RealAether9k Character in Verum | World Anvil

RealAether9k

Horras Venrel Venrel

Divine Domains

Knowledge
Divine Classification
Runethares
Species
Children
Eyes
brown eyes
Hair
short,red hair
Known Languages
Common,Elvish,Cantor,Dwarven, and Deep Speech

Horras

Half-Elf Race
Orde/Church Child Origin
Cleric 6 Class & Level
Lawful Neutral Alignment
Runethares Deity
Faction
Rank/Position
Loyalty
Company

Strength 12
+1
Dexterity 10
+0
constitution 12
+1
intelligence 12
+1
wisdom 17
+3
charisma 11
+0
Total Hit Dice
Hit Die
1d+1
+2 proficiency bonus
+1 Strength
+0 Dexterity
+1 Constitution
+1 Intelligence
+5 Wisdom
+2 Charisma
saving throws
+0 Acrobatics
+3 Animal Handling
+1 Arcana
+0 Athletics
+0 Deception
+5 History
+5 Insight
+0 Intimidation
+1 Investigation
+3 Martial
+3 Medicine
+1 Nature
+5 Perception
+0 Performance
+2 Persuasion
+5 Religion
+0 Sleight of Hands
+0 Stealth
+5 Survival
skills

 

MV

Prestige

Attunement Slots
18
Armor Class
41
Hit Points
+0
Initiative
30ft
Speed
Attacks
Word of Radiance[Cantrip]
Sacred Flame [Cantrip]
Light [Cantrip]
Spare the Dying[Cantrip]
Guiding Bolt [1]
Cure wound [1]
Purify Food and Drink [1]
Inflict wounds [1]
Locate Object[2]
Prayer of Healing[2]
enhance ability[2]
Spirit Guardians[3]
Revivify[3]
Beacon of Hope

Command[domain]
Identify[domain]
Spellcasting
Breastplate
Shield
Mace
Tome of Records
Priests Pack
Chest of Holding (can contain 500lbs) [50lbs]
[Longsword x4]
[Leather Armor x4]
4173
Tome of wode
Tome glory
Eleven Lockbox [250g]
Tome oun
Superior Healing Potion
1 remove petrification potions
Drake-Skin Cloak
Fork of Forgetfulness
Copper Key
Correspondents from the gorgon lady
2 jars of jelly
2 goblin farts (haste)
5lb copper
4 dynamite
Papers from the desk in warehouse
1 strange spear(rifle)
Rhaza's Halberd

Equipment
The Specialist
Stat Array
Darkvision. Thanks to your elf blood, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Fey Ancestry. You have advantage on saving throws against being charmed, and magic can't put you to sleep.


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.

Blessings of Knowledge
At 1st level, you learn two languages of your choice. You also become proficient in your choice of two of the following skills: Arcana, History, Nature, or Religion.

Your proficiency bonus is doubled for any ability check you make that uses either of those skills.

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: 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.

Languages. Common,Elvish,Cantor,Dwarven, and Deep Speech
Class/Racial Features & Traits

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