Pogular Character in Verum | World Anvil

Pogular

Children

Lene

Variant Human Race
Dolten/Gambler-Born Origin
Cleric Class & Level
Alignment
Raquel Deity
Faction
Rank/Position
Loyalty
Company

Strength 10
+0
Dexterity 10
+0
constitution 14
+2
intelligence 11
+0
wisdom 18
+4
charisma 13
+1
Total Hit Dice
Hit Die
1d+2
+2 proficiency bonus
+0 Strength
+0 Dexterity
+2 Constitution
+0 Intelligence
+6 Wisdom
+3 Charisma
saving throws
+0 Acrobatics
+4 Animal Handling
+0 Arcana
+0 Athletics
+1 Deception
+2 History
+6 Insight
+1 Intimidation
+0 Investigation
+4 Martial
+4 Medicine
+0 Nature
+4 Perception
+3 Performance
+3 Persuasion
+0 Religion
+0 Sleight of Hands
+0 Stealth
+4 Survival
skills

 

MV

Prestige

Attunement Slots
16
Armor Class
33
Hit Points
+2
Initiative
30ft
Speed
Attacks
Word of Radiance, Mending, Sanctuary, Shield of Faith, Zone of Truth, Locate Object, Prayer of Healing, Cure Wounds, Enhance Ability, Spirit Guardians, Mass Healing Words, Motivational Speech
Spellcasting
Breastplate
Mace
Priest Pack
Holy Symbol
Tarot Card
depetrifying potion
Hat of Cuisine Mastery

Advantage on Cooking checks of any kind

During a short rest, you may select one ally and prepare a special meal for them, if you do, that character gains [3d6] temporary hit points until the next rest.

"The Complete Journey of Oldrik' Oldrakka Volume 1 / Part 1"

10 rations of foods/ ITALIAN SAUSAGES

enough to bake a cake
Equipment
Line em up, predict enemy movement and get +X

Actor feat.

Blinding Speed
The Cleric gains advantage on initiative checks.

Shattered Time
After a long rest, you can roll a number of d20s equal to your wisdom modifier. You can "store" these d20s to be used to replace a die roll of an attack roll, saving throw or skill check. Replacing these d20s is a reaction. This can affect yourself or an ally within 20 feet. These rolls last until a long rest.

Spellcasting
As a conduit for divine power, you can cast cleric spells. See chapter 10 for the general rules of spellcasting and chapter 11 for a selection of cleric spells.

Cantrips
At 1st level, you know three cantrips of your choice from the cleric spell list. You learn additional cleric cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Cleric table.

Preparing and Casting Spells
The Cleric table shows how many spell slots you have to cast your cleric spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

You prepare the list of cleric spells that are available for you to cast, choosing from the cleric spell list. When you do so, choose a number of cleric spells equal to your Wisdom modifier + your cleric level (minimum of one spell). The spells must be of a level for which you have spell slots.

For example, if you are a 3rd-level cleric, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.

You can change your list of prepared spells when you finish a long rest. Preparing a new list of cleric spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.

Spellcasting Ability
Wisdom is your spellcasting ability for your cleric spells. The power of your spells comes from your devotion to your deity. You use your Wisdom whenever a cleric spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a cleric spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Wisdom modifier
Spell attack modifier = your proficiency bonus + your Wisdom modifier
Ritual Casting
You can cast a cleric spell as a ritual if that spell has the ritual tag and you have the spell prepared.

Spellcasting Focus
You can use a holy symbol (found in chapter 5) as a spellcasting focus for your cleric spells.

Divine Domain
Choose one domain related to your deity from the list of available domains. Each domain is detailed in their own feature, and each one provides examples of gods associated with it. Your choice grants you domain spells and other features when you choose it at 1st level. It also grants you additional ways to use Channel Divinity when you gain that feature at 2nd level, and additional benefits at 6th, 8th, and 17th levels.

Domain Spells
Each domain has a list of spells—its domain spells—that you gain at the cleric levels noted in the domain description. Once you gain a domain spell, you always have it prepared, and it doesn't count against the number of spells you can prepare each day.

If you have a domain spell that doesn't appear on the cleric spell list, the spell is nonetheless a cleric spell for you.

Channel Divinity (1/rest)
At 2nd level, you gain the ability to channel divine energy directly from your deity, using that energy to fuel magical effects. You start with two such effects: Turn Undead and an effect determined by your domain. Some domains grant you additional effects as you advance in levels, as noted in the domain description.

When you use your Channel Divinity, you choose which effect to create. You must then finish a short or long rest to use your Channel Divinity again.

Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your cleric spell save DC.

Beginning at 6th level, you can use your Channel Divinity twice between rests, and beginning at 18th level, you can use it three times between rests. When you finish a short or long rest, you regain your expended uses.

Turn Undead
As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead 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.

Channel Divinity: Time Splinter
At 2nd level, you may use your Channel Divinity to vanish within a splinter of time. As a reaction after you suffer damage or are forced to make a saving throw, you can vanish from time, becoming temporarily immune until the start of your next turn. During this time, you cannot be targeted or seen. After which, you return to an unoccupied space of your choice that is within 10 feet of the space you vanished from. If no unoccupied space is available within that range, you appear in the nearest unoccupied space (chosen freely if more than one space is equally near).
Class/Racial Features & Traits

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