Giseil Voslil

Lumen Oakleaf's page

98 posts. Alias of AGamer70.


About Lumen Oakleaf

Lumen Oakleaf
Male Firbolg Cleric of Lathander 5
Neutral Good
Init +1; Senses normal vision; Perception +3

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Defense
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AC 18 (+14 scale armor, +2 Dex, +2 shield)
hp 33 (1d8+5x4+1x5)
Saves: Str +0 | Dex +2 | Con +1 | Int +2 | Wis +5 | Chr +1

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Offense
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Speed 30 ft.
Ranged Light Crossbow +5 (1d8+0)(R 80/320)(20 bolts)
Melee Mace +3 (1d6+0)
Melee Dagger +3 (1d4+0)
Spell: Sacred Flame (1d8) (R 60)(Dex save to avoid)

Cleric Spells Prepared: (DC 15+1)(9 spells)
Level 0 (4+1): Light, Sacred Flame, Guidance, Thaumaturgy, ?
Level 1 (+2)(4/day): Burning Hands, Faerie Fire, Cure Wounds, Bless, Shield of Faith
Level 2 (+2)(3/day): Flaming Sphere, Scorching Ray, Lesser Restoration, Hold Person, Prayer of Healing
Level 3 (+2)(2/day): Daylight, Fireball, Dispel Magic,

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Statistics
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Str 11, Dex 14, Con 12, Int 14, Wis 18, Cha 8
Proficiency bonus +3

Feats:

Domain: Light:

Warding Flare: Also at 1st level, you can interpose divine light between yourself and an attacking enemy. When you are attacked by a creature within 30 feet of you that you can see, you can use your reaction to impose disadvantage on the attack roll, causing light to flare before the attacker before it hits or misses. An attacker that can't be blinded is immune to this feature.

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 (1/rest):

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.

Radiance of the Dawn: Starting at 2nd level, you can use your Channel Divinity to harness sunlight, banishing darkness and dealing radiant damage to your foes.

As an action, you present your holy symbol, and any magical darkness within 30 feet of you is dispelled. Additionally, each hostile creature within 30 feet of you must make a Constitution saving throw. A creature takes radiant damage equal to 2d10 + your cleric level on a failed saving throw, and half as much damage on a successful one. A creature that has total cover from you is not affected.

Destroy Undead (CR ½):
Starting at 5th level, when an undead of CR 1/2 or lower fails its saving throw against your Turn Undead feature, the creature is instantly destroyed.[/b]

Skills: Insight +5, Religion +4, Medicine +5, History +4

Languages: Common, Elvish, Giant, Celestial, Sylvan

Other Gear: Backpack, bedroll, blanket, mess kit, tinderbox, 10 torches, 10 days rations, waterskin, 50’ hempen rope, 2 holy symbols, prayer book, prayer wheel, 5 sticks of incense, vestments, set of common clothes, cold weather clothes, belt pouch, steel mirror, Scroll case, Fishing tackle, flask, 2 sacks, chalk, snowshoes, crampons, 2 healing potions

Bracers of Archery:

Wondrous item, uncommon (requires attunement)
These fur-lined, rust-colored leather cuffs are crafted in traditional Reghed style, with stylized pictographs of beasts stamped around the outer cuff. Normally used to stabilize the arm during archery and protect from scrapes and cuts, these bracers also magically provide warmth to cold bodies. The wearer suffers no harm in temperatures as cold as −20 degrees Fahrenheit or as warm as 120 degrees Fahrenheit.

While wearing these bracers, you have proficiency with the longbow and shortbow, and you gain a +2 bonus to damage rolls on ranged attacks made with such weapons.

Bag of Tricks, Grey (Uncommon, any):

Wondrous Item, uncommon
This ordinary bag, made from gray, rust, or tan cloth, appears empty. Reaching inside the bag, however, reveals the presence of a small, fuzzy object. The bag weighs 1/2 pound.
You can use an action to pull the fuzzy object from the bag and throw it up to 20 feet. When the object lands, it transforms into a creature you determine by rolling a d8 and consulting the table that corresponds to the bag's color. See the Monsters Listing for the creature's statistics. The creature vanishes at the next dawn or when it is reduced to 0 hit points.

The creature is friendly to you and your companions, and it acts on your turn. You can use a bonus action to command how the creature moves and what action it takes on its next turn, or to give it general orders, such as to attack your enemies. In the absence of such orders, the creature acts in a fashion appropriate to its nature.

Once three fuzzy objects have been pulled from the bag, the bag can't be used again until the next dawn.

Gray Bag of Tricks

d8 Creature
1 Weasel
2 Giant rat
3 Badger
4 Boar
5 Panther
6 Giant badger
7 Dire wolf
8 Giant elk

+1 amulet of the devout:

Wondrous item, uncommon (requires attunement by a cleric or paladin) 1 lb.
This amulet bears the symbol of a deity inlaid with precious stones or metals. While you wear the holy symbol, you gain a +1 bonus to spell attack rolls and the saving throw DCs of your spells.

While you wear this amulet, you can use your Channel Divinity feature without expending one of the feature's uses. Once this property is used, it can't be used again until the next dawn.

85 GP, 4 SP, 5 CP
Encumbrance:
Carrying Capacity: 165 lbs
Height: 7’
Weight: 250 lbs

Firbolg racial info::

Firbolg Magic: You can cast detect magic and disguise self with this trait, using Wisdom as your spellcasting ability for them. Once you cast either spell, you can't cast it again with this trait until you finish a short or long rest. When you use this version of disguise self, you can seem up to 3 feet shorter than normal, allowing you to more easily blend in with humans and elves.

Hidden Step: As a bonus action, you can magically turn invisible until the start of your next turn or until you attack, make a damage roll, or force someone to make a saving throw. Once you use this trait, you can't use it again until you finish a short or long rest.

Powerful Build: You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

Speech of Beast and Leaf: You have the ability to communicate in a limited manner with beasts and plants. They can understand the meaning of your words, though you have no special ability to understand them in return. You have advantage on all Charisma checks you make to influence them.

Background - Acolyte:

Feature: Shelter of the Faithful - As an acolyte, you command the respect of those who share your faith, and you can perform the religious ceremonies of your deity. You and your adventuring companions can expect to receive free healing and care at a temple, shrine, or other established presence of your faith, though you must provide any material components needed for spells. Those who share your religion will support you (but only you) at a modest lifestyle.

Personality Trait: I see omens in every event and action. The gods try to speak to us, we just need to listen.

Ideal: Aspiration. I seek to prove myself worthy of my god's favor by matching my actions against his or her teachings.

Bond: Everything I do is to preserve nature.

Flaw: I put too much trust in those who wield power within my temple's hierarchy.

Reason for Adventuring: Clan slain by invading humanoids.

Dice Rolls:

[dice=Initiative]1d20+1[/dice]
[dice=Medicine]1d20+5[/dice]
[dice=Insight]1d20+5[/dice]
[dice=Stealth]1d20+1[/dice]
[dice=Sacred Flame]1d8[/dice] [ooc]Dex save to avoid[ooc]