Merris, Cultivator Cleric of Pleasure
Merris |
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Firbolg ♦ Caretaker ♦ Pleasure Domain Cleric 2 ♦ Cultivator 1 Vital Statistics |
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HP 17/17 (d8) | Strength 8 (-1) | Speed 30 ft | Dexterity 14 (+2) | Initiative +2 | Constitution 14 (+2) | Proficiency +2 | Intelligence 8 (-1) | AC 12 | Wisdom 17 (+3) | Passive 13 | Charisma 14 (+2) |
Proficiencies |
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Languages | Common, Elvish, Giant | Skills | Insight, Nature, Negotiation*, Survival | Tools | Various tools including clippers, mortar and pestle, and pouches and vials used by herbalists to create remedies and potions. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to identify or apply herbs. Also, proficiency with this kit is required to create antitoxin and any potion of healing.Herbalism Kit, Potter's needles, ribs, scrapers, a knife, and calipers.Potter's Tools, Barista Kit | Weapons/Armor | Simple Weapons, Light Armor, Medium Armor, Shields |
Racial Features |
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Firbolg Magic | Cast detect magic and disguise self spells with this trait (this version of disguise self allows you to seem up to 3 feet shorter or taller). Once you cast either of these spells with this trait, you can’t cast that spell with it again until you finish a long rest. You can also cast these spells using any spell slots you have. | Hidden Step | As a bonus action, you can magically turn invisible until the start of your next turn or until you attack, make a damage roll, or force someone to make a saving throw. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. | Powerful Build | You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. | Speech of Beast and Leaf | You have the ability to communicate in a limited manner with Beasts, Plants, and vegetation. They can understand the meaning of your words, though you have no special ability to understand them in return. You have advantage on all Charisma checks you make to influence them. |
Cleric Features |
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Exalted Existence | You use your time of rest and leisure to enhance your abilities. At the end of a long rest, you can select any skill you are proficient in. Until the end of your next long rest or until you die, your proficiency bonus is doubled. | Channel Divinity (1/1) | 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: 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.Turn Undead, Soothe yourself and your allies and empower them by making their rest as pleasurable as possible. At the start of a short or long rest, you can give a number of temporary hit points equal to 5 times your cleric level. Choose any creatures within 60 feet of you and divide those temporary hit points among them. A single creature can't receive more temporary hit points than half of its hit-point maximum. This feature works on constructs and undead. If the short or long rest is not completed, the use of Channel Divinity is expended.Invigorating Rest |
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| Magic Statistics |
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Spell DC 13 | Spell Attack +5 | Spells Prepared 5 | Typical Daily Preparations Bless, Create or Destroy Water, Cure Wounds, Guiding Bolt, Healing Word Domain Spells Sanctuary, Sleep Racial Spells Detect Magic, Disguise Self |
Prepared Spells |
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Cantrips | 1 action, touch, concentration, up to 1 minute, You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends.Guidance (C), 1 action, 60 ft, instantaneous, Flame-like radiance descends on a creature that you can see within range. The target must succeed on a Dexterity saving throw or take 1d8 radiant damage. The target gains no benefit from cover for this saving throw. The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).Sacred Flame, 1 action, touch, instantaneous, You touch a living creature that has 0 hit points. The creature becomes stable. This spell has no effect on undead or constructs.Spare the Dying | Level 1 (3/3) | 1 action, 30 ft, concentration, up to 1 minute, You bless up to three creatures of your choice within range. Whenever a target makes an attack roll or a saving throw before the spell ends, the target can roll a d4 and add the number rolled to the attack roll or saving throw. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.Bless (C), 1 action, 30 ft/30 ft cube, instantaneous, You either create or destroy water. Create Water. You create up to 10 gallons of clean water within range in an open container. Alternatively, the water falls as rain in a 30-foot cube within range, extinguishing exposed flames in the area. Destroy Water. You destroy up to 10 gallons of water in an open container within range. Alternatively, you destroy fog in a 30-foot cube within range. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you create or destroy 10 additional gallons of water, or the size of the cube increases by 5 feet, for each slot level above 1st.Create or Destroy Water, 1 action, touch, instantaneous, A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st.Cure Wounds, 1 action, self/30 ft sphere, concentration, up to 10 minutes, For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any. The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.Detect Magic (C) | - | 1 action, self, 1 hour, You make yourself--including your clothing, armor, weapons, and other belongings on your person--look different until the spell ends or until you use your action to dismiss it. You can seem 1 foot shorter or taller and can appear thin, fat, or in between. You can't change your body type, so you must adopt a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you. The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel your head and hair. If you use this spell to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair. To discern that you are disguised, a creature can use its action to inspect your appearance and must succeed on an Intelligence (Investigation) check against your spell save DC.Disguise Self, 1 action, 120 ft, 1 round, A flash of light streaks toward a creature of your choice within range. Make a ranged spell attack against the target. On a hit, the target takes 4d6 radiant damage, and the next attack roll made against this target before the end of your next turn has advantage, thanks to the mystical dim light glittering on the target until then. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.Guiding Bolt, 1 bonus action, 60 ft, instantaneous, A creature of your choice that you can see within range regains hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d4 for each slot level above 1st.Healing Word, 1 bonus action, 30 ft, 1 minute, You ward a creature within range against attack. Until the spell ends, any creature who targets the warded creature with an attack or a harmful spell must first make a Wisdom saving throw. On a failed save, the creature must choose a new target or lose the attack or spell. This spell doesn't protect the warded creature from area effects, such as the explosion of a fireball. If the warded creature makes an attack, casts a spell that affects an enemy, or deals damage to another creature, this spell ends.Sanctuary, 1 action, 90 ft/20 ft sphere, 1 minute, This spell sends creatures into a magical slumber. Roll 5d8; the total is how many hit points of creatures this spell can affect. Creatures within 20 feet of a point you choose within range are affected in ascending order of their current hit points (ignoring unconscious creatures). Starting with the creature that has the lowest current hit points, each creature affected by this spell falls unconscious until the spell ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. Subtract each creature’s hit points from the total before moving on to the creature with the next lowest hit points. A creature’s hit points must be equal to or less than the remaining total for that creature to be affected. Undead and creatures immune to being charmed aren’t affected by this spell. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d8 for each slot level above 1st.Sleep |
Cultivator Features |
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Media | Brewing, Animal Products | Dishes | TBD | Me Time | You've learned that a good rest is a productive one. If you extend your long rest by an additional two hours-enjoying a long bath, a robust meal, or another form of relaxation--you start the day with 1 additional craft stamina. At tier 3, the additional craft stamina increases to 2; at tier 5 it increases to 3. |
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Last edited by Touketsu; Jun 24th, 2023 at 02:39 AM.
Reason: Just adding the [Characters] tag to your sheet :)
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