Cedric Von Tobren
Hit Die 1d8+0
|1||Sleight of Hands|
Armor: Light, Medium and Shields.
Language: Common, Elvish, Celestial, Primordial, Abyssal, Infernal.
1st Level: Command, Identify, Bless, Cure Wounds, Detect Evil & Good, Protection from Evil & Good, Guiding Bolt.
2nd Level: Augury, Suggestion, Prayer of Healing, Zone of Truth, Spiritual Weapon,
3rd Level: Nondetection, Speak with Dead, Spirit Guardians.
4th Level: Arcane Eye, Confusion, Guardian of Faith, Banishment
Armor: Scale Mail, Shield, Holy Symbol
Equipment: Explorer's Pack, Incense Stick. Prayer/Study Book, Common Clothes, Vestments.
You have a +5 bonus to your passive Perception and Investigation scores.
Shelter of the Faithful: As an acolyte, you command the respect of those who share your faith, and you can perform the religious ceremonies of your deity. You and your adventuring companions can expect to receive free healing and care at a temple, shrine, or other established presence of your faith, though you must provide any material components needed for spells. Those who share your religion will support you (but only you) at a modest life.
You might also have ties to a specific temple dedicated to your chosen deity or pantheon, and you have a residence there. This could be the temple where you used to serve, or a temple where you have found a new home. While near your temple, you can call upon the priests for assistance, provided the assistance you ask for is not hazardous and you remain in good standing with your temple.
Ritual Casting: You can cast a cleric spell as a ritual if that spell has the ritual tag and you have the spell prepared.
Channel Divinity: Turn Infernals and Abyssals
As an action, you push your faith to the limit and focus your power in order to turn both Infernals and Abyssals. Each Infernal and Abyssal that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.
A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.
Destroy Infernals and Abyssals
Starting at 5th level, when an Infernal or Abyssal fails its saving throw against your Turn Infernals and Abyssal feature, the creature is instantly destroyed if its challenge rating is at or below a certain threshold, as shown in the Cleric table above.
Channel Divinity - Knowledge of the Ages: Starting at 2nd level, you can use your Channel Divinity to tap into a divine well of knowledge. As an action, you choose one skill or tool. For 10 minutes, you have proficiency with the chosen skill or tool.
Channel Divinity - Greater Identification: Achieved from an intense reading of a scroll, this new usage of a spell bestows upon a worshipper of knowledge the ability to know the history of any infernal, primordial, fey, or celestial object up to a maximum of twenty years. This knowledge is based upon what is already known about the item on the current plane the item is on. For example, a fey object isn't known well on the Material Plane, but in the Feywild it is common place.
This can also be used to track the sources of Fey, Celestial, Infernal, or Primordial energy that are not known to the majority of people within 1 kilometer.
Channel Divinity: Read Thoughts
At 6th level, you can use your Channel Divinity to read a creature's thoughts. You can then use your access to the creature's mind to command it.
As an action, choose one creature that you can see within 60 feet of you. That creature must make a Wisdom saving throw. If the creature succeeds on the saving throw, you can't use this feature on it again until you finish a long rest.
If the creature fails its save, you can read its surface thoughts (those foremost in its mind, reflecting its current emotions and what it is actively thinking about) when it is within 60 feet of you. This effect lasts for 1 minute.
During that time, you can use your action to end this effect and cast the suggestion spell on the creature without expending a spell slot. The target automatically fails its saving throw against the spell.
Features & Traits
The major events and journals in Cedric Von Tobren's history, from the beginning to today.
The list of amazing people following the adventures of Cedric Von Tobren.