Jing Gling Character in Verum | World Anvil

Jing Gling

Children

Jing Gling

Kenku Race
Orde Wall Born Origin
Cleric (Redemption) 2 Class & Level
N-G Alignment
Vavren Deity
Collector Faction
Rank/Position
Loyalty
Company

Strength 15
+2
Dexterity 13
+1
constitution 14
+2
intelligence 10
+0
wisdom 16
+3
charisma 10
+0
Total Hit Dice 3
Hit Die
1d8+2
+2 proficiency bonus
+2 Strength
+1 Dexterity
+2 Constitution
+0 Intelligence
+5 Wisdom
+2 Charisma
saving throws
+1 Acrobatics
+3 Animal Handling
+0 Arcana
+2 Athletics
+0 Deception
+0 History
+3 Insight
+0 Intimidation
+0 Investigation
+3 Martial
+3 Medicine
+0 Nature
+3 Perception
+0 Performance
+0 Persuasion
+0 Religion
+1 Sleight of Hands
+1 Stealth
+3 Survival
skills

 
1
MV

Prestige

Attunement Slots
17
Armor Class
17
Hit Points
+2
Initiative
30
Speed
Mace 1d20+5 1d6+2
Attacks
Armor: light armor, medium armor, shields
Weapons: simple weapons
Proficiences
Spell Save DC 13
Spell Attack Mod +5

3 Cantrips
4 1st Level

Prepared Cantrips
-Word of Radiance
-Spare the Dying
-Thaumaturgy

Known Spells/Prepared (1st)
-Cure Wounds
-Guiding Bolt
-Bane
-Protection from Good and Evil

Known spells (Domain -
1st - Healing Word, Heroism
3rd - Enhance Ability, Lesser Restoration
5th - Revivify, Elemental Weapon
7th - Banishment, Charm Monster
9th - Wall of Light, Commune)

Spellcasting
Chainmail
Shield
Mace
150gp.
A fine set of clothes, Forgery Kit, Disguise Kit, Abacus

x3 Potion of Healing
Bullseye Lantern
Net
Equipment
Collector
Faction
The Mad Man
Stat Array
Expert Forgery - You can duplicate other creatures' handwriting and craftwork. You have advantage on all checks made to produce forgeries or duplicates of existing objects.

Mimicry - You can mimic sounds you have heard, including voices. A creature that hears the sounds can tell they are imitations with a successful Wisdom (Insight) check opposed by your Charisma (Deception) check

Wall Born - You have advantage on attack rolls for opportunity attacks.

Martyr - Whenever you would heal another ally with a spell, you may choose to take damage equal to the spell's level, if you do so you may heal the ally an additional amount of hit points equal to three times the damage taken.
Class/Racial Features & Traits

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