AC 18 | Str +0, Dex +2, Con +6, Int +1, Wis +8, Cha +5 | Initiative +2 | Perception +8, Darkvision
Gender
Elfmarked Light Cleric of Khors 9 | HP 57/71 | HD 9/9d8 | Flare 3/4 | Channel 1/2+1 | Power 2/2 | 1st 3/4 | 2nd 2/3 | 3rd 0/3 | 4th 2/3 | 5th 1/1 | Inspiration!
About Luthael Invictusol
Age 27 Height 6-ft, 1-in Weight 190 lb.
Hair Wildly blonde Eyes Sparkling blue
APPEARANCE:
There's a glow about this clean-shaven elfmarked who's pointed ears peak out from wildly blonde hair. His leather traveling gear is road-stained and covers breastplate armor. He proudly displays his holy service to Khors with a radiant sun on his shield and heavy pectoral amulet.
BACKGROUND:
Luthael was born into an small elfmarked family in Courlandia who paid vassalage to the barony in exchange of providing a mounted knight and five men at arms. It was a modest fief; the kind which made the backbone of the baronial army. It was obvious by seven years old that he was a different kind of child, one who spoke like an adult and had an imaginary friend named Karl. By 12 years old, his parents could not hide him and his certainties anymore and brought him to the royal court of Zennalastra. The Red Queen interviewed the family and excused them for a year to take the child as far from Courlandia as they wanted. Luthael directed them to seminary at Khorsburg and the Great Cathedral of Khors.
After a year, his family left his education to Khorites and returned to their manor in Courlandia without him. Lutheal began to see and share his visions of an undead invasion. Up from the ground they would conquer, he just could not identify the date or location. He toured the Kingdom of Magdar sharing his visions great and small and learning from the priesthood of Khors. Until he was 17 years old, when word of the undead conquest of Yarosbirg Castle and Krakova, and Luthael became famous. Since then, he has been taken more seriously by everyone and eventually earned the name of Invictusol, the Invincible Sun.
For the past ten years, he has toured the Crossroads railing against the undead until he started getting distracting visions of an EVIL sword, dragon, and an imprisoned saint. The revelations have slowly and unrelentingly driven him to wandering the Wild Ozhu Hills in solitude. If he is beyond a tavern, he melds into stone to sleep the night.
PERSONALITY:
Personality Traits
I enjoy debating the finer points of my revelations, especially with nonbelievers.
Ideal = Community. Hope. My revelations bring light to the dark corners of the world.
Bond I know that a rival faith is based on lies, and I seek to enlighten its believers through my revelation.
Flaw A rival of my faith speaks out against my revelations with a contradictory prophecy and hunts me across the land.
VISIONS:
You've always been a vivid dreamer. Even since you were a child growing up on your father's estate you've always had dreams that have stuck with you. Sometimes for days or even longer. Pleasant dreams tend to leave you feeling uplifted, energized, or just filled with a sense of peace. Darker dreams, well, some have left you shaking and out of sorts for days. It is something you've learned to deal with, and come to see as a blessing of Khors in many ways. As the visions brought to you during sleep you've often found to have some relevance to your faith in Khors and your holy works upon the land. But this most recent message was no blessing.
A garbled mishmash of images that leaves your body wracked, sweating, and nauseated every single time. But no clear message. No clear purpose. Only the briefest of glimpses. A billowing blackness coming from some unknown source. Flashes of sacrificial killings. A Dragon's fury unleashed. Blight draining the land. A Light of Khors reborn but hidden. An unholy blade shrouded in false light. Over and over and over the dream has come. For more than three months it has plagued you. The sudden spells grew so acute that your fellow priests in the Temple of Light in Courlandia feared for you very body and soul.
You were bled to remove potentially evil humours. The Bishop of Courlandia, performed an exorcism upon your person to remove any potential possession by arcane or other force. For three days straight you fasted and prayed only to have the visions return more powerful and forceful than ever before. Some, including even yourself in your darkest moments of pain and suffering, began to wonder if your mind was broken like happens to some folk in their later years.
But then a small parish priest from some unknown village in wilds of the Orzu Peninsula arrived at the temple on pilgrimage. Formerly a priest of Freyr and Freyja, the man had recently converted to the Light following several unusual and remarkable events over the past couple of years. Speaking of slavers,undead raiders, reborn faiths, wild fae, and boomtown politics, the visitors words trigger something within your mind. Another seizure strikes your mind like a giant swatting fly. For three days you lie unconscious in the infirmary. During that time you come no closer to truly understanding the visions, but you awaken with a clear purpose and one clear vision in mind.
There is a dryad's grove located where evil once reigned but surrounded now by fields of flowers and pipe weed. Both a great good and a great evil are hidden here. The key to saving one and ridding the world of the other wanders the region further north and east. You've the picture of a serene lake, a stone tower standing upon an island. For a moment a great gaping maw of swirling destruction swirls below the tower, and the world is split into the realm of shadow and the mortal realm. But the danger passes and the world stands whole once again. The vision swirls into the tower to discover five unknown faces. A mighty warrior of lightning and death, a young elf girl hidden beneath a mask that also hides herself, a roguish halfling troubled by multiple spirits, a wizard also crackling with Thor's power, and a trollkin grounded in the world, troubled by what he has discovered. Five unlikely companions. It is to them you are called. To the journey and path they have set out upon.
Finally you awaken. Your purpose known within your heart. There are events and tasks Khors calls upon you to play a part. The debilitating visions have stopped, for the time being, and that was sign enough for the Bishop to give you leave for your journey north....
Elf-marked
* Ability Scores: Cha +2; Choose any other two unique +1 (Dex & Wis)
* Size: Medium
* Speed: 30 ft.
* Darkvision: 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.
* Fey Ancestry: You have advantage on saving throws against being charmed, and magic can't put you to sleep.
* Skill Versatility: You gain proficiency in two skills of your choice. Arcana & Perception
* Languages: You can speak, read, and write Common, Elvish, and one extra language of your choice. (Draconic)
Prophet
Truth rings throughout the multiverse, and sometimes it finds a place to resonate loud and clear. You are one such point. There is a greater power at work in the world, and you can see pieces of its design. Unlike the faint glimpses of a fortuneteller or the twisted lies of a charlatan, your words stir something in those who hear your message. From the doomsday ravings of a filthy derelict on the street corner to the polished words of an urbane and refined cult mistress, a prophet is the servant of a higher power, setting the truth of that power into motion.
* Skill Proficiencies: Persuasion, Religion
Languages: One of your choice from the following list appropriate to the power that grants your revelations: Abyssal, Celestial, Deep Speech, Draconic, Elemental (one dialect), Infernal, or Sylvan
* Tool Proficiency: One of your choice between
calligrapher’s supplies or painter’s supplies
* Equipment: A holy symbol or idol representing the higher power that grants your revelations, a set of common clothes, a collection of your recorded thoughts and philosophy, and a belt pouch containing 5 gp
* Feature: Words from on High
You have seen the truth, and your word brings that truth into the world. More important, that truth stirs others to action. People who hear and accept your words are moved to action. Such individuals will lend aid and offer their services toward your cause, whether that involves building a new temple, clearing storm damage, or feeding the hungry. They won’t take undue risk, however. Temples and other religious organizations commonly accept prophets of their faith, but noble houses, merchants, trade guilds, and any other organization might share their resources. Additionally, you can secure audiences with powerful individuals or invitations to events that normally exist above your station. From those who fear or oppose your vision you can expect social hostility, though some might fear to act directly against you.
Warding Flare (4/4 per long rest)
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.
* Improved Flare
Starting at 6th level, you can also use your Warding Flare feature when a creature that you can see within 30 feet of you attacks a creature other than you.
Channel Divinity (2/2 per short rest)
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.
* 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.
** Destroy Undead
Starting at 8th level, when an undead of CR 1 or lower fails its saving throw against your Turn Undead feature, the creature is instantly destroyed.
* Channel Divinity: Harness Divine Power
You can expend a use of your Channel Divinity to fuel your spells. As a bonus action, you touch your holy symbol, utter a prayer, and regain one expended spell slot, the level of which can be no higher than half your proficiency bonus (rounded up). The number of times you can use this feature is based on the level you've reached in this class: 2nd level, once; 6th level, twice; and 18th level, thrice. You regain all expended uses when you finish a long rest.
* Channel Divinity: 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.
4th level: Resilient: Constitution
* Increase the chosen ability score by 1, to a maximum of 20.
* You gain proficiency in saving throws using the chosen ability.
Blessed Strikes
You are blessed with divine might in battle. When a creature takes damage from one of your cantrips or weapon attacks, you can also deal 1d8 radiant damage to that creature. Once you deal this damage, you can't use this feature again until the start of your next turn.
8th level: Ability Score Improvement
* Increase Wisdom by 2, to a maximum of 20.
Spellcasting Ability
* Spell save DC = 8 + your proficiency bonus + your Wisdom modifier +2 magic = 18
* Spell attack modifier = your proficiency bonus + your Wisdom modifier +2 magic = +10
* Holy symbol/amulet that provides +2 to spell DC and Attack bonus
* Cantrips (4+ Light)
Guidance, (C)
Light
Sacred Flame
Spare the Dying
Word of Radiance
* 1st level (4/4)
D. Burning hands, VS
D. Faerie fire, V (C)
1. Detect magic, VS (C) (R)
2. Guiding bolt, VS 4d6 radiant
3. Healing word, VS (B)
* 2nd level (3/3)
D. Flaming sphere, VSM (C) Dex 2d6 fire
D. Scorching ray, VS x3 +7 AC 2d6 fire
4. Lesser restoration, VS
5. Spiritual weapon, VS (B) AC 1d8+4 force
* 3rd level (3/3)
D. Daylight, VS
D. Fireball, VS
6. Mass Healing Word
7. Create Food & Water, VS
8. Dispel Magic, VS
9. Speak with dead, VSM
10. Spirit Guardians, VSM (C) 3d8 radiant
* 4th level (3/3)
D. Guardian of faith, V
D. Wall of fire, VSM
11. Banishment, VSM (C)
12. Stone Shape, VSM
* 5th level (1/1)
D. Flame strike, VSM
D. Scrying, VSM (C)
13. Mass Cure Wounds 6 targets, 3d8+ VS
Need diamond dust. Greater Restoration
Attuned Magic Items
1) +2 Amulet of the Devout
This amulet bears the symbol of a deity inlaid with precious stones or metals. While you wear the holy symbol, you gain a bonus to spell attack rolls and the saving throw DCs of your spells. The bonus is determined by the amulet's rarity. 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.
2) Winged Boots
While you wear these boots, you have a Flying speed equal to your walking speed. You can use the boots to fly for up to 4 hours, all at once or in several shorter flights, each one using a minimum of 1 minute from the Duration. If you are Flying when the Duration expires, you descend at a rate of 30 feet per round until you land. The boots regain 2 hours of Flying capability for every 12 hours they aren't in use.