: 38
Hit Dice: 5 d8
Speed: 30'
Proficiency: +3

Melee Attack: +1 (Str) / +2 (Dex) if the weapon has Finesse
Ranged Attack: +2
Spell Attack: +7
Spell Save DC: 15

Initiative Bonus
Passive Perception 13
Passive Insight 16

Spells[edit]

Spell Slots:
Level 1: 4
Level 2: 3
Level 3: 3


Cantrips known: 4
Message (High Elf)
Spare the Dying (30', Bonus Action)(Grave Domain)
Sacred Flame
Guidance
Light
Thaumaturgy

Spells Known/Prepared: 8 selection TBC
1st Level
Bane (Domain feature), Bless, Ceremony, Command, Create or Destroy Water, Cure Wounds, Detect Evil and Good, Detect Magic, Detect Poison and Disease, Guiding Bolt, Healing Word, Inflict Wounds, Protection from Evil and Good, Purify Food and Drink, Sanctuary, Shield of Faith, False Life (Domain feature)

2nd Level
Aid, Augury, Blindness/Deafness, Calm Emotions, Continual Flame, Enhance Ability, Find Traps, Gentle Repose (Domain feature), Hold Person, Lesser Restoration, Locate Object, Prayer of Healing, Protection from Poison, Silence, Spiritual Weapon, Warding Bond, Zone of Truth, Ray of Enfeeblement (Domain feature),

3rd Level
Animate Dead, Aura of Vitality, Beacon of Hope, Bestow Curse, Clairvoyance, Create Food and Water, Daylight, Dispel Magic, Feign Death, Glyph of Warding, Life Transference, Magic Circle, Mass Healing Word, Meld into Stone, Protection from Energy, Remove Curse, Revivify (Domain feature), Sending, Speak with Dead, Spirit Guardians, Spirit Shroud, Tongues, Water Walk, Vampiric Touch (Domain feature)

Saving Throws[edit]

Strength: +1
Dexterity: +2
Constitution: +2
Intelligence: +0
Wisdom: +6 (PR)
Charisma: +2 (PR)

Languages Known[edit]

Common, Elvish, +1 TBC

Proficiencies[edit]

Longsword
Shortsword
Longbow
Shortbow
Light armour
Medium armour
Shields
Simple weapons

Skills[edit]

Perception +3
Insight x2 +6
Medicine +3
Religion +3
History +3
Persuasion +3

Feats[edit]

War Caster
- You have advantage on Constitution saving throws to maintain concentration.
- You can perform the somatic components of spells even when you have weapons or a shield in both hands.
- When a hostile creature provokes an opporuntiy attack from you, you can use your reaction to cast a spell rather than an attack - casting time of 1 action and target only that creature.

Traits[edit]

  • Darkvision 60'
  • Keen Senses - Proficiency in Perception
  • Fey Ancestry - You have advantage on saving throws against being charmed, and magic can’t put you to sleep.
  • Trance - You don’t need to sleep. Instead, you meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is “trance.”) While meditating, you can still dream; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a person normally gets from 8 hours of sleep.
  • Cantrip (wizard)
  • Ritual casting

Features[edit]

  • Saving Throws: - Wis, Cha
  • Domain: Grave
  • Channel Divinity 1/rest:
  • Destroy Undead - Each undead that can see/hear you within 30' makes as Wis saving throw. If fails must move as far away as it can and canlt willingly move to a space within 30' of you. Can't take reactions and actions = Dash only. Ends after 1 min or when damaged. Creatures with CR1/2 of lower are destroyed instead
  • Path to the Grave - Creature within 30' cursed with vulnerability to all attack damage of the next attack, until earliest of damaged or the end of your next turn
  • Circle of Mortality - when rolling dice to restore a creature at 0 hit points, use the highest number possible for each die. You also gain the Spare the Dying Cantrip as a Bonus Action with 30' range (doesn't count against number of known cantrips).
  • Eyes of the Grave - Detect Undead within 60' and not behind total cover/protected from divination magic. Wis modifier/long rest.
  • Domain Spells: Spare the Dying, Bane, False Life, Gentle Repose, Ray of Enfeeblement, Revivify, Vampiric Touch


  • Supernatural Gift: Hollow One
  • Ageless - You don't age, and effects that would cause you to age don't work on you.
  • Cling to Life - When you make a death saving throw and roll 16 or higher, you regain 1 hit point.
  • Revenance - You retain your creature type, yet you register as undead to spells and other effects that detect the presence of the undead creature type.
  • Unsettling Presence - As an action, you can unsettle a creature you can see within 15 feet of you. The target has disadvantage on the next saving throw it makes within the next minute. Constructs, undead, and creatures that can't be frightened are immune to this feature. Once you use this feature, you can't use it again until you finish a long rest.

Background[edit]

Gear[edit]

290GP
Holy symbol
Prayer book
5 sticks of incense
Vestments
Common clothes
Explorer pack: backpack, a bedroll, a mess kit, a tinderbox, 10 torches, 10 days of rations, waterskin, 50' feet of hempen rope
Longsword 1d8 (1d10)
Shortbow 1d6 (range 80/320)
Chain shirt 13+dex Shield (currently worn covered on back)

Character Backstory[edit]