Sajan

Emenius's page

83 posts. Alias of Jubal Breakbottle.


Classes/Levels

Stats:
AC 18 | Str +0, Dex +2, Con +2, Int +3, Wis +4, Cha +2 | Initiative +2 | Perception +4, Darkvision 120 ft

Gender

Cynidicean Arcana Cleric of Usamigaras & Diviner 2 | HP 3/24 | HD 1/1d8 & 1/2d6 | Recovery 0/1 | Portent 9,19 | 1st 1/4 | 2nd 0/2 | Inspiration! | Exhausted level 1

About Emenius

Description:
This Cynidicean wears a pectoral amulet with an arcane crystal and holy symbol of Usamigaras over common clothes and scale mail armor. He shoulders a shield and backpack. A sheathed dagger and pouch hang from his belt.

Backstory:
Emenius grew up amoung the Magi of Usamigaras, because his father was a priest of Usamigaras and his mother was a diviner. Soon after he was anointed as a priest of Usamigaras, his parents were captured and executed by the Zargonites. Emenius assumed the mantle of this father and studied his mother's spellbook until he had unlocked its secrets.

Emenius
Human: Cynidicean Arcana Cleric 1 / Wizard Diviner 2 = 3 CG

AC 18 HP 24 Speed 30 ft

Str 10 (0) Dex 14 (2) Con 14 (2) Wis 14 (2) Int 16 (3) Cha 10 (0)

Attacks
Dagger (piercing 20/60 ft) +4, 1d4+2
Firebolt VS (fire 120 ft) +5, 1d10
Shocking Grasp VS (lightning) +5, 1d8
Toll the Dead VS (necrotic 60 ft) Wis 13, 1d8/1d12

Ability Scores: 15, 14, 13, 13, 10, 10

Skills
Arcana +5
History +5
Investigation +5
Perception +4
Persuasion +2
Religion +5

Languages
Common
1.
2.
3.

Equipment
Common clothes
Holy symbol
Arcane crystal (replaced mace)
Scale mail
Shield
Dagger
Belt pouch (24 gp)
* Pearl (100 gp)
Explorer's pack
* A bottle of black ink, a quill, a small knife, a letter
* Case, scroll (1 gp)
* Spellbook

Purchases
Replaced mace with arcane focus (crystal)
1 gp - Case, scroll
50 gp - 1st level scroll - Comp Lang
25 gp - Copy into spellbook
50 gp - 1st level scroll - Find Familiar
50 gp - Copy into spellbook
10 gp - Cast Find Familiar
100 gp - Pearl (100 gp)
150 gp - 2nd level scroll - See Invisibility
50 gp - Copy into spellbook

Race Cynidicean Human (Variant)
* Ability Scores: Choose any two unique +1. Wis & Dex
* Size: Medium
* Speed: 30 ft.
* Languages. You can speak, read, and write Common and one extra language of your choice.
* Superior Darkvision. Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 120 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
* Skills. You gain proficiency in one skill of your choice. (Perception)
* Feat. Telekinetic. You learn to move things with your mind, granting you the following benefits:
*** Increase your (Intelligence), Wisdom, or Charisma by 1, to a maximum of 20.
*** You learn the mage hand cantrip. You can cast it without verbal or somatic components, and you can make the spectral hand invisible. If you already know this spell, its range increases by 30 feet when you cast it. Its spellcasting ability is the ability increased by this feat.
*** As a bonus action, you can try to telekinetically shove one creature you can see within 30 feet of you. When you do so, the target must succeed on a Strength saving throw (DC 8 + your proficiency bonus + the ability modifier of the score increased by this feat) or be moved 5 feet toward you or away from you. A creature can willingly fail this save.

Background Sage
* Skill Proficiencies: (Arcana, History)
* Languages: Two of your choice
* Equipment: A bottle of black ink, a quill, a small knife, a letter from a dead colleague posing a question you have not yet been able to answer, a set of common clothes, and a belt pouch containing 10 gp
* Feature: Researcher. When you attempt to learn or recall a piece of lore, if you do not know that information, you often know where and from whom you can obtain it. Usually, this information comes from a library, scriptorium, university, or a sage or other learned person or creature. Your DM might rule that the knowledge you seek is secreted away in an almost inaccessible place, or that it simply cannot be found. Unearthing the deepest secrets of the multiverse can require an adventure or even a whole campaign.

Class Cleric
* Armor Proficiencies: light armor, medium armor, shields
* Weapons Proficiencies: simple weapons
* Tools Proficiencies: none
* Saving Throws: Wisdom, Charisma
* Skills: Choose 2 from History, Insight, Medicine, (Persuasion, and Religion).
* Starting Equipment
(a) a mace or (b) a warhammer (if proficient)
(a) scale mail, (b) leather armor, or (c) chain mail (if proficient)
(a) a light crossbow and 20 bolts or (b) any simple weapon
(a) a priest's pack or (b) an explorer's pack
A shield and a holy symbol

Arcana Domain
* Domain Spells
1st detect magic, magic missile
3rd magic weapon, Nystul's magic aura
5th dispel magic, magic circle
7th arcane eye, Leomund's secret chest
9th planar binding, teleportation circle

Arcane Initiate When you choose this domain at 1st level, you gain proficiency in the Arcana skill (Investigation), and you gain two cantrips of your choice from the wizard spell list. For you, these cantrips count as cleric cantrips.

Cleric Spellcasting +4, DC 12
Cantrips
1. Guidance VS Concentration, 1 minute
2. Light VM 1 hour
3. Mending VSM
Arcana1. Message VSM, 120 ft
Arcana2. Minor Illusion SM, 1 minute, 30 ft
Bonus. Prestidigitation VS, 1 hour, 10 ft

1st-level
D1. Detect Magic VS Ritual, Concentration, 10 minute
D2. Magic Missile VS 3d4+3, 120 ft
1. Bless VSM Concentration, 1 minute
2. Cure Wounds VS 1d8+2
3. Healing Word V Bonus 1d4+2

Wizard Spellcasting +5, DC 13
Cantrips
Telekinetic. Mage Hand, 1 minute, 30 ft
1. Firebolt VS fire 1d10, 120 ft
2. Shocking Grasp VS lightning 1d8
3. Toll the Dead VS Wis necrotic 1d8/1d12, 60 ft

SPELLBOOK
1st-level
1. Absorb Elements S Reaction
P2. Feather Fall VM Reaction
3. Identify VSM Ritual, pearl 100gp
P4. Shield VS Reaction
P5. Sleep VSM 5d8, 1 minute
P6. Tasha's Hideous Laughter VSM Concentration Wis, 1 minute
7. Tenser's Floating Disk VSM Ritual, 1 hour
P8. Thunderwave VS Con thunder 2d8
$. Comprehend Languages VSM Ritual
$. Find Familiar VSM 10 gp

2nd-level
$. See Invisibility VSM 1 hour

Familiar Bat
* Tiny Beast, Unaligned
* Armor Class 12
* Hit Points 1 (1d4 - 1)
* Speed 5 ft., fly 30 ft.
* Senses blindsight 60 ft., passive Perception 11
* Echolocation. The bat can't use its blindsight while deafened.
* Keen Hearing. The bat has advantage on Wisdom (Perception) checks that rely on hearing.

Arcane Recovery You have learned to regain some of your magical energy by studying your spellbook. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your wizard level (rounded up), and none of the slots can be 6th level or higher. For example, if you're a 4th-level wizard, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level spell slot or two 1st-level spell slots.

Divination Savant Beginning when you select this school at 2nd level, the gold and time you must spend to copy a divination spell into your spellbook is halved.

Portent Starting at 2nd level when you choose this school, glimpses of the future begin to press in on your awareness. When you finish a long rest, roll two d20s and record the numbers rolled. You can replace any attack roll, saving throw, or ability check made by you or a creature that you can see with one of these foretelling rolls. You must choose to do so before the roll, and you can replace a roll in this way only once per turn. Each foretelling roll can be used only once. When you finish a long rest, you lose any unused foretelling rolls.