| King Uriel (The Sagacious) | ||
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Class: Cleric |
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| Alignment: True Neutral | Speed: 30 feet | |
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AC: 19 | |
| Resistances: Adv vs Charmed, Immune to Psychic & Sleep | ||
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| Other Info | |||
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Lineage: Elf [Shadar-Kai] |
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| AppearanceLooks: A shadowy elf, unusually tall, richly adorned, and becrowned. | Temperament: A bit dour, somewhat arrogant, very serious. | Flaws: No fun at all. Like anti-fun. Total killjoy | |
| Traits: Regal, Ruthless, Secretive | Ideals: You are bound to resolve the mystery of the Multiversal Glitch. | Bonds: Your realm, your legacy, your fate. | |
| Languages: Common, Druidic, Elven, Sylvan, Celestial | Proficiencies: Simple Weapons, Light & Medium Armors, Shields, Navigator's Tools | ||
| Gear |
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| Attuned: Inevitable Edge, Memory Comb, Amulet of Planar Gates |
| Gear: Dimensional Satchel |
| Lineage | ||
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Elf [Shadar-Kai]
Darkvision. You have Darkvision with a range of 60 feet. Fey Ancestry. You have Advantage on saving throws you make to avoid or end the Charmed condition. Keen Senses. You have proficiency with Perception. Shadow Step. As a Bonus Action, you can magically teleport up to 30 feet to an unoccupied space you can see. You also gain Resistance to all damage until the start of your next turn when you teleport using this trait. During that time, you appear ghostly and translucent. Trance. You do not need to sleep and are immune to magical sleep. You can finish a Long Rest in 4 hours if you spend those hours in meditation. |
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| Background |
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| Fey Royalty: +2 Wisdom, +1 Dexterity, Arcana, History, Sylvan, Druidic, Alert. |
| Feats |
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Alert:
You have proficiency with Initiative. Immediately after Initiative is resolved, you can swap yours with a willing non-Incapacitated ally in the same combat.
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Shadow-Touched:
+1 Wisdom. You always have Wrathful Smite and Invisibility prepared. You can cast each of these spells once without a spell slot per Long Rest, as well as with any available spell slots of appropriate level you may have. The spellcasting ability for these spells is the ability increased by this feat.
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Mage Slayer:
+1 Dexterity. When you damage a creature that is concentrating, it has Disadvantage on the saving throw it makes to maintain Concentration. If you fail an Intelligence, Wisdom, or Charisma saving throw, you can cause yourself to succeed instead. Once you use this benefit you can't use it again until you finish a Short or Long Rest.
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Resilient:
+1 Constitution. You have proficiency with Constitution saving throws.
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War Caster:
+1 Intelligence. You have Advantage on Concentration saving throws. When a creature provokes an Opportunity Attack from you by leaving your reach you can instead take a Reaction to cast a spell with a casting time of one action that targets only that creature. You can perform Somatic components while holding weapons or a Shield.
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Fortitude:
+1 Wisdom. Your maximum Hit Points are increased by 40. Also, when you regain Hit Points you can regain 1 additional Hit Points. If you do, you can't do so again until the start of your next turn.
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Truesight:
+1 Wisdom. You have Truesight with a range of 60 feet.
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| Class: Cleric (Knowledge) |
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Class Features: Spellcasting (WIS, Spell Save DC: 20), Divine Order: Thaumaturge (Add Wisdom modifier to Arcana and Religion checks, cantrip), Channel Divinity (Divine Spark, Sear Undead) |
| Cantrips: True Strike, Mind Sliver, Minor Illusion, Projectile Screen, Mage Hand, Gear [Message] |
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Spells: Bless, Bane, Healing Word, Shield of Faith, Protection from Evil & Good, Blindness/Deafness, Command, Comprehend Languages [Ritual], Detect Magic [Ritual], Detect Thoughts, Identify [Ritual], Mind Spike, Aid, Spirit Guardians, Remove Curse, Dispel Magic, Nondetection, Tongues, Clairvoyance, Death Ward, Arcane Eye, Banishment, Confusion, Divination, Greater Restoration, Circle of Power, Legend Lore, Scrying, Synaptic Static, Dispel Evil & Good, Word of Recall, Ethrealness, Divine Word, Astral Projection, Gate, Power Word Heal, True Resurrection, Gear [Modify Memory |
| Spell Slots: 1: 2: 3: 4: 5: 6: 7: 8: 9: |
| Subclass Features |
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| Level 3: Knowledge Domain Spells: You always have Knowledge Domain Spells prepared. Spells. Command, Comprehend Languages [Ritual], Detect Magic [Ritual], Detect Thoughts, Identify [Ritual], Mind Spike, Dispel Magic, Nondetection, Tongues, Arcane Eye, Banishment, Confusion, Legend Lore, Scrying, Synaptic Static |
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Telepathic: You gain telepathy out to 60 feet. When you use this telepathy, you can simultaneously contact 6 creatures. Intuitive Knowledge: If your total for an Intelligence check is lower than your Wisdom score, you can use that score in place of the total. |
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| Armor and Attacks |
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| Armor: Studded Leather +3 19 AC |
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Attacks:
Inevitable Edge [Sap] w/ True Strike 1h, 5-feet, +12 to hit, 1d8+6 Slashing damage, Versatile Accurate (see write up) Inevitable Doom (+2d4 Force damage vs chosen creature type) ...w/ True Strike: +3d6 Radiant damage |
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Mind Sliver 60-feet, DC 20 Int save, 4d6 Psychic damage on fail target has -1d4 to next save |