Laron
Race: Human
Height: 175
Weight: 50
Hair: light blond, wild and thick
Eyes: Clear blue
Age: 25
Background: Acolyte of Rayek
Have been raised, form a young age, to be a servant of Heldastus, the Burning Hand of Rayek, an old and revered priest of Rayek. Heldastus was known for his benevolence towards those willing to see the light, and his fiery and merciless way of showing the light to those who opposed Rayek.
Being of a gentle nature himself, Laron the Acolyte, was a dutyful servant. He followed in Heldastus' footsteps, so all service to the god was done with a kind smile; be it smiting those of darkness or healing those of the light.
Though it was not long into his manhood, that Laron saw his master and mentor perrish in flames. Felled by a foul illness, Heldastus made his own pyre, and gave his life in cleansing fire to Rayek.
Personality Trait:
I see omens in every event and action. The gods try to speak to us, we just need to listen
I quote (or misquote) sacred texts and proverbs in almost every situation.
Ideal:
Aspiration; I seek to prove myself worthy of my god’s favor by matching my actions against his or her teachings. (Any)
Bond:
I would die to recover an ancient relic of my faith that was lost long ago (Specific relic seems to be the idea).
Flaw:
My piety sometimes leads me to blindly trust those that profess faith in my god.
Shelter of the Faithful:
As an acolyte, you command the respect of those who share your faith, and you can perform the religious ceremonies of your deity.
You and your adventuring companions can expect to receive free healing and care at a temple, shrine, or other established presence of your faith, though you must provide any material components needed for spells.
Those who share your religion will support you (but only you) at a modest lifestyle.
You might also have ties to a specific temple dedicated to your chosen deity or pantheon, and you have a residence there.
This could be the temple where you used to serve, if you remain on good terms with it, or a temple where you have found a new home.
While near your temple, you can call upon the priests for assistance, provided the assistance you ask for is not hazardous and you remain in good standing with your temple.
Languages:
- Common and one additional of your choice (Human)
- Two of your choice (From Acolyte)
Cleric Background Stuffs:
Once you’ve chosen a deity, consider your cleric's relationship to that god.
Did you enter this service willingly?
Or did the god choose you, impelling you into service with no regard for your wishes?
How do the temple priests of your faith regard you:
as a champion or a troublemaker? What are your ultimate goals?
Does your deity have a special task in mind for you?
Or are you striving to prove yourself worthy of a great quest?
Class Overview
Attributes
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Skills
Combat Stats
Feat Descriptions
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Bonus Spells:
• 1st Burning Hands, Faerie Fire.
• 3rd Flaming Sphere, Scorching Ray.
• 5th Daylight, Fireball.
• 7th Guardian of Faith, Wall of Fire.
<font 13px/arial;;#000000;;#ffffff>•</font> 9th<font 13px/arial;;#000000;;#ffffff></font> Flame Strike, Scrying.
Bonus Cantrip:
You gain the light cantrip if you don’t already know it.
Warding Flare:
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 (3). You regain all expended uses when you finish a long rest.
Channel Divinity:
Radiance of the Dawn:
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 (DC 8+wis+prof = 15).
A creature takes radiant damage equal to 2d10 + your cleric level (2d10+9) 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.
Improved Flare:
You can also use your Warding Flare feature when a creature that you can see within 30 feet of you attacks a creature other than you.
Potent Spell casting:
You add your Wisdom modifier to the damage you deal with any cleric cantrip.
Cantrips Known: 4 + Light
Guidance Divination cantrip - (Minor bonus to next ability check)
Light Evocation cantrip - (Make something shiny)
Resistance Abjuration cantrip - (Minor bonus to next saving throw)
Sacred Flame Evocation cantrip - (Smite evildoers with righteous fire… dealing radiant damage)
- Sacred flame deals 2d8+5 damage at this level with this cleric, DEX saving throw DC 17 for half, no benefit from cover on this saving throw
Thaumaturgy Transmutation cantrip - (Do weird things)
Preparing Spells:
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. (total of 14) Domain spells comes freely prepared each day.
The spells must be of a level for which you have spell slots.
Ritual Casting:
You can cast a cleric spell as a ritual if that spell has the ritual tag and you have the spell prepared.
Spell Slots per day:
The spells you can cast each day.
lvl 1: 4
lvl 2: 3
lvl 3: 3
lvl 4: 3
lvl 5: 1
Spell List
LvL 1: Bless, Cure Wounds, Sanctuary
LvL 2: Blindness/Deafness, Continual Flame, Hold Person, Silence, Lesser Restoration
LvL 3: Beacon of Hope, Create Food and Water, Dispel Magic, Meld Into Stone
LvL 4: Freedom of Movement
LvL 5: Mass Cure Wounds
Tool Proficiencies: None Equipment • Cleric - Mace - Mace (5 gp) (Dam 1d6 bludgeoning) (Weight 4 lb.) (Simple) - Scale mail - Scale mail (50 gp) (AC 14 + Dex modifier (max 2)) (Stealth Disadvantage) (Weight 45 lb.) - Light crossbow and 20 bolts - Light Crossbow (25 gp) (dam 1d8 piercing) (weight 5 lb.) (range 80/320) (properties Ammunition, loading, two-handed) - A shield and a holy symbol - Shield (10 gp) (Ac +2) (Weight 6 lb.) - Holy symbol: Reliquary 5 gp 2 lb. (Small chalice) • Priest’s Pack - backpack - blanket - 10 candles - tinderbox - alms box - 2 blocks of incense - censer - vestments - 2 days of rations - waterskin. • Acolyte - Holy symbol: Tattoo covering the right half of his face. - Prayer book - 5 sticks of incense - Vestments - Common clothes - Belt pouch containing 15 gp • Bought - 1000 total gp to spend on items - Potion of healing (50 gp) (weight 1/2 lb.) - Rations (1 day) 5 sp 2 lb. - Bedroll 1 gp 7 lb. - Spell components - depends on your spells - Alchemist’s fire (flask) 50 gp 1 lb. - Holy water (flask) 25 gp 1 lb. - Rope, hempen (50 feet) 1 gp 10 lb. - Soap 2 cp — - Mess kit 2 sp 1 lb. Mounts/Beast of Burden Horse, riding 75 gp 60 ft. 480 lb. Bit and bridle 2 gp 1 lb. Wagon 35 gp 400 lb. Feed (per day) 5 cp 10 lb. Saddle, Military 20 gp 30 lb. Saddlebags 4 gp 8 lb. Left this for the player to toy with, the items put here should are considered suggestions, so the choice can be made either quickly or slowly. Also note the low str of the character, so be careful when loading tons of equipment on board. Potion of Healing. A character who drinks the magical red fluid in this vial regains 2d4 + 2 hit points. Drinking or administering a potion takes an action. Alchemist’s Fire. This sticky, adhesive fluid ignites when exposed to air. As an action, you can throw this flask up to 20 feet, shattering it on impact. Make a ranged attack against a creature or object, treating the alchemist's fire as an improvised weapon. On a hit, the target takes 1d4 fire damage at the start of each of its turns. A creature can end this damage by using its action to make a DC 10 Dexterity check to extinguish the flames. Holy Water. As an action, you can splash the contents of this flask onto a creature within 5 feet of you or throw it up to 20 feet, shattering it on impact. In either case, make a ranged attack against a target creature, treating the holy water as an improvised weapon. If the target is a fiend or undead, it takes 2d6 radiant damage. Scrapped Starter Items: None yet.