Taergan Flinn

Silas Asgavan's page

283 posts. Alias of KingHotTrash.


Race

HP 6/17| AC 18/16 | Wis +5, Cha +3 | Perception +5, darkvision 60 ft| Speed 25 | Spell DC 13, Spell Attack +5

About Silas Asgavan

Silas Asgavan
NG Half-Elf Cleric of Lathander 2
Initiative: +2
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Hit Points: 17/17
Armor Class: 18 (16 w/o shield)
Saving Throws: STR +0, DEX +2, CON +2, INT +1, WIS +5, CHA +3
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Combat
Speed: 30

mace +2 (1d6 Bludgeoning)
l. crossbow +4 (1d8+2 Piercing, Ammunition (range 80/320), loading, two-handed)
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STR 10 (+0), DEX 14 (+2), CON 14 (+2), INT 12 (+1), WIS 16 (+3), CHA 13 (+1)
Proficiency Bonus: +2
Skill Proficiencies: Perception, History, Persuasion, Medicine, Insight, Religion
Passives: Perception 15, Insight 15
Armor Proficiencies: Light & Medium
Weapon Proficiencies: Simple Weapons
Tool Proficiencies: None
Languages: Common, Elven, Draconic, Dwarven, +1 Language
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Features
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Darkvision: Thanks to your elf blood, you have superior vision in dark and dim Conditions. 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.
Divine Domain (Light): At 1st level, you choose a domain shaped by your choice of Deity and the gifts they grant you. 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 Cantrip: When you choose this domain at 1st level, you gain the Light cantrip if you don't already know it. This cantrip doesn’t count against the number of cleric cantrips you know.
- Warding Flare: 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.
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.
~~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.
~~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.
~~Harness Divine Power: At 2nd level, 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.
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Mundane Gear: holy symbol of Lathander, prayer book, 5 sticks of incense, vestments, common clothes, backpack, bedroll, mess kit, tinderbox, torch (10), rations (30), waterskin, hempen rope
Combat Gear: mace, scale mail, light crossbow w/ 20 bolts, shield
Magical Gear:

Currency
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SP:
EP:
GP: 5
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Other:
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Spellcasting
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Spellcasting Ability: Wisdom
Spell Save DC: 8 + 2 + 3 = 13
Spell Attack Bonus: 2 + 3 = 5
Cantrips Known (3+1): light, spare the dying, sacred flame, guidance
Spell Slots: 1st - 3
Prepared Spells: burning hands, faerie fire, cure wounds, bless, guiding bolt, shield of faith, healing word

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History, Traits, & Background
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Background: Acolyte
Personality #1: I’ve spent so long in the temple that I have little practical experience dealing with people in the outside world.
Personality #2: Nothing can shake my optimistic attitude.
Ideal: Charity. I always try to help those in need, no matter what the personal cost.
Bond: I owe my life to the priest who took me in when my parents died.
Flaw: My piety sometimes leads me to blindly trust those that profess faith in my god.

Age: 22 years old
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Weight:

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