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       #Post#: 515--------------------------------------------------
       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
       ----------
       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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