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Coverting N1 - Against The Reptile God to 5E
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<blockquote data-quote="Archade" data-source="post: 6483552" data-attributes="member: 7654"><p>And Abramo, and I'm going to bed! I'm about 2/3 through the way converting N1, although I still have to do the wilderness and the dungeon.</p><p></p><p>Abramo has the ever present magic chainmail, so I replaced it with half-plate.</p><p></p><p></p><p>Abramo</p><p>Medium humanoid (human), neutral evil</p><p>human cleric of trickery 7</p><p>________________________________________</p><p>Armor Class 19 (half-plate and shield)</p><p>Hit Points 43 (7d8)</p><p>Speed 30 ft.</p><p>________________________________________</p><p>Str 13 (+1), Dex 15 (+2), Con 12 (+1), Int 10 (0), Wis 17 (+3), Cha 12 (+1)</p><p>________________________________________</p><p>Saving Throws Wis +6, Cha +4</p><p>Skills Insight +6, Medicine +6, Religion +6</p><p>Senses Passive Perception 13</p><p>Languages common</p><p>Challenge 3 (700 xp)</p><p>________________________________________</p><p>Destroy Undead. When an undead fails its saving throw against your Turn Undead feature, the creature is instantly destroyed if its Challenge Rating is 1/2 or lower.</p><p>Spellcasting. Abramo is a 7th-level spellcaster. His spellcasting ability is Wisdom (spell save DC 14, +6 to hit with spell attacks). Abramo has the following cleric spells prepared:</p><p>• Cantrips (at will): guidance, light, sacred flame, thaumaturgy</p><p>• 1st level (4 slots): bane, charm person, command, cure wounds, disguise self, inflict wounds </p><p>• 2nd level (3 slots): aid, blindness/deafness, mirror image, pass without trace, silence, spiritual weapon</p><p>• 3rd level (3 slots): animate dead, blink, dispel magic, spirit guardians</p><p>• 4th level (1 slot): dimension door, polymorph</p><p>________________________________________</p><p>ACTIONS</p><p></p><p>Mace. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d6+1) bludgeoning damage.</p><p>Blessing of the Trickster. You can use your action to touch a willing creature other than yourself to give it advantage on Dexterity (Stealth) checks. This blessing lasts for 1 hour or until you use this feature again.</p><p>Channel Divinity. As an action you may turn undead within 30 feet that can hear or see you if they fail a Wisdom saving throw. If it fails their save, it is turned for 1 minute or until it takes damage. You can use this ability twice, and then it cannot be used again until she takes a short or long rest.</p><p>Cloak of Shadows. You can use your Channel Divinity to vanish, using an action to become invisible until the end of your next turn. You become visible if you attack or cast a spell.</p><p>Invoke Duplicity. As an action, you can use your Channel Divinity ability to create a perfect illusion of yourself that lasts for 1 minute, or until you lose your concentration (as if you were concentrating on a spell). The illusion appears in an unoccupied space that you can see within 30 feet of you. As a bonus action on your turn, you can move the illusion up to 30 feet to a space you can see, but it must remain within 120 feet of you. For the duration, you can cast spells as though you were in the illusion's space, but you must use your own senses. Additionally, when you and your illusion are within 5 feet of a creature that can see the illusion, you have advantage on attack rolls against that creature, given how distracting the illusion is to the target.</p><p>________________________________________</p><p>Equipment: mace, half-plate, shield, potion of superior healing, potion of growth</p></blockquote><p></p>
[QUOTE="Archade, post: 6483552, member: 7654"] And Abramo, and I'm going to bed! I'm about 2/3 through the way converting N1, although I still have to do the wilderness and the dungeon. Abramo has the ever present magic chainmail, so I replaced it with half-plate. Abramo Medium humanoid (human), neutral evil human cleric of trickery 7 ________________________________________ Armor Class 19 (half-plate and shield) Hit Points 43 (7d8) Speed 30 ft. ________________________________________ Str 13 (+1), Dex 15 (+2), Con 12 (+1), Int 10 (0), Wis 17 (+3), Cha 12 (+1) ________________________________________ Saving Throws Wis +6, Cha +4 Skills Insight +6, Medicine +6, Religion +6 Senses Passive Perception 13 Languages common Challenge 3 (700 xp) ________________________________________ Destroy Undead. When an undead fails its saving throw against your Turn Undead feature, the creature is instantly destroyed if its Challenge Rating is 1/2 or lower. Spellcasting. Abramo is a 7th-level spellcaster. His spellcasting ability is Wisdom (spell save DC 14, +6 to hit with spell attacks). Abramo has the following cleric spells prepared: • Cantrips (at will): guidance, light, sacred flame, thaumaturgy • 1st level (4 slots): bane, charm person, command, cure wounds, disguise self, inflict wounds • 2nd level (3 slots): aid, blindness/deafness, mirror image, pass without trace, silence, spiritual weapon • 3rd level (3 slots): animate dead, blink, dispel magic, spirit guardians • 4th level (1 slot): dimension door, polymorph ________________________________________ ACTIONS Mace. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d6+1) bludgeoning damage. Blessing of the Trickster. You can use your action to touch a willing creature other than yourself to give it advantage on Dexterity (Stealth) checks. This blessing lasts for 1 hour or until you use this feature again. Channel Divinity. As an action you may turn undead within 30 feet that can hear or see you if they fail a Wisdom saving throw. If it fails their save, it is turned for 1 minute or until it takes damage. You can use this ability twice, and then it cannot be used again until she takes a short or long rest. Cloak of Shadows. You can use your Channel Divinity to vanish, using an action to become invisible until the end of your next turn. You become visible if you attack or cast a spell. Invoke Duplicity. As an action, you can use your Channel Divinity ability to create a perfect illusion of yourself that lasts for 1 minute, or until you lose your concentration (as if you were concentrating on a spell). The illusion appears in an unoccupied space that you can see within 30 feet of you. As a bonus action on your turn, you can move the illusion up to 30 feet to a space you can see, but it must remain within 120 feet of you. For the duration, you can cast spells as though you were in the illusion's space, but you must use your own senses. Additionally, when you and your illusion are within 5 feet of a creature that can see the illusion, you have advantage on attack rolls against that creature, given how distracting the illusion is to the target. ________________________________________ Equipment: mace, half-plate, shield, potion of superior healing, potion of growth [/QUOTE]
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