Casamir Azmeren

Preacher Vash Urias's page

33 posts. Alias of Dodekatheon.


Full Name

"Preacher" Vash Urias

Race

Male Half-Elf Cleric 2 | AC 18 | HP 18 | Initiative -1 |

Saves:
Str +3 Dex -1 Con +2 Int +1 Wis +6 Cha +5

Classes/Levels

Spells Prepared:
Cantrips- Guidance, Light, Sacred Flame | 1st Level- Bless, Cure Wounds, Healing Word, Protection from Evil, Shield of Faith

Gender

Male

Size

Medium

Age

38

Alignment

CG

Deity

Ophallela

Languages

Common, Elvish, Dwarvish, Celestial, Infernal

Strength 16
Dexterity 8
Constitution 14
Intelligence 12
Wisdom 18
Charisma 16

About Preacher Vash Urias

Statistics:
Name: Preacher Vash Urias
Race: Half-Elf
Class: Cleric
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.

You might also have ties to a specific temple dedicated to your chosen deity or pantheon. and you have a residence there. This could be the temple where you used to serve, if you remain on good terms with it, or a temple where you have found a new home. While near your temple, you can call upon the priests for assistance, provided the assistance you ask for is not hazardous and you remain in good standing with your temple.

PERSONALITY: I am tolerant of other faiths and respect
the worship of other gods.

IDEAL: Charity. I always try to help those in need, no matter
what the personal cost. (Good)

BOND: Everything I do is for the common people.

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

Statistics:
AC: 18 (Chain Mail, shield)
HP: 18 (2d8+4)
Speed: 30'
Init: -1
Proficiency Bonus: +2
Saves: Str +3, Dex -1, Con +2, Int +1, Wis +6, Cha +5

Common Attacks:
Mace +5 (1d6+3)
Light Crossbow +1 (1d8)

Proficiency: (+2)
Saves: Wisdom, Charisma
Skills: Medicine, Persuasion, Insight, Religion
Languages: Common, Elvish, Dwarvish, Celestial, Infernal
Items: Light Armor, Medium Armor, Heavy Armor, Simple Weapons, Shield
Gear: Mace, Chain Mail, Light crossbow and 20 bolts, priest's pack, shield, holy symbol, , A holy symbol (a gift to you when you entered the priesthood), a prayer book, 5 sticks of incense, vestments, a set of common clothes, and a belt pouch containing 15 gp, a small box containing different sized buttons, bedroll, 50 feet of silk rope, grappling hook, tinderbox, healer's kit, quiver, signal whistle
11.45 GP remaining

Domain: Life

The Life domain focuses on the vibrant positive energy— one of the fundamental forces of the universe— that sustains all life. The gods of life promote vitality and health through healing the sick and wounded, caring for those in need, and driving away the forces of
death and undeath. Almost any non-evil deity can claim influence over this domain, particularly agricultural deities (such as Chauntea, Arawai, and Demeter), sun gods (such as Lathander, Pelor, and Re-Horakhty), gods of healing or endurance (such as Water, Mishakal, Apollo, and Diancecht), and gods of home and community (such as Hestia, Hathor, and Boldrei).

LIFE DOMAIN SPELLS
Cleric Level Spells
1st bless, cure wounds
3rd lesser restoration, spiritual weapon
5th beacon of hope, revivify
7th death word, guardian of faith
9th mass cure wounds, raise dead

BONUS PROFICIENCY
When you choose this domain at 1st level, you gain proficiency with heavy armor.

DISCIPLE OF LIFE
Also starting at 1st level, your healing spells are more effective. Whenever you use a spell of 1st level or higher to restore hit points to a creature. the creature regains additional hit points equal to 2 + the spell's level.

CHANNEL DIVINITY: PRESERVE LIFE
Starting at 2nd level, you can use your Channel Divinity
to heal the badly injured. As an action, you present your holy symbol and evoke healing energy that can restore a number of hit
points equal to five times your cleric level. Choose any creatures within 30 feet of you, and divide those hit points among them. This feature can restore a creature to no more than half of its hit point maximum. You can't use this feature on an undead or a construct.

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.

Backgroud:
It's been years since anyone has called him Vash. To most, he's just Preacher...or Preach, if you're a close friend.

He doesn't talk much about his past. Not about the specifics, anyway, but people know his story. The battles he fought when he was young...the horrors of war and the friends he lost. Finding a purpose in faith, trying to use his newfound divine powers to keep his friends alive...and failing more often than not.

People talk about how the Preacher could have survived the things he did, something the man wonders rather often himself. Those that have won some friendship with Preacher know that he carries around a box of mismatched buttons. Once, after a few too many ales, he opened up about them; they were from the clothes of his fallen comrades. A reminder to him of what they'd gone through together, of the sacrifices they had made, and a solemn promise to keep from accruing more.

He's not a young man anymore, and he feels far older than his years. He's tired, but he knows his road is not over yet. Word came to the Preacher, of his friends exploring Castle Caldwell. He knew right then that he had a job to do. He'd be damned if he collected any more buttons before it was his turn to rest.

Appearance:
Preacher Vash Urias was handsome, in his youth. Time, care and strife have aged him prematurely, and the cleric is normally somewhat haggard and tired looking. Still, he takes care to be clean and groomed, taking his position as an ambassador of his faith seriously.

Personality:
Vash has suffered through much, and is quite often unable to avoid bouts of melancholy. He is a stalwart friend, ready for advice or action. Given his experience in battle, Vash, despite his wounds, is ready and able to take either a leadership or support role, and has developed skill in discerning which is required among specific groups. He knows how people work and think, and does his best to counsel his allies, hoping to keep them from harm.