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Lilith

Tiefling Race
Majital Origin
Cleric/Wizard 3 Class & Level
Chaotic Neutral Alignment
None Deity
Shackled Legion Faction
Quartermaster Rank/Position
1 Loyalty
The Bloody Nine Company

Strength 11
+0
Dexterity 11
+0
constitution 14
+2
intelligence 16
+3
wisdom 16
+3
charisma 12
+1
Total Hit Dice 1, 2
Hit Die
1d8, 6+2
+2 proficiency bonus
+0 Strength
+0 Dexterity
+2 Constitution
+3 Intelligence
+5 Wisdom
+3 Charisma
saving throws
+0 Acrobatics
+3 Animal Handling
+7 Arcana
+0 Athletics
+1 Deception
+5 History
+3 Insight
+1 Intimidation
+5 Investigation
+5 Martial
+3 Medicine
+5 Nature
+5 Perception
+1 Performance
+1 Persuasion
+5 Religion
+0 Sleight of Hands
+0 Stealth
+3 Survival
skills

 
4
MV
0
Prestige
1
Attunement Slots
17
Armor Class
24
Hit Points
+0
Initiative
30
Speed
Attacks
Class: (Cleric)
Armor: light armor, medium armor, shields
Weapons: simple weapons
Tools: None
Saving Throws: Wisdom, Charisma
Skills: History, Religion.
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Origin:
Majital: +1 Int, Arcana Prof
Arcane Student: Perception, Nature and Message Cantrip

Faction:
Shackled Legion
Breaking the Seal - +2 to Arcana
Proficiences
Cantrips:
Prestidigitation, Chill Touch, Mage Hand, Message, Guidance, Toll the Dead, Mending

First Level:
Divine Favour, Ceremony, Bless, Inflict Wounds, Healing Word, Command

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Spellbook:
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First Level:
Absorb Elements, Shield, Magic Missile, False Life, Feather Fall, Expeditious Retreat, Disguise Self, Burning Hands, Find Familiar, Colour Spray


Prepared:
Absorb Elements, Shield, Magic Missile, False Life, Burning Hands
Spellcasting
Half Plate
Shield
Dagger
2 Healing Potions
Explorer’s Pack

Crafting:

Onyx Circlet (Base Material made with Enlightened Grimoire)
1 Enlightened Grimoire

0 Tokens
Equipment
Shackled Legion
Faction
Madman
Stat Array
Class Abilities:

Loyalty Cleric:
"Trustworthy" Intentions
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You gain proficiency in Persuasion. You also double your proficiency bonus on Persuasion checks to befriend or otherwise earn a creature's trust.


Closest Confidants
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Select a number of allies (other than yourself) equal to your wisdom modifier. Whenever you cast a spell with the range of self, you may instead cast it upon one of these allies so long as they are within 30 feet of you. You can use this ability a number of times per day equal to your wisdom modifier. You regain the uses of this ability after you perform a long rest.

--
Wizard

Arcane Recovery
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You have learned to regain some of your magical energy by studying your spellbook. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your wizard level (rounded up), and none of the slots can be 6th level or higher. For example, if you're a 4th-level wizard, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level spell slot or two 1st-level spell slots.


Divination Savant
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Beginning when you select this school at 2nd level, the gold and time you must spend to copy a Divination spell into your spellbook is halved.


Portent
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Starting at 2nd level when you choose this school, glimpses of the future begin to press in on your awareness. When you finish a long rest, roll two d20s and record the numbers rolled. You can replace any attack roll, saving throw, or ability check made by you or a creature that you can see with one of these foretelling rolls. You must choose to do so before the roll, and you can replace a roll in this way only once per turn. Each foretelling roll can be used only once. When you finish a long rest, you lose any unused foretelling rolls.

Class/Racial Features & Traits

The statblocks of your Weapons, armor and other important/magical equipment

Statblocks for your familiars, mounts etc.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Statblocks for your Trinkets, businesses, building, castles, empires.


Created by

enchant.

Statblock Type

Verum Character Sheet

Link/Embed