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.