Barbara

Sun Elf, Sage (Astronomer), Cleric [3]

Strength Dexterity Constitution Intelligence Wisdom Charisma
11 [+0] 11 [+0] 12 [+1] 6 [-2] 16 [+3] 8 [-1]

Rolls: 6, 9, 12, 15, 8, 11

  • Elf Traits:
    • Speed: 35ft
    • Size: Medium
    • Height: 6'2"
    • Weight: 105 lbs
    • Age: 360 years
    • Darkvision: 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 colour in darkness, only shades of grey.
    • Keen Senses: You have proficiency in the Perception skill.
    • Fey Ancestry: You have advantage on saving throws against being charmed, and magic can’t put you to sleep.
    • Trance: Elves don’t need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day.
    • Mask of the Wild: You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.

Alignment: Chaotic Good
Experience: 1647
Wounds: 26 (3 x d8)
Saving Throws: Wisdom, Charisma
AC: 16 (Scale Mail [14] + Shield [2] + Dex [0])

Proficiencies: [+2]
Weapons: Simple, Long sword, short sword, longbow, short bow.
Armour: Light, Medium, Shields
Skills:Arcana, History, Medicine, Perception, Religion
Languages: Common, Elvish, Celestial, Abyssal

Feats and Abilities:

  • Cleric- Light Domain:
  • Channel Divinity: Once per short rest, you can use either Turn Undead or Radiance of the Dawn.
    • 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: 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.
  • 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 (a minimum of once). You regain all expended uses when you finish a long rest.

Equipment:

Equipped:

  • Set of common clothes
  • Mace (1d6 bludgeoning)
  • Scale Mail (AC 14 + Dex (max +2), disadvantage to stealth)
  • Shield with holy symbol (+2 AC)
  • Light Crossbow (1d8 piercing)
  • 20x Bolts
  • Necklace (450gp)

Carrying:

  • 5 x oil lamps
  • painting of a windmill
  • flag from a ship that was lost at sea.
  • Backpack (blanket, 10 candles, tinderbox, bottle of ink, quill, 4 sheets of paper, alms box, 2 blocks of incense, censer, vestments, 2x rations, waterskin, black muslin rags, healing potion.)
  • Pouch:
      • Coins [0 gold, 0 silver, 0 copper]
      • Writing implements
      • A small knife
      • A letter from a dead colleague with a question

Wagon:


Barbara is a Sun Elf of Elvandar – she is a tall, slender elf with bronze skin, jet-black hair, and luminous golden eyes. Androgynous features and arcane markings differentiate her from others of her kind, and mark her as having a connection to the higher powers.
She comes from the deep woods, where the worship of the Sun god is led by those who feel the true power of a ray of sunlight breaking through the dense canopy, but who also understand the terrifying, cleansing power of a forest fire..
The Sun worshippers among the wood elves have always sought to destroy vampires and undead as the antithesis of sunlight and worshippers of shadow, and Barbara has been sent by the Azimuth of the Sun to investigate news of a mighty undead somewhere near Ravenloft. This is an opportunity to leave the deep woods and bring light to the wider world, a rare voyage for a Wood Elf and also an opportunity to join the ranks of the chosen ones amongst the sun-seekers…


Personality 1: There’s nothing I like more than a good mystery.
Personality 2: I’m willing to listen to every side of an argument before I make my own judgment.
Ideal: No Limits. Nothing should fetter the infinite possibility inherent in all existence. (Chaotic)
Flaw: I overlook obvious solutions in favour of complicated ones.
Bond: I've been searching my whole life for the answer to a certain question.

Spellcasting

Spell Save DC = 13
Spell attack modifier = Proficiency bonus + your Wisdom modifier

Spells Prepared: 6

Spell Slots:
Cantrips: 3
1st Level: 4
2nd Level:2

Cantrips Known:

  • Light:
    • VM. Action. Touch.
    • Duration 1 hour.
    • You touch one object that is no larger than 10 feet in any dimension. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action.
    • If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the spell.
  • Resistance:
    • VSM. Action. Touch.
    • Concentration, 1m
    • You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one saving throw of its choice. It can roll the die before or after making the saving throw. The spell then ends.
  • Sacred Flame:
    • VS. Action. 60 feet.
    • Instantaneous
    • Flame-like radiance descends on a creature that you can see within range. The target must succeed on a Dexterity saving throw or take 1d8 radiant damage. The target gains no benefit from cover for this saving throw.
    • The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
  • Spare the Dying:
    • VS. Action. Touch.
    • Instantaneous
    • You touch a living creature that has 0 hit points. The creature becomes stable. This spell has no effect on undead or constructs.

1st Level Spells Known:

  • Burning Hands:
    • VS. Action. Self (15 ft cone).
    • Instantaneous
    • As you hold your hands with thumbs touching and fingers spread, a thin sheet of flames shoots forth from your outstretched fingertips. Each creature in a 15-foot cone must make a Dexterity saving throw. A creature takes 3d6 fire damage on a failed save, or half as much damage on a successful one.
    • The fire ignites any flammable objects in the area that aren’t being worn or carried. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
  • Faerie Fire:
    • V. Action.60 feet.
    • Concentration, 1 minute.
    • Each object in a 20-foot cube within range is outlined in blue, green, or violet light (your choice). Any creature in the area when the spell is cast is also outlined in light if it fails a Dexterity saving throw. For the duration, objects and affected creatures shed dim light in a 10-foot radius.
    • Any attack roll against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can’t benefit from being invisible.
  • Cure Wounds:
    • VS. Action. Touch.
    • Instantaneous
    • A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
    • When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st.
  • Protection from Evil and Good:
    • VSM. Action. Touch. Holy water or powdered silver and iron, which the spell consumes).
    • Concentration, 10 minutes.
    • Until the spell ends, one willing creature you touch is protected against certain types of creatures: aberrations, celestials, elementals, fey, fiends, and undead.
    • The protection grants several benefits. Creatures of those types have disadvantage on attack rolls against the target. The target also can’t be charmed, frightened, or possessed by them. If the target is already charmed, frightened, or possessed by such a creature, the target has advantage on any new saving throw against the relevant effect.
  • Guiding Bolt:
    • VS. Action. 120 feet.
    • 1 round.
    • A flash of light streaks toward a creature of your choice within range. Make a ranged spell attack against the target. On a hit, the target takes 4d6 radiant damage, and the next attack roll made against this target before the end of your next turn has advantage, thanks to the mystical dim light glittering on the target until then.
    • When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.

2nd Level Spells Known:

  • Flaming Sphere:
    • V,S,M. Action. 60 feet
    • Concentration, 1 min
    • A 5-foot-diameter sphere of fire appears in an unoccupied space of your choice within range and lasts for the duration. Any creature that ends its turn within 5 feet of the sphere must make a Dexterity saving throw. The creature takes 2d6 fire damage on a failed save, or half as much damage on a successful one.
    • As a bonus action, you can move the sphere up to 30 feet. If you ram the sphere into a creature, that creature must make the saving throw against the sphere’s damage, and the sphere stops moving this turn.
    • When you move the sphere, you can direct it over barriers up to 5 feet tall and jump it across pits up to 10 feet wide. The sphere ignites flammable objects not being worn or carried, and it sheds bright light in a 20-foot radius and dim light for an additional 20 feet.
    • When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.
  • Scorching Ray:
    • V,S. Action. 120 feet
    • Instantaneous
    • You create three rays of fire and hurl them at targets within range. You can hurl them at one target or several.
    • Make a ranged spell attack for each ray. On a hit, the target takes 2d6 fire damage.
    • When you cast this spell using a spell slot of 3rd level or higher, you create one additional ray for each slot level above 2nd.
  • Enhance Ability:
    • VSM. Action. Touch
    • Concentration, 1 hour
    • You touch a creature and bestow upon it a magical enhancement. Choose one of the following effects: the target gains the effect until the spell ends.

Bear’s Endurance. The target has advantage on Constitution checks. It also gains 2d6 temporary hit points, which are lost when the spell ends.

Bull’s Strength. The target has advantage on Strength checks, and his or her carrying capacity doubles.

Cat’s Grace. The target has advantage on Dexterity checks. It also doesn’t take damage from falling 20 feet or less if it isn’t incapacitated.

Eagle’s Splendor. The target has advantage on Charisma checks.

Fox’s Cunning. The target has advantage on Intelligence checks.

Owl’s Wisdom. The target has advantage on Wisdom checks.

  • Prayer of Healing:
    • V. Casting time 10 minutes. 30 feet
    • Instantaneous
    • Up to six creatures of your choice that you can see within range each regain hit points equal to 2d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
    • When you cast this spell using a spell slot of 3rd level or higher, the healing increases by 1d8 for each slot level above 2nd.
  • Spiritual Weapon:
    • VS. Bonus Action, 60 feet
    • 1 minutes.
    • You create a floating, spectral weapon within range that lasts for the duration or until you cast this spell again. When you cast the spell, you can make a melee spell attack against a creature within 5 feet of the weapon. On a hit, the target takes force damage equal to 1d8 + your spellcasting ability modifier.

As a bonus action on your turn, you can move the weapon up to 20 feet and repeat the attack against a creature within 5 feet of it. The weapon can take whatever form you choose. Clerics of deities who are associated with a particular weapon (as St. Cuthbert is known for his mace and Thor for his hammer) make this spell’s effect resemble that weapon.

Unless otherwise stated, the content of this page is licensed under Creative Commons Attribution-ShareAlike 3.0 License