Feiya

The Mad Oracle's page

1 post. Alias of Tyrn Jade.


About The Mad Oracle

Name: The Mad Oracle, Hen'se'ru'n
Race: White Elan
Class: Cleric of Knowledge 20
Background: Seer
Alignment: True Neutral
Experience:

Initiative:
Speed: 30ft
HP: 114
AC: 20
Proficiency Bonus: +6
Languages: All.

* = saving throw proficiency
STR 8
DEX 10
CON 14
INT 20
WIS* 20
CHA* 20

Attack Actions * indicates the amount of additional magazines
Name: ATK: DMG:
Name: ATK: DMG: RNG: CAP

Proficiencies (* indicates the proficiency bonus applies again)

Skills: Arcana*, History, Insight, Nature*, and Religion.

Tools:

Class Features
Channel Divinity: 2/short rest.
Turn Undead: Cost an action. Wisdom saving throw negates effects. Lasts for one minute or until creature takes dmg. Undead within 30ft must move as far away from the cleric as possible.

Knowledge of the Ages: use your Channel Divinity to tap into a divine well of knowledge. As an action, you choose one skill or tool. For 10 minutes, you have proficiency with the chosen skill or tool.

Read Thoughts: use your Channel Divinity to read a creature’s thoughts. You can then use your access to the creature’s mind to command it. As an action, choose one creature that you can see within 60 feet of you. That creature must make a Wisdom saving throw. If the creature succeeds on the saving throw, you can’t use this feature on it again until you finish a long rest. If the creature fails its save, you can read its surface thoughts (those foremost in its mind, reflecting its current emotions and what it is actively thinking about) when it is within 60 feet of you. This effect lasts for 1 minute. During that time, you can use your action to end this effect and cast the suggestion spell on the creature without expending a spell slot. The target automatically fails its saving throw against the spell.

Destroy Undead: Destroy undead of CR 4 or less when you turn them.

Divine Intervention: Imploring your deity’s aid requires you to use your action. Describe the assistance you seek, and roll percentile dice. If you roll a number equal to or lower than your cleric level, your deity intervenes. The DM chooses the nature o f the intervention; the effect of any cleric spell or cleric domain spell w ould be appropriate. If your deity intervenes, you can’t use this feature
again for 7 days. Otherwise, you can use it again after you finish a long rest. At 20th level, your call for intervention succeeds automatically, no roll required.

Blessings of Knowledge: Arcana and Nature.

Potent Spellcasting: add your Wisdom modifier to the damage you deal with any cleric cantrip.

Visions of the Past: You spend at least 1 minute in meditation and prayer, then receive dreamlike, shadowy glimpses of recent events. You can meditate in this way for a number of minutes equal to your Wisdom score and must maintain concentration during that time, as if you were casting a spell. Once you use this feature, you can’t use it again until you finish a short or long rest.

Object Reading: Holding an object as you meditate, you can see visions of the object’s previous owner. After meditating for 1 minute, you learn how the owner acquired and lost the object, as well as the most recent significant event involving the object and that owner. If the object was owned by another creature in the recent past (within a number of days equal to your Wisdom score), you can spend 1 additional minute for each owner to learn the same information about that creature.

Area Reading: As you meditate, you see visions of recent events in your immediate vicinity (a room, street, tunnel, clearing, or the like, up to a 50-foot cube), going back a number of days equal to your Wisdom score. For each minute you meditate, you learn about one significant event, beginning with the most recent. Significant events typically involve powerful emotions, such as battles and betrayals, marriages and murders, births and funerals. However, they might also include more mundane events that are nevertheless important in your current situation.

Spells DC: 19 Spell ATK: +11
0th: guidance, light, sacred flame, spare the dying, and thaumaturgy.
1st: command, identify, cure wounds, detect magic, and sanctuary (4/day).
2nd: augury, suggestion, calm emotions, hold person, and zone of truth (3/day).
3rd: nondetection, speak with dead, bestow curse, clairvoyance, dispel magic, and sending (3/day).
4th: arcane eye, confusion, divination, and locate creature (3/day).
5th: legend lore, scrying, freedom of movement, and commune (3/day).
6th: true seeing, harm, heal, and word of recall (2/day).
7th: divine word, firestorm, and symbol (2/day).
8th: antimagic field, earthquake, and control weather (1/day).
9th: astral projection and true resurrection (1/day).

Feats

Racial Traits
+2 to Dex. Keen Senses (proficiency in Perception). Darkvision 60ft. Fey Ancestry (advantage on saving throws vs charm and cannot be put to sleep magically). Trance. +1 to Int. Elf Weapon Training. Learn a cantrip. Extra language.

Equipment
Inventory

Weapons and Shields

Worn Equipment
HEAD:
NECK:
TORSO: +4q Mithril Chain AC
BACK:
WAIST:
LEGS:
FEET:
WRIST:
HANDS:
RING(R)
RING(L):

Copper: Silver: Electrum: Gold: Platinum:

Factions

Assets

Revenue:

Aesthetics
Physical Description

Personality

Backstory