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#Post#: 38--------------------------------------------------
Juleka Forester
By: Juleka Date: July 8, 2016, 12:41 pm
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Juleka Forester (of the Holy Light)
Female Aasimar
Life Cleric 1/Undying Light Warlock 1
XP 425/900
Inspiration : 0
Alignment: NG
Age: 17
Size: Medium
Speed: 30 feet
Languages: Common, Celestial
HP: 16 (2d8 HD)
AC: 18 (Chain mail + Shield) or 16 (Chain mail)
STR 13 (+1)
DEX 8 (-1)
CON 12 (+1)
INT 10 (0)
WIS 16(+3)
CHA 16(+3)
Proficiency bonus: +2
Longsword +3 1d8+1 Versatile (1d10)
Dagger +3 1d4+1
Handaxe (x2) +3 1d6+1 light, throw (20/60)
Shield +3 1d4+1 AC +2
Proficiencies:
-Weapons: Simple, longswords,
-Armor: All
-Tools: Cook’s utensils, Vehicles (land)
-Saves: Wisdom, Charisma
-Skills: Animal Handling +5, Survival +5, Persuasion +5, insight
+5
Features:
Otherwordly Patron: The Undying Light
Your patron is not a specific entity, but the energy that
radiates from the Positive Plane. Your pact allows you to
experience the barest touch of the raw stuff of life that
powers the multiverse. Anything more, and you would be instantly
incinerated by its energy.
Radiant Soul
Starting at 1st level, your link to the Positive Plane allows
you to serve as a conduit for radiant energy. You have
resistance to radiant damage, and when you cast a spell that
deals radiant damage or fire damage, you add your Charisma
modifier to that damage.
Pact Magic
Your arcane research and the magic bestowed on you by your
patron have given you facility with spells.
Spellcasting Ability
Charisma is your spellcasting ability for your warlock spells,
so you use your Charisma whenever a spell refers to your
spellcasting ability. In addition, you use your Charisma
modifier when setting the saving throw DC for a warlock spell
you cast and when making an attack roll with one.
Spellcasting Focus
You can use an arcane focus as a spellcasting focus for your
warlock spells.
Spellcasting
As a conduit for divine power, you can cast cleric spells.
Cantrips
At 1st level, you know three cantrips of your choice from the
cleric spell list. You learn additional cleric cantrips of your
choice at higher levels, as shown in the Cantrips Known column
of the Cleric table.
Preparing and Casting Spells
The Cleric table shows how many spell slots you have to cast
your 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 spell 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 cleric spells equal to your Wisdom modifier +
your cleric level (minimum of one spell). The spells must be of
a level for which you have spell slots.
You can change your list of prepared spells when you finish a
long rest. Preparing a new list of cleric spells requires time
spent in prayer and meditation: at least 1 minute per spell
level for each spell on your list.
Spellcasting Ability
Wisdom is your spellcasting ability for your cleric spells. The
power of your spells comes from your devotion to your deity. You
use your Wisdom whenever a cleric spell refers to your
spellcasting ability. In addition, you use your Wisdom modifier
when setting the saving throw DC for a cleric spell you cast and
when making an attack roll with one.
Ritual Casting
You can cast a cleric spell as a ritual if that spell has the
ritual tag and you have the spell prepared.
Spellcasting Focus
You can use a holy symbol as a spellcasting focus for your
cleric spells.
Divine Domain (Life)
Your domain grants you domain spells and other features when you
choose it at 1st level. It also grants you additional ways to
use Channel Divinity when you gain that feature at 2nd level,
and additional benefits at 6th, 8th, and 17th levels.
Life Domain
The Life domain focuses on the vibrant positive energy—one of
the fundamental forces of the universe—that sustains all life.
The gods of life promote vitality and health through healing the
sick and wounded, caring for those in need, and driving away the
forces of death and undeath. Almost any non-evil deity can claim
influence over this domain, particularly agricultural deities,
sun gods, gods of healing or endurance, and gods of home and
community.
Table: Life Domain Spells
1st - bless, cure wounds
3rd - lesser restoration, spiritual weapon
5th - beacon of hope, revivify
7th - death ward, guardian of faith
9th - mass cure wounds, raise dead
Bonus Proficiency
When you choose this domain at 1st level, you gain proficiency
with heavy armor.
Disciple of Life
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.
Background:
- Folk Hero
Rustic Hospitality: Since you come fom the ranks of the common
folk, you fit among them with ease. You can find a place to
hide, rest, or recuperate among other commoners, unless you have
shown yourself to be a danger to them. They will shield you from
the law or anyone else searching for you, though they will not
risk their lives for you.
Defining event: During a monster raid on my town I was the 1st
one to be injured: a gawping wound on the neck that should have
caused me to die seconds later. The moment I “died” a large,
bright, powerful energy infused me with power. It forever
changed my body and exploded on a burst of light that healed my
wounds (and those of other villagers) and destroyed the
monsters, leaving the other town folk unscathed.
Personality traits:
- If someone is in trouble, I’m always ready to help.
-I’m confident in my own abilities and do what I can to instill
confidence in others.
Ideals:
- Destiny: Nothing and no one can steer me away from my higher
calling.
Bond:
- I protect those who cannot protect themselves.
Flaws:
- I’m convinced of the significance of my destiny, and blind to
my shortcomings and the risk of failure.
Spells:
Spell Save DC: 8 + Proficiency bonus + Wisdom modifier = 13
Spell Attack bonus: Proficiency bonus + Wisdom modifier = +5
Spell slots = 2 Lv1
Pact Spells:
Spell Save DC: 8 + Proficiency bonus + Charisma modifier = 13
Spell Attack bonus: Proficiency bonus + Charisma modifier = +5
Spell slots = 1 Lv1
Maximum number of spells prepared: Cleric level + Wisdom
modifier = 4
Cantrips known:
-Prestidigitation
-Green Flame Blade
-Create Bonfire
-Eldritch Blast
-Light
-Guidance
-Sacred Flame
-Thaumaturgy
1st level spells:
(x)=prepared
( )Bane
(x)Bless
( )Command
( )Create or Destroy Water
(x)Cure Wounds
( )Detect Evil and Good
( )Detect Magic
( )Detect Poison and Disease
( )Guiding Bolt
(x)Healing Word
( )Inflict Wounds
( )Protection from
( )Evil and Good
( )Purify Food and Drink
( )Sanctuary
(x)Shield of Faith
(x)Unseen Servant
(x)Hex
#Post#: 77--------------------------------------------------
Re: Juleka Forester
By: Juleka Date: July 18, 2016, 7:32 pm
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Longsword
Shield
Chainmail
Handaxe (x2)
Dagger
36 - 4" long, 1" in diameter candles: 6 white, 6 black, 6 red, 6
yellow, 6 green, and 6 blue.
A small brass brazier with a folding stand.
A porcelain tea set for four, packed in a velvet-lined, wooden
box.
A set of finely made spectacles with numerous lenses for
examining things more closely.
Food, clothing, toys or other items that are for the magic
user's pet or familiar.
A portable writing desk that not only contain parchment, quill,
and ink, but keep them safe from the elements.
A hand-carved, wooden mortar and pestle covered in arcane
symbols.
An oilskin bag to protect books and magical scrolls from
inclement weather.
A jewelry box for storing magical jewelry.
A small vial of powerful acid.
A small vial of powerful adhesive.
8 - Various colored sticks of chalk and a wooden ruler one cubit
in length.
A bar of lavender soap, a hairbrush, and a hand mirror.
A collection of charcoal anatomy sketches of various mundane and
magical creatures.
A thick book with numerous bookmarks on Spell Theory and Spell
Development written by I.M. Portant, Master Magus of the Third
Order.
A small jar of insect-repelling oils
A collection of small leather pouches tied to a bandoleer. The
pouches are filled with various spell components, ready for
casting.
An ornate silver teaspoon from a set of silver utensils back at
home.
A set of star charts, a set of ley-line maps, and 20 parchment
pages of a crazy magical theory connecting them somehow.
A 50 foot long section of rope with a grapnel at one end and
loops every five feet.
A stiff quill pen, ink and parchment, all stored in a hard
leather scroll case
5 vials of holy water (IF ALLOWED)
A small collection of spices and herbs for cooking
Vials of perfumes, scented oils and cones of incense
A holy relic of the The Plane of Positive Energy (not magical)
Hard candy, nuts, dried fruit, and small toys for talking with
children
A hatchet, a broom, a tinderbox, and a crowbar
Formal or ceremonial robes or clothing
2 pairs of hard leather boots
A collection of medicinal herbs and roots
Simple religious iconography to aid in the conversion of those
of other faiths
A collection of private letters and notes
A ring of large iron keys (Gifts of ‘passage’ from people helped
by her in the past)
A book of poetry to inspire the soul
An hourglass and a small bell
A wineskin containing wine blessed by a The Light
A small sack full of cheap trinkets to amuse and amaze the
simple-minded.
A page torn from an unholy text describing some aspect of the
fey, fiend, and undead.
A worn sharpening stone with nicks and grooves for fine tuning
non-blade edges.
A small, but weighty hammer for banging out dents in shields and
armor.
A small, but sturdy anvil for bending and shaping metal.
A set of small tools for repairing straps, studs, and rings
damaged in battle.
A token from my mother displayed publicly. (Some cheap jewelry)
A day's worth of animal jerky hidden in your armor, helmet, and
in your belt pouch, too. Fighting is hungry work.
An small shovel.
A bag of 10 - 4" caltrops for leaving behind you when
retreating.
A collapsible wooden armor stand that doubles as the frame of an
over-large backpack.
A large container of corn starch.
A small can of oil.
Trophies of various sorts taken from vanquished foes.
A dirty, bloodstained surcoat bearing enemy faith heraldry.
A tattered satin battle banner faded with age and folded with
respect.
A journal recording conquests and defeats.
An unfinished letter to my sister.
A letter from home.
A talisman of strength and power that earned in the past warrior
A small jar of saddle-soap and several soft rags.
#Post#: 101--------------------------------------------------
Re: Juleka Forester
By: 0700152 Date: July 27, 2016, 2:28 pm
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How would I go about purchasing or otherwise Acquiring so much
"stuff" for myself?
#Post#: 103--------------------------------------------------
Re: Juleka Forester
By: Lars Date: July 27, 2016, 2:30 pm
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Ask the DM. I said no only to things that could be abused, such
as the holy water. Everything else is only fluff, so I don't see
why not.
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