Lakeover, a cleric of magic; former Master Gunnery Sergeant in the Sylvan Expeditioners, a elven military unit that existed until the Wasting of Donnemere.
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[sblock=Lakeover, Level 12]
NG Cleric Wood Elf
(cleric of Mystra, Arcane Domain, SCAG)
Abilities:
STR 10 (0) [2]
DEX 14 (+2) [4]
CON 14 (+2) [7] (advantage on saves re: spells)
INT 11 (0) [3]
WIS 18 (+4) [9+ASI] (save +8)
CHA 10 (0) [2] (save +4)
Size M
Speed 35
AC 20
Init +2 (advantage; people within 30’ can’t be surprised)
Hit Points: 87 (12d8)
Proficiency bonus: +4
Proficiencies: light and medium armor, shield, simple weapons, elven weapons
Skills: Insight, Religion, Perception, Arcana, Acrobatics, Stealth
Tools: poisoner's kit, playing cards
Languages: Common, Elven
Attacks:
Fire Bolt, 1d20+11 to hit, 3d10+4 fire damage (120’).
Ray of Frost, 1d20+11 to hit, 3d8+4 cold damage (60’, -10’ move).
Sacred Flame DC 16 DEX save or 3d8+4 radiant damage (60').
Short Sword, 1d20+6 to hit, 1d6+2 piercing damage
Background: (custom) Advance Scout
* skills: acrobatics, stealth
* tools:
Use Rope (custom), playing cards
* feature: Military Rank (as soldier)
Race abilities:
* Darkvision 60’
* advantage of saving throws vs. charm; immune to magical sleep
* Trance 4 hrs/day instead of sleep
* Mask of the Wild: hide when lightly obscured by foliage, rain, mist, etc.
Cleric abilities:
* Spellcasting (DC 16, attack mod +8)
- Cantrips: Guidance [c], Thaumaturgy, Mending, Light, Sacred Flame, Fire Bolt, Ray of Frost
- Spell Slots: 4/3/3/3/2/1/0/0/0
- Spells Prepared: 16 (
in italics; others are always prepared)
- Level 1: detect magic [r], magic missile;
Bless, Healing Word
- Level 2: magic weapon, Nystul’s magic aura;
Silence [r], Prayer of Healing, Hold Person
- Level 3: dispel magic, magic circle;
Mass Healing Word, Bestow Curse, Revivify
- Level 4: arcane eye, Leomund’s secret chest;
Death Ward, Stone Shape, Banishment
- Level 5: planar binding, teleportation circle;
Mass Cure Wounds, Commune [r], Contagion
- Level 6:
Heal, Harm
* Ritual Casting
* Channel Divinity (2/rest)
- Turn/Destroy Undead (undead w/in 30’ make WIS save or are turned for 1 min. or it takes damage; destroyed if <CR 2)
- Arcane Abjuration/Banishment (as above, with celestial, elemental, fey, fiend)
* Spell Breaker: when I restore hit points, can end a spell of a level equal or lower than the one cast.
* Potent Spellcasting (add WIS to any cleric cantrip damage)
* Divine Intervention: 1/long rest, use action for 12% chance for divine intervention (1/week if successful).
Feats
* War Caster
- advantage on concentration for spells
- somatic components okay with weapon/shield
- opp attacks can be spells
* Lucky
- 3 luck points/long rest
- roll second d20 for attacks, saves, checks, or attacks against.
Skills
+6 (dex) Acrobatics
+4 (wis) Animal Handling
+4 (int) Arcana
+0 (str) Athletics
+0 (cha) Deception
+0 (int) History
+8 (wis) Insight
+0 (cha) Intimidation
+0 (int) Investigation
+4 (wis) Medicine
+0 (int) Nature
+8 (wis) Perception
+0 (cha) Performance
+0 (cha) Persuasion
+4 (int) Religion
+2 (dex) Sleight of Hand
+6 (dex) Stealth
+4 (wis) Survival
Characteristics:
Personality: Lakeover is confident and aloof, and is used to working on his own at a distance. That's the Expeditioners' way!
Ideal: Lakeover believes successful adventures begin with personal safety.
Bond: Lakeover is devoted to the memory of a departed lover. He wears her ring, and carries her sword (though he does not use it), and he believes that she whispers to him even still, keeping him safe. Her family insist that they never actually went out, and that he is responsible for her death. They don't understand his love.
Flaw: Lakeover is blunt to a point of rudeness.
Equipment:
* Breastplate
* Cloak of Displacement (disadvantage on attacks vs. me, until hit, each turn), attuned
* +2 Shield (holy symbol painted on it: black field with a single star)
* Wand of the War Mage +3 (and ignore half cover) attuned
* Short Sword of warning – adv. on init; no surprise, attuned
* Kits
- 50' silk rope x 2
- playing cards (2 red decks, 2 blue decks)
* Holy symbol (amulet) - worn around neck
* singet ring
* Backpack, containing kits above, plus: )
- components pouch - backup in backpack
- hourglass
- signal whistle
- several pieces of chalk
- healer's kit (10 uses) x 2
- bedroll, mess kit, waterskin
- spare traveller's clothes
- several days' rations
- dagger
* replica of Leomund's secret chest (50gp value) [in pocket]
* Leomund's Secret Chest (5000gp value), floating somewhere on the Astral plane. Contents:
- a lock of hair, from Antiope.
- a painting of Lakeover and Antiope, drawn at a fun fair some years ago.
- military uniform, with insignia. Bloodstains still evident on the sleeves.
- holy symbol (another backup, amulet)
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Currently playing 2 games on ENworld.
[sblock=assumptions]Arcane domain allows the building of a "laser cleric", which is what this is. Holy symbol painted on a magic shield replaces unpriced M components. Wand of War Mage gives +3 to attacks with cantrips. It doesn't give me a free hand for Somatic components, though. As a result, he's taken the War Caster feat. It's crazy that the only way to avoid disadvantage when within 5' of your opponent with a cantrip attack is with the Crossbow Expert feat. I can't bring myself to do that: that's what sacred flame is for.
[sblock=magic choices]Tier One Magical Item Choice: Wand of the War Mage +3 (and ignore half cover) A
Tier Two Magical Item Choice: Cloak of Displacement A; Shield +2
Tier Three Magical Item Choice: Short Sword of warning – adv. on init; no surprise for all w/in 30' A
(or if someone else has one, Immovable rod and shield becomes arrow catcher)
Tier Four Magical Item Choice: none -- Leomund's secret chest
Tier Five Magical Item Choice: none -- Leomund's secret chest[/sblock]
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