Tarrin Dars

Katla Bodilsdottor's page

36 posts. Alias of Daniel Stewart.


Classes/Levels

HP: 23 (23) | AC: 15 | Saves: Str: +2; Dex: +2; Con: +0; Int: +0; Wis: +5; Cha: +4 | Init: +2 | Spell Slots: 0-4, 1-4, 2-3

About Katla Bodilsdottor

Katla
Female Human Cleric 4
Medium humanoid, neutral
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Armor Class 15 (chain shirt)
Hit Points 23 (4d8)
Speed 30 ft.
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STR 14 (+2), DEX 14 (+2), CON 10 (+0), INT 11 (+0), WIS 16 (+3), CHA 15 (+2)
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Feats: Lucky, Master Of Disguise
Saving Throws: Wis +5, Cha +4
Skills: Acrobatics +4, Animal Handling +3, Arcana +0, Athletics +2, Deception +4, History +0, Insight +3, Intimidation +2, Investigation +0, Medicine +3, Nature +0, Perception +3, Performance +2, Persuasion +4, Religion +2, Sleight of Hand +2, Stealth +4, Survival +3
Senses: passive Perception 13
Languages: Common, Thieves' Cant
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Master Of Disguise. You have honed your ability to shape your personality and to read the personalities of others. You gain the following benefits:
• Increase your Charisma score by 1, to a maximum of 20.
• You gain proficiency with the disguise kit. If you are already proficient with it, you add double your proficiency bonus to checks you make with it.
• If you spend 1 hour observing a creature, you can then spend 8 hours crafting a disguise you can quickly don to mimic that creature. Making the disguise requires a disguise kit. You must make checks as normal to disguise yourself,
but you can assume the disguise as an action.

Lucky: You have inexplicable luck that seems to kick in at just the right moment.

You have 3 luck points. Whenever you make an attack roll, an ability check, or a saving throw, you can spend one luck point to roll an additional d20. You can choose to spend one of your luck points after you roll the die, but before the outcome is determined. You choose which of the d20s is used for the attack roll, ability check, or saving throw.
You can also spend one luck point when an attack roll is made against you. Roll a d20, and then choose whether the attack uses the attacker's roll or yours. If more than one creature spends a luck point to influence the outcome of a roll, the points cancel each other out; no additional dice are rolled.
You regain your expended luck points when you finish a long rest.

Blessing of the Trickster
Starting when you choose this domain at 1st level, 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: Invoke Duplicity
Starting at 2nd level, you can use your Channel Divinity to create an illusory duplicate of yourself.

As an action, you 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 both 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.

Actions
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Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20 ft./60 ft., one target.
Hit: 1d4+2 piercing damage.

Quarterstaff. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 1d8+2 bludgeoning damage or 1d8+2 bludgeoning damage if used with two hands to make a melee attack.

Unarmed Strike. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature.
Hit: 3 bludgeoning damage.

Spells: 0-4, 1-4, 2-3

0-Level: Guidance, Mending, Sacred Flame, Thaumaturgy

1st Level: Bless, Charm Person, Command, Disguise Self, Guiding Bolt, Healing Word, , Sanctuary

2nd Level: Find Traps, Healing Word, Mirror Image, Pass without Trace, Prayer of Healing

Equipment
Chain shirt, Dagger, Quarterstaff, potion of healing, Amulet, Backpack, Blanket, Block of Incense, Censer, Clothes, Common, Crowbar, Rations (3 day), Tinderbox, Vestments, Waterskin