Elf

Lynore's page

735 posts. Alias of detritus.


Full Name

Lynore

Race

Wood Elf

Classes/Levels

Cleric / 3

Gender

Female

Size

Medium, 5'0

Age

105

Special Abilities

speed 35 feet

Alignment

CG

Deity

Tymora

Languages

common, elven

Occupation

Urchin/Priest

Strength 10
Dexterity 16
Constitution 13
Intelligence 12
Wisdom 16
Charisma 8

About Lynore

HP: 23/23 (32/32)

Con 19 with amulet of health

HD: 3d8

Proficiency Bonus: +2

AC: 16 (19 with shield)

Attack: shortsword +5 1d6+3 piercing
Attack: shortbow +5 1d6+3 piercing, 80/320
Attack: sacred flame DC 13 dex, 1d8 radiant, 60

Saves:
str +0, dex +3, con +1(+4), int +1, wis (prof) +5, cha (prof) +1

skill proficiency:
perception, sleight of hand, stealth, medicine, religion

str: +0, athletics

dex: +3, acrobatics, sleight of hand*, stealth*

int: +1, arcana, history, investigation, nature, religion*

wis: +3, animal handling, insight, medicine*, perception*, survival

cha: -1, deception, intimidation, performance, persuasion

Race Traits: darkvision (60 ft), keen senses (prof in perception), fey ancestry (advantage on saving throws against being charmed and magic can't put you to sleep), trance (4 hours meditation), elf weapon training, fleet of foot, mask of the wild

Class features: Spellcasting, Divine Domain (trickery), ritual casting, spellcasting focus, channel divinity 1/rest, divine feature

Blessing of the Trickster: touch a willing creature other than yourself to give it advantage on Dex (stealth) checks, lasts 1 hour

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 o f you must make a W isdom
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 o f 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.

Channel Divinity-

Invoke Duplicity:
create an illusory duplicate of yourself. as an action you create a perfect illusion of yourself that lasts for 1 min, or until you lose your concentration, the illusion appears in an unoccupied space that you can see within 30 ft. As a bonus action on your turn, you can move the illusion up to 30 ft to a space you can see, but it must remain within 120 ft 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 ft of a creature that can see the illusion, you have advantage on attack rolls against that creaure.

armor: light armor, medium armor, shields
weapons: Elven, all simple weapons

Tools: Disguise kit, thieves' tools

Spell Save DC: 13
Spell Attack modifier: +5

Cantrips Known: guidance, sacred flame, thaumaturgy

Spells Prepared (6): 1st: charm person (D), disguise self (D), bless, command, cure wounds, guiding bolt, healing word
2nd: mirror image (D), pass without a trace (D), spiritual weapon, aid

Spell Slots per Spell Level: 4/2
Spell Slots per Spell Level Used:

Background Features: City Secrets (when not in combat can travel twice as fast in the city)

Personality Trait: I trance with my back to a wall or tree, with everything I own wrapped in a bundle in my arms

Ideal: Respect, all people, rich or poor, deserve respect

Bond: I owe a debt I can never repay to the person who took pity on me.

Flaw: I'd rather kill someone in their sleep then fight fair

Equipment: a small knife, a map of the city you grew up in, a pet mouse (Cinders), a ring to remember my mother by, a set of common clothes, and a belt pouch containing 1038 gp, shortsword, chain shirt, shortbow, a backpack, a bedroll, a mess kit, a tinderbox, 10 torches, 10 days of rations, waterskin, 50 ft hempen rope, a shield +1, and a holy symbol (amulet), 20 arrows, amulet of health, nag of holding