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Raseri Whitescale's page

1,474 posts. Alias of AdamWarnock.


Full Name

Raseri Whitescale

Race

HP: 39/72, HD: d8- 8/8, d6- 1/1 | AC: 20 | Saves: STR +3 DEX +2 CON* +6 INT +1 WIS +3 CHA* +6 (Immune: Petrification, Sleep)| Perception: +10, Investigate: 0, Insight: +6 |

Classes/Levels

Channel Divinity (Short Rest): 2/2 | Wrath of the Storm (Long Rest): 1/2 | Spells: 1st 0/4, 2nd 0/3, 3rd 0/3, 4th 0/2, 5th 1/1, | Arrows: 0, Status:

Gender

CG Female Elfmarked Cleric(Tempest Domain) 8/Sorcerer 1

Size

Meduim (About 4' 8" and 85 lbs.)

Age

Appears 16, Subjectively 800+

Alignment

Chaotic Good

Deity

Thor

Languages

North Tongue, Sylvan, Trade Tongue, Umbral, Elvish, Primordial

Strength 15
Dexterity 12
Constitution 12
Intelligence 10
Wisdom 15
Charisma 13

About Raseri Whitescale

Character Sheet:

Raseri Whitescale
CG Elfmarked Forgepriestess of Thor (Tempest Domain)
Senses: Gleam of Glamour
Perception: +10
Investigation: 0
Insight: +6
Passive Perception: 20
Passive Investigation: 10
Passive Insight: 16
Languages: Trade Tongue, Northern Tongue (aka Rune Tongue or Giantish), Sylvan, Umbral

Defenses
HP: 72 (1d6+8d8[6,7,2,7,7,5,6,7,4]+9 from CON +12 from Storm Maiden's Plate)
AC: 20 (DEX 0, Storm Maiden's Plate 18+1, Cloak of Protection +1)

Attack
Melee +6/+5 | Ranged +6/+5 | Spell +6

Unarmed Strike +6
- N/A
- 2 Bludgeoning

Hugrekki Starmetal Seax +6
- Light, Martial
- 1d6+2 Slashing

Heiður Steel with Starmetal inlay Greatsword +6
- Martial
- 2d6+2 Slashing

Specials
Channel Divinity 2/short rest
- Turn Undead: WIS Save DC 14
-- Undead that fail a WIS save run from you
-- Undead of CR 1 or lower are destroyed on a failed WIS save
- Destructive Wrath
-- Maximum result on any Thunder or Lightning damage dice

Thnderbolt Strike
Push back large or smaller creatures hit by lightning damage.

Divine Strike
Once per round deal an extra 1d8 thunder damage on a weapon attack.

Wrath of the Storm 2/long rest
Use a reation to deal 2d8 lightning or thunder damage to an attacking opponent. DC 13 DEX save for half damage.

Tempestuous Magic
Use a bonus action immediately before or after you cast a spell of 1st level or higher to fly up to 10 feet without provoking opportunity attacks

Attributes
STR 15 +2 (Base: 14, Racial +1)
DEX 12 0 (Base: 10)
CON 12 +1 (Base: 12)
INT 10 0 (Base: 10)
WIS 15 +2 (Base: 14, Racial +1)
CHA 13 0 (Base: 11, Racial +2)

Proficiency Bonus: +4

Saving Throws *Proficiency Bonus Applies
STR +2
DEX +1
CON +5*
INT +0
WIS* +2
CHA* +5*

Skills *Proficiency Bonus Applies, **Double Proficiency Bonus
Acrobatics DEX +1
Animal Handling WIS +2
Arcana INT 0
Athletics STR +2
Deception* CHA +5
History INT 0
Insight* WIS +6
Intimidation CHA +1
Investigation INT 0
Medicine* WIS +6
Nature INT 0
Perception** WIS +10
Performance* CHA +5
Persuasion* CHA +5
Religion* INT +4
Sleight of Hand DEX +1
Stealth DEX +1
Survival WIS +2

Proficiencies
ARMOR
Light Armor, Medium Armor, Heavy Armor

WEAPONS
Simple and Martial Weapons

TOOLS
Smith's Tools, Jeweler's Tools, Leatherworking Tools, Woodcarving Tools, Flute

LANGUAGES
Trade Tongue, Northern Tongue (aka Rune Tongue or Giantish), Elvish, Sylvan, Umbral, Primordial

Elfmarked Racial Attributes
Ability Score Increase
Two different ability scores of your choice increase by 1.
Selected: Strength, Wisdom
Charisma ability score increases by 2.

Darkvision
You can see in the dark as if it wer dim light up to 60 feet.

Fey Ancestry
You have advantage on saving throws against being charmed. Magic cannot put you to sleep.

Feats
Skilled
You gain proficiency in any combination of three skills or tools of your choice.
Selected: Jeweler's Tools, Leatherworking Tools, and Smith's Tools

Prodigy
You have a knack for learning new things. You gain the following benefits:
- You gain one skill proficiency of your choice, one tool proficiency of your choice, and fluency in one language of your choice.
- Choose one skill in which you have proficiency. You gain expertise with that skill, which means your proficiency bonus is doubled for any ability check you make with it. The skill you choose must be one that isn’t already benefiting from a feature, such as Expertise, that doubles your proficiency bonus.
Selected: Woodcarver's Tools, Umbral, expertise & skill: Perception

Cleric Class Attributes
Spellcasting
As a conduit for divine power, you can cast cleric spells. See Spells Rules for the general rules of spellcasting and the Spells Listing for the cleric spell list.

Cantrips
At 1st level, you know three cantrips of your choice from the cleric spell list. You learn additional cleric cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Cleric table.

Preparing and Casting Spells
The Cleric table shows how many spell slots you have to cast your cleric spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.

You prepare the list of cleric spells that are available for you to cast, choosing from the cleric spell list. When you do so, choose a number of cleric spells equal to your Wisdom modifier + your cleric level (minimum of one spell). The spells must be of a level for which you have spell slots.

For example, if you are a 3rd-level cleric, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn’t remove it from your list of prepared spells.

You can change your list of prepared spells when you finish a long rest. Preparing a new list of cleric spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.

Spellcasting Ability
Wisdom is your spellcasting ability for your cleric spells. The power of your spells comes from your devotion to your deity. You use your Wisdom whenever a cleric spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a cleric spell you cast and when making an attack roll with one.

Spell save DC = 14

Spell attack modifier = +6

Ritual Casting
You can cast a cleric spell as a ritual if that spell has the ritual tag and you have the spell prepared.

Spellcasting Focus
You can use a holy symbol (see the Adventuring Gear section) as a spellcasting focus for your cleric spells.

Divine Domain Domain Chosen: Tempest
Choose one domain related to your deity: Knowledge, Life, Light, Nature, Tempest, Trickery, or War. The Life domain is detailed at the end of the class description and provides examples of gods associated with it. See the Player’s Handbook for details on all the domains.Your choice grants you domain spells and other features when you choose it at 1st level. It also grants you additional ways to use Channel Divinity when you gain that feature at 2nd level, and additional benefits at 6th, 8th, and 17th levels.

Bonus Proficiencies
At 1st level, you gain proficiency with martial weapons and heavy armor.

Wrath of the Storm 2/long rest
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.

Thunderbolt 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.

Domain Spells
Each domain has a list of spells — its domain spells — that you gain at the cleric levels noted in the domain description. Once you gain a domain spell, you always have it prepared, and it doesn’t count against the number of spells you can prepare each day.

If you have a domain spell that doesn’t appear on the cleric spell list, the spell is nonetheless a cleric spell for you.

Tempest Domain Spells
1st - fog cloud, thunderwave
3rd - gust of wind, shatter
5th - call lightning, sleet storm
7th - control water, ice storm
9th - destructive wave, insect plague

Channel Divinity 2/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, 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 Save DC: 14
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 CR 1 or lower
Starting at 5th level, when an undead fails its saving throw against your Turn Undead feature, the creature is instantly destroyed if its challenge rating is at or below a certain threshold, as shown in the list below.

5th - CR 1/2 or lower
8th - CR 1 or lower
11th - CR 2 or lower
14th - CR 3 or lower
17th - CR 4 or lower

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.

Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.
Selected: 4th - Skilled, 8th - Prodigy

Sorcerer Class Attributes
Spellcasting
An event in your past, or in the life of a parent or ancestor, left an indelible mark on you, infusing you with arcane magic. This font of magic, whatever its origin, fuels your spells. See Spells Rules for the general rules of spellcasting and the Spells Listing for the sorcerer spell list.

Cantrips
At 1st level, you know four cantrips of your choice from the sorcerer spell list. You learn additional sorcerer cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Sorcerer table.

Spell Slots
The Sorcerer table shows how many spell slots you have to cast your sorcerer spells of 1st level and higher. To cast one of these sorcerer spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.

For example, if you know the 1st-level spell burning hands and have a 1st-level and a 2nd-level spell slot available, you can cast burning hands using either slot.

Spells Known of 1st Level and Higher
You know two 1st-level spells of your choice from the sorcerer spell list.

The Spells Known column of the Sorcerer table shows when you learn more sorcerer spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level.

Additionally, when you gain a level in this class, you can choose one of the sorcerer spells you know and replace it with another spell from the sorcerer spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability
Charisma is your spellcasting ability for your sorcerer spells, since the power of your magic relies on your ability to project your will into the world. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a sorcerer spell you cast and when making an attack roll with one.

Spell save DC = 13

Spell attack modifier = +5

Spellcasting Focus
You can use an arcane focus (see the Adventuring Gear section) as a spellcasting focus for your sorcerer spells.

Sorcerous Origin Origin Chosen: Storm Sorcery
Choose a sorcerous origin, which describes the source of your innate magical power: Draconic Bloodline, detailed at the end of the class description, or one from another source.

Your choice grants you features when you choose it at 1st level and again at 6th, 14th, and 18th level.

Wind Speaker
The arcane magic you command is infused with elemental air. You can speak, read, and write Primordial. Knowing this language allows you to understand and be understood by those who speak its dialects: Aquan, Auran, Ignan, and Terran.

Tempestuous Magic
Starting at 1st level, you can use a bonus action on your turn to cause whirling gusts of elemental air to briefly surround you, immediately before or after you cast a spell of 1st level or higher. Doing so allows you to fly up to 10 feet without provoking opportunity attacks.


Spells:

Sorcerer
Spell Save DC: 13
Spell Attack Bonus: +5
Cantrips At Will
- Booming Blade
- Mending
- Prestidigitation
- Shocking Grasp
1st
- Feather Fall
- Jump

Cleric
Spell Save DC: 14
Spell Attack Bonus: +6
Domain:
- 1st: fog cloud, thunderwave
- 2nd: gust of wind, shatter
- 3rd: call lightning, sleet storm
- 4th: control water, ice storm
- 5th: destructive wave, insect plague

Cantrips: 4 Prepared, At Will
- Light
- Sacred Flame
- Thaumaturgy
- Word of Radiance

Prepared Spells 10 Prepared; 1st: 4/long rest, 2nd: 3/long rest, 3rd: 3/long rest, 4th: 2/long rest, 5th: 1/long rest
- 1st: Bless, Cure Wounds, Guiding Bolt, Healing Word
- 2nd: Enhance Ability, Locate Object, Spiritual Weapon
- 3rd: Revivify, Spirit Guardians, Dispel Magic
- 4th:


Background:

Fey-Touched Midgard Heroes, p.20, Replaced proficiency with an instrument with proficiency with Smith's Tools
Skill Proficiencies: Deception, Persuasion
Tool Proficiencies: One musical instrument of your choice. chosen: Flute
Languages: Sylvan or Umbral Selected: Sylvan
Equipment: A lucky token such as a tin coin that spins far longer than it should or a small violet blossom that never wilts, a musical instrument (one of your choice), a set of traveler’s clothes, and a belt pouch containing 10 gp.

Feature: Gleam of Glamour
The mark of the fey upon you has opened your eyes to the
world that lurks beneath what most people see and hear.
When you are near a ley line, a shadow or fey road, or an
active portal, you feel its presence: your hair stands on
end, ethereal music plays for you alone, odors waft on an
unfelt breeze, or some other vague sensation alerts you
that you’re in the vicinity of such a phenomenon.
The pulse of fey magic within you can sometimes reach
out, usually when your emotions are strongest. If you
revel and enjoy yourself, others are likely to want to join
in and have their spirits lifted. When you are angry, those
around you feel it like a wave of heat pricking their skin.

Personality Traits:
- I'm too brave for my own good.
- I like to hum while I work or walk.

Ideal:
- Compassion. I was shown mercy when I needed it most, and I will spread that boon across the world. (Good)

Bond:
- I seek what was stolen from me.

Flaws:
- Someone knows about my past, and they’re hunting me.
- I act without thinking. It gets me into a lot of trouble.

Gear:

Coin
Platinum: 0
Gold: 0
Electrum: 0
Silver: 0
Copper: 0

Magic Items [ ]Not attuned, [X] Attuned, [-] Not attuneable.
[X]Storm Maiden's Plate (+1 full plate, +12 hp, Immunity to Petrification)
[X]Cloak of Protection (+1 to all saves, +1 to AC)

Equipment

Bought Gear
-

Crafted Gear
- Hugrekki: Starmetal seax with fey hound bone handle and bronze fittings.
- Heiður: Raseri's greatsword. Now has Starmetal inlay in the blade.
- Storm Maiden's Plate: A suit of full plate made from the hide of a gorgon and decorated with geometric knotwork. A motif of roiling storm clouds and lightning covers parts of the armor while a prayer for strength threads its way all over the armor along the knotwork borders and designs. Circling the rune for Storm are the symbols of Thor, Valeresh, and Perun on the inside back and chest of the armor. +1 full plate, +12 HP, Immunity to Petrification
- Holy Symbol of Thor

Gifts
- Cloak of Protection, +1: A thick winter cloak that starts as dark gray-blue at the hood and fades to anvil black at the bottom hem. Designs of storm clouds and lightning in the style the northern folk cover the back. As the light changes angles on it, the stylized storm clouds and lightning flashes as if lit by lightning.

Spoils of Battle
-


Missing Gear:

- Styrkur: Raseri's warhammer, has Starmetal inlay in the head.
- Þruma: Raseri's Maul, has starmetal inlay in the head.
- Viskan: Masterfully wrought spear with starmetal, gold, and silver inlay and engravings of a yew tree on the head. The haft is made of ash.
- Grinning Glen's Bangles: +2 Bracers of Defense, grants +2 to AC when not wearing armor or weilding a shield.
- Mask of Clouds: A faceless white mask with gold, silver, and starmetal filigree tracing delicate curves and twisitng knots from the brow and eyes down the sides of the face.
- Holy Symbol of Perun
- Holy Symbol of Valeresh