[CAMPAIGN ENDED] Arcane Trickster (3) Tempest Cleric (14) Wounds (0) HP (122) AC (21) Channel Divinity (0/2)
Deity
Rillifane Rallathil
Languages
Common, Elven, Sylvan, Celestial
Strength
19
Dexterity
22
Constitution
14
Intelligence
10
Wisdom
16
Charisma
8
About Lindaer Elyrien
[dice=Hit]1d20+15[/dice]
Or
[dice=Hit]1d20+15[/dice]
And
[dice=Reroll Lowest]1d20+15[/dice]
[dice=Damage]1d6+9[/dice]
[dice=Booming Blade and Divine Strike]5d8[/dice]
[dice=Sneak Attack]2d6[/dice]
Race, Background:
Wood Elf
* Darkvision (Accustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. You can see in dim light within 60 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.)
* Keen Senses (You have proficiency in the Perception skill.)
* Fey Ancestry (You have advantage on saving throws against being charmed, and magic can’t put you to sleep.)
* Trance (Elves don’t need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is “trance.”) While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.)
* Elf Weapon Training (You have proficiency with the longsword, shortsword, shortbow, and longbow.)
* Fleet of Foot (Your base walking speed increases to 35 feet.)
* Mask of the Wild (You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.)
Background: Acolyte
* Feature: Shelter Of The Faithful
As an Acolyte 5e Backgrounds, you need to command the respect of others those who’re share your faith and also you can perform all the religious ceremonies of your personnel deity.
* Free healing, care at a temple, shrine, or any other established presence of your faith and though you must have to provide any material components which are highly needed for spells these are can be expectable to receive by you and your adventuring companions.
* At a modest life style, those who share your religion will support only you.
Feats, Skills, Equipment:
ASI:
Lvl 4: Warcaster (You have advantage on Constitution saving throws that you make to maintain your concentration on a spell when you take damage.
You can perform the somatic components of spells even when you have weapons or a shield in one or both hands.
When a hostile creature's movement provokes an opportunity attack from you, you can use your reaction to cast a spell at the creature, rather than making an opportunity attack. The spell must have a casting time of 1 action and must target only that creature.)
Lvl 8: Elven Accuracy (Increase your DEX score by 1. Whenever you have advantage on an attack roll using Dexterity, Intelligence, Wisdom, or Charisma, you can reroll one of the dice once.)
Lvl 12: +2 Dex
Mundane Equipment
* Silver dagger and rapier, vicious longbow (20 silver arrows), Shield, thief tools, a holy symbol, a prayer book or wheel, 5 sticks of incense, vestments, a set of common clothes, 2x pouches of diamond dust with 500 gold worth in each, 5x ointment for trueseeing, pouch containing 800 gp.
Magic Items
Campaign:
* Vorpal Scimitar (You gain a +3 bonus to Attack and Damage Rolls made with this Magic Weapon. In addition, the weapon ignores Resistance to slashing damage. When you Attack a creature that has at least one head with this weapon and roll a 20 on the Attack roll, you cut off one of the creature's heads. The creature dies if it can't survive without The Lost head. A creature is immune to this effect if it is immune to slashing damage, doesn't have or need a head, has legendary Actions, or the DM decides that the creature is too big for its head to be cut off with this weapon. Such a creature instead takes an extra 6d8 slashing damage from the hit)
* Ioun Stone or Awareness (You can’t be surprised while this dark blue rhomboid orbits your head.)
* Carpet of Flying
* Ring of Warmth (While wearing this ring, you have Resistance to cold damage. In addition, you and everything you wear and carry are unharmed by temperatures as low as -50 degrees Fahrenheit)
* Superior Healing Potion (4d8+8/2)
Minor Common
Enduring Spellbook
This spellbook, a long w ith anything written on its pages, can't be damaged by fire or immers ion in water. In addition, the spellbook doesn't deteriorate with age
Clothes of Mending (priest vestments)
This elegant outfit of traveler's clothes magically mends itself to counteract daily wear and tear. Pieces of the out- fit that are destroyed can't be repaired in this way.
Moontouched Shortsword
In darkness, the unsheathed blade of this sword sheds moonlight, creating bright light in a 15-foot radius and dim light for an additional 15 feet.
Uncommon M
Gauntlets of Strength 19
Uncommon m
Periapt of Health. You are immune to contracting any disease while you wear this pendant. If you are already infected with a disease, the effects of the disease are suppressed while you wear the pendant.
Rare m
Heward’s Handy Haversack
Rare M
Mantle of Spell Resistance
You have advantage on saving throws against spells while you wear this cloak
Very Rare M
Manual of Quickness of Action
“ This book contains coordination and balance exercises, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, your Dexterity score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century.”
Very Rare m
Scroll Antimagic Field
Various Homes
* Homes in Suldanessellar, Mhiilamniir, Elventree, Reitheillaethor, Semberhome (All areas in which Lindaer and Theren earned fame among the Wood Elves. Houses either bought or gifted)
Spells:
Domain
1st Fog Cloud, Thunderwave
3rd Gust of Wind, Shatter
5th Call Lightning, Sleet Storm
7th Control Water, Ice Storm
9th Destructive Wave, Insect Plague
Lvl 1
* Healing Word, Cure Light Wounds, Shield of Faith, Detect Magic (ritual), Shield, Mage Armor, Find Familiar
Lvl 2
* Spiritual Weapon, Lessor Restoration
Lvl 3
* Dispel Magic, Remove Curse, Create food and water
Lvl 4
* Freedom of Movement, Banishment
Lvl 5
* Greater Restoration, Raise Dead
Lvl 6
* Heal, True Seeing
Lvl 7
* Etherealness, Regenerate
Tempest Cleric:
Bonus Proficiencies
At 1st level, you gain proficiency with martial weapons and heavy armor.
Wrath of the Storm
Also at 1st level, you can thunderously rebuke attackers. When a creature within 5 feet of you that you can see hits you with an attack, you can use your reaction to cause the creature to make a Dexterity saving throw. The creature takes 2d8 lightning or thunder damage (your choice) on a failed saving throw, and half as much damage on a successful one.
You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.
Channel Divinity: Destructive Wrath
Starting at 2nd level, you can use your Channel Divinity to wield the power of the storm with unchecked ferocity.
When you roll lightning or thunder damage, you can use your Channel Divinity to deal maximum damage, instead of rolling.
Thunderous Strike
At 6th level, when you deal lightning damage to a Large or smaller creature, you can also push it up to 10 feet away from you.
Divine Strike
At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 thunder damage to the target. When you reach 14th level, the extra damage increases to 2d8.
Stormborn
At 17th level, you have a flying speed equal to your current walking speed whenever you are not underground or indoors.
Cleric:
Channel Divinity
* At 2nd Level, you gain the ability to channel divine energy directly from your deity, using that energy to fuel magical Effects. You start with two such effects: Turn Undead and an effect determined by your domain. Some domains grant you additional Effects as you advance in levels, as noted in the domain description.
* When you use your Channel Divinity, you choose which effect to create. You must then finish a short or Long Rest to use your Channel Divinity again.
* Some Channel Divinity Effects require Saving Throws. When you use such an effect from this class, the DC equals your Cleric spell save DC.
* Beginning at 6th level, you can use your Channel Divinity twice between rests, and beginning at 18th level, you can use it three times between rests. When you finish a short or Long Rest, you regain your expended uses.
Channel Divinity: 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. It 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.
Divine Intervention
* Beginning at 10th level, you can call on your deity to intervene on your behalf when your need is great.
* Imploring your deity's aid requires you to use your action. Describe the assistance you seek, and roll percentile dice. If you roll a number equal to or lower than your Cleric level, your deity intervenes. The DM chooses the Nature of the intervention; the effect of any Cleric spell or Cleric domain spell would be appropriate. If your deity intervenes, you can't use this feature again for 7 days. Otherwise, you can use it again after you finish a Long Rest.
Rogue Arcane Trickster:
Expertise
At 1st Level, choose two of your skill Proficiencies, or one of your skill Proficiencies and your proficiency with Thieves' Tools. Your Proficiency Bonus is doubled for any ability check you make that uses either of the chosen Proficiencies.
At 6th level, you can choose two more of your Proficiencies (in Skills or with thieves' tools) to gain this benefit.
Sneak Attack
Beginning at 1st Level, you know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an Attack if you have advantage on the Attack roll. The Attack must use a Finesse or a ranged weapon.
You don't need advantage on the Attack roll if another enemy of the target is within 5 feet of it, that enemy isn't Incapacitated, and you don't have disadvantage on the Attack roll.
The amount of the extra damage increases as you gain levels in this class, as shown in the Sneak Attack column of the Rogue table.
Thieves' Cant
During your rogue Training you learned thieves' cant, a Secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows thieves' cant understands such messages. It takes four times longer to convey such a Message than it does to speak the same idea plainly.
In addition, you understand a set of Secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves' guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a Safe House for thieves on the run.
Cunning Action
Starting at 2nd Level, your quick thinking and agility allow you to move and act quickly. You can take a Bonus Action on each of your turns in Combat. This action can be used only to take the Dash, Disengage, or Hide action.
Mage Hand Legerdemain
Starting at 3rd level, when you cast Mage Hand, you can make the spectral hand invisible, and you can perform the following additional tasks with it:
• You can stow one object the hand is holding in a container worn or carried by another creature.
• You can retrieve an object in a container worn or carried by another creature.
• You can use thieves' tools to pick locks and disarm traps at range.
You can perform one of these tasks without being noticed by a creature if you succeed on a Dexterity (Sleight of Hand) check contested by the creature's Wisdom (Perception) check.
In addition, you can use the bonus action granted by your Cunning Action to control the hand