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Lumi

Wood Elf Race
Khao Jungle(Druid in Training) Origin
Cleric (Stars) 3 Class & Level
Lawful Neutral Alignment
The Seven Deity
Factionless Faction
Rank/Position
Loyalty
Company

Strength 11
+0
Dexterity 13
+1
constitution 15
+2
intelligence 14
+2
wisdom 18
+4
charisma 10
+0
Total Hit Dice 3
Hit Die
1d8+2
+2 proficiency bonus
+0 Strength
+1 Dexterity
+2 Constitution
+2 Intelligence
+6 Wisdom
+2 Charisma
saving throws
+1 Acrobatics
+6 Animal Handling
+2 Arcana
+0 Athletics
+0 Deception
+2 History
+6 Insight
+0 Intimidation
+4 Investigation
+6 Martial
+4 Medicine
+4 Nature
+6 Perception
+0 Performance
+0 Persuasion
+4 Religion
+1 Sleight of Hands
+1 Stealth
+4 Survival
skills

 

MV

Prestige

Attunement Slots
17
Armor Class
27
Hit Points
+3
Initiative
35
Speed
WeaponAttackDamage
Mace d20+2 1d6
Quarterstaff 1H d20+2 1d6
Quarterstaff 2H d20+2 1d8
Attacks
Armor: Light armor, medium armor, shields
Weapons: All simple weapons, longsword, shortsword, shortbow, and longbow
Tools: Weaver's Tools(Factionless), Herbalism Kit(Druid in Training)
Saving Throws: Wisdom, Charisma
Skills: Martial, Religion, Perception(Elf), Nature(Khao), Animal Handling(Khao, Druid in Training), Investigation(Factionless), Insight(Lip Service)
Language: Common, Elven


Proficiences
Cantrip
Gust(Druid in Training)
Dancing Lights(Domain)
Guidance
Sacred Flame
Light

7 spells prepared

1st level
Faerie Fire(Domain)
Bless(Domain)
Healing Word
Detect Magic (c)
Shield of Faith (c)
Guiding Bolt

2nd Level
Moonbeam(Domain) (c)
Darkvision(Domain) (c)
Lesser Restoration
Spiritual Weapon
Find traps

Spellcasting
Mace
Scale mail
Simple weapon (Quarterstaff)
Priest's pack
Shield
Holy symbol
Equipment
Factionless
Faction
Mad Man(11/11/15/14/15/10)
Stat Array
Stats:
Wood Elf +2 Dex, +1 Wis
Church Boon +1 Wis
Khao Jungle +1 Wis

Mad Man 11/11/15/14/15/10

Racial Stuff
Dark Vision
Accustomed to twilit forests and the night sky, 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.


Trance
Elves don't need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is "trance.") While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.


Elf Weapon Training.
You have proficiency with the longsword, shortsword, shortbow, and longbow.


Mask of the Wild
You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.


Emperor’s Gift
You gain a +2 to your initiative rolls.


Domain Stuff
Celestial Lights
Whenever you roll radiant damage with a cantrip, you can use Celestial lights to deal maximum damage, instead of rolling. You can do this a number of times equal to your wisdom modifier. You regain all uses of Celestial lights after a long rest.


Channel Divinity: Starburst
Starting at 2nd level, you can use your Channel Divinity to harness the power of the stars from within your spells, dealing damage. As an action, while you are concentrating on the spell Arcane Eye, Dancing Lights, Faerie Fire, or Moonbeam, you may present your holy symbol and make your spell burst with starlight. Each hostile creature within 15 ft of the spell's center must make a Constitution save. A creature takes radiant damage equal to 4d6 + your cleric level on a failed saving throw, and half as much damage on a successful one. If there is more than one spell origin, use all of them. Starburst cannot overlap onto its self.


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.



Class/Racial Features & Traits

The statblocks of your Weapons, armor and other important/magical equipment

Statblocks for your familiars, mounts etc.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Statblocks for your Trinkets, businesses, building, castles, empires.


Created by

epiccococooki.

Statblock Type

Verum Character Sheet

Link/Embed