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Maguuma
DIR By: Maguuma
Date: November 6, 2019, 9:36 pm
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[Img]
HTML http://pre04.deviantart.net/b4d9/th/pre/f/2012/137/b/5/b5aac4cf2c0ea87d02b82d31f61f0787-d502921.jpg[/img]
Name: Maguuma
Epithet:
Race: Centaur
Gender: Female
Age: 24
Height: 6'6"
Weight: 850
Eyes: Gold/Green
Skin: Dark
Hair: Amber
Language: Common, Sylvan, Other (Not Chosen)
Personality: Honest and Blunt, loyal to her allies and
protective.
Background: My mum f*cked my horse dad and i was born.
Country: Swords Coast
Place of Birth: Centaur Homeland
Professional Info
Class: Cleric
Divine Domain: Life
Job: Adventurer
Background: Hermit
Level: 2
XP: 0/300
Proficiency
Survival
Light armor
Medium Armor
Shields
All simple weapons
Herbalism kit
Saving Throws: Wisdom, Charisma
Insight
Persuasion
Medicine
Religion
Heavy Armor
Baldur's Bones (Knows how to play, no +2)
Inventory
Carrying Capacity: 94.5/225
Coin: 110G 4S 3C
Items
Dice Set
Amulet 1 lb.
Kit, herbalism 3 lb.
Oil (flask) 1 lb.
Manacles 6 lb.
Dungeoneer’s Pack (12 gp): Includes a Backpack, a Crowbar, a
Hammer, 10 pitons, 10 torches, a Tinderbox, 10 days of Rations,
and a Waterskin. The pack also has 50 feet of Hempen rope
strapped to the side of it.
Equipped Gear (Chain Mail 16 AC Str 13 Disadvantage 55 lb.)
Helm: Holy Amulet (Around Neck)
Torso:
Arms:
Legs:
Feet:
Right Hand: Warhammer 1d8 bludgeoning 2lb. 1d10 (versatile)
Left Hand: Shield +2 AC 6lb.
Back: Quiver 1lb, 20 Crossbow Bolts 1 1/2 lb, Heavy Crossbow
1d10 piercing 18lb. Heavy, Loading (200/400 Range)
Traits
[U]Ability Score Increase:[/u] Your Strength score increases by
2, and your Wisdom score increases by 1.
[U]Age:[/u] Centaurs mature and age at about the same rate as
humans.
[U]Alignment:[/u] Centaurs are inclined toward neutrality.
[U]Size:[/u] Your size is Medium, yet you tower over most other
humanoids.
[U]Speed:[/u] Your base walking speed is 40 feet.
[U]Charge:[/u] If you move at least 20 feet straight toward a
target and then hit it with a melee weapon attack on the same
turn, roll the weapon's damage dice twice and add them together.
Once you use this ability, you can't use it again until you
finish a short or long rest.
[U]Hooves:[/u] Your hooves are natural melee weapons, with which
you're proficient. If you hit with a hoof, the target takes
bludgeoning damage equal to 1d6 + your Strength modifier.
[U]Equine Build:[/u] You count as one size larger when
determining your carrying capacity and the weight you can push
or drag. In addition, any climb that requires hands and feet is
especially difficult for you because of your hooves. When you
make such a climb, each foot of movement costs you 4 extra feet,
instead of the normal 1 extra foot. Finally, a Medium or smaller
creature can ride on your equine back if you allow it. In such a
situation, you continue to act independently, not as a
controlled mount.
[U]Survivor:[/u] You have proficiency in the Survival skill.
[U]Hybrid Nature:[/u] You have two creature types: humanoid and
monstrosity. You can be affected by a game effect if it works on
either of your creature types.
[U]Languages:[/u] You can speak, read, and write Common and
Sylvan.
Class Skill
Spell Casting
[U]Cantrips:[/u] You know three cantrips from the cleric spells.
You learn an additional cantrip at 4th and 10th level.
[U]Preparing and Casting Spells:[/u] The table above shows how
many spell slots you have to cast spells of 1st level and
higher. To cast one of these spells, you must expend a slot of
the spell's level or higher. You regain all expended slots when
you finish a long rest.
You prepare the list of cleric spells that are available for you
to cast, choosing from the cleric spell list. When you do so,
choose a number of spells equal to your Wisdom modifier + your
cleric level (min. 1 spell). These must be of a level for which
you have spell slots. You may change your list of prepared
spells whenever you finish a long rest; doing so requires 1
minute of prayer or meditation per spell level of the chosen the
spells.
[U]Spellcasting Ability:[/u] Wisdom is your casting ability for
cleric spells. Your magic is granted to your by your deity or
their servants, as a reward for your devotion. When a spell
refers to your spellcasting ability, you use Wisdom. In
addition, you use your Wisdom to determine the save DC of any
cleric spell which requires one, and when making an attack roll
with one.
Spell save DC= 8 + your proficiency bonus + your Wisdom modifier
Spell attack modifier= your proficiency bonus + your Wisdom
modifier
Ritual Casting: You may cast any cleric spell you have prepared
as a ritual if it has the ritual tag. A spell cast as a ritual
takes an additional 10 minutes to cast, but does not require you
to expend a spell slot.
[U]Spellcasting Focus:[/u] You may use a holy symbol as a
spellcasting focus for your spells. Every deity or religion has
at least one holy symbol, and you may use any associated with
your religion. They are traditionally amulets or pendants, but
can also be signet rings, insignias on a shield, or even a held
banner. Whatever form they take, you must be able to take hold
of the object and present it towards the target(s) of your
spell.
Channel Divinity (1 Use)
At 2nd level, you gain the ability to channel divine energy
directly from your deity. You start with two such effects: Turn
Undead, and and effect determined by your domain. Some domains
grant you additional effects as you advance in levels.
When you use your Channel Divinity, you choose which effect to
create. You must finish a short or long rest to use your Channel
Divinity again. Some Channel Divinity effect require saving
throws. When you use such an effect granted by this class, the
DC equals your cleric spell save DC.
At 6th level, you may use this feature twice between rests, and
thrice at 18th level. All uses recharge when you take a short or
long rest.
Channel Divinity: Preserve Life
Starting at 2nd level, you can use your Channel Divinity to heal
the badly injured.
As an action, you present your holy symbol and evoke healing
energy that can restore a number of hit points equal to five
times your cleric level. Choose any creatures within 30 feet of
you, and divide those hit points among them. This feature can
restore a creature to no more than half of its hit point
maximum. You can’t use this feature on an undead or a construct.
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. lt 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.
UA Cleric Enhancements
Cantrip Versatility
1st-level cleric feature (enhances Spellcasting)
Whenever you gain a level in this class, you can
replace one cantrip you learned from this
Spellcasting feature with another cantrip from
the cleric spell list.
Cleric Spells
1st-level cleric feature (enhances Spellcasting)
The following spells expand the cleric spell list.
1st Level
Cause fear (Xanathar’s Guide)
Wrathful smite
2nd Level
Branding smite
3rd Level
Aura of vitality
4th Level
Aura of life
Aura of purity
5th Level
Skill empowerment (Xanathar’s Guide)
Wall of light (Xanathar’s Guide)
9th Level
Power word heal
Channel Divinity: Harness Divine Power
2nd-level cleric feature (enhances Channel Divinity)
You can expend a use of your Channel Divinity to
fuel your spells. As a bonus action, you touch
your holy symbol, utter a prayer, and regain one
expended 1st-level spell slot.
Blessed Strikes
8th-level cleric Divine Domain feature (replaces
Divine Strike or Potent Spellcasting)
In battle, you are blessed with divine might.
When a creature takes damage from one of your
spells or weapon attacks, you can also deal 1d8
radiant damage to that creature. Once you deal
this damage, you can’t use this feature again
until the start of your next turn.
[B]Sub-Class (Domain of Life)[/b]
[U]Domain Spells[/u]
Cleric Level
1st
3rd
5th
7th
9th
[U]Bonus Proficiency[/u]
When you choose this domain at 1st level, you gain proficiency
with heavy armor.
[U]Disciple of Life[/u]
Also starting at 1st level, your healing spells are more
effective. Whenever you use a spell of 1st level or higher to
restore hit points to a creature, the creature regains
additional hit points equal to 2 + the spell’s level.
[B]Cantrips[/b]
Spare The Dying
Necromancy Cantrip
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Instantaneous
You touch a living creature that has 0 hit points. The creature
becomes stable. This spell has no effect on undead or
constructs.
Sacred Flame
Evocation cantrip
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: 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.
At Higher Levels The spell’s damage increases by 1d8 when you
reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Toll the Dead
Necromancy Cantrip
Casting time: 1 Action
Range: 60 feet
Components: V, S
Duration: Instantaneous
You point at one creature you can see within range, and the
sound of a dolorous bell fills the air around it for a moment.
The target must succeed on a Wisdom saving throw or take 1d8
necrotic damage. If the target is missing any of its hit points,
it instead takes 1d12 necrotic damage.
The spell’s damage increases by one die when you reach 5th level
(2d8 or 2d12), 11th level (3d8 or 3d12), and 17th level (4d8 or
4d12).
[B]Spells[/b]
Bane
1st-level enchantment
Casting Time: 1 action
Range: 30 feet
Components: V, S, M (a drop of blood)
Duration: Concentration, up to 1 minute
Up to three creatures of your choice that you can see within
range must make Charisma saving throws. Whenever a target that
fails this saving throw makes an attack roll or a saving throw
before the spell ends, the target must roll a d4 and subtract
the number rolled from 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.
Guiding Bolt
1st-level evocation
Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: 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.
Healing Word
1st-level evocation
Casting Time: 1 bonus action
Range: 60 feet
Components: V
Duration: 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.
[U]Domain of Life[/u]
Bless
1st-level enchantment
Casting Time: 1 action
Range: 30 feet
Components: V, S, M (a sprinkling of holy water)
Duration: 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.
Cure Wounds
Necromancy Level 1
Casting time: 1 Action
Range: Touch
Components: V, S
Duration: Instantaneous
A creature you touch regains a number of hit points equal to 1d8
+ your spellcasting ability modifier.
If used on an undead creature, they instead take 3d10 radiant
damage. This version of the spell requires a successful melee
spell attack against the target.
This spell has no effect on 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. If used against undead, the damage increases by
1d10 for every spell level above 1st.
[B]Skill Slots[/b]
[U]Level 1[/u]
Slot 1: Bane
Slot 2: Guiding Bolt
Slot 3: Healing Word
Stat Bonuses
+2 Strength +1 Wisdom
Attributes (No Modifications)
HP: 18
Strength: 15
Dexterity: 14
Constitution: 15
Intelligence: 11
Wisdom: 17
Charisma: 13
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Speed: 40 (Walking)
AC: 12 (Base) 16 (w/Armor) 18 (w/Shield)
Modifications
HP: 20
Strength: 17 (+3)
Dexterity: 14 (+2)
Constitution: 15 (+2)
Intelligence: 11 (0)
Wisdom: 18 (+4)
Charisma: 13 (+1)
*() = Modifier
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