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Thayer Gaultson, Magister of Azuth, Arcana Cleric 11


JubalBreakbottle

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spacer.pngName: Thayer Gaultson

Race: Human (Variant)

Background: Magister of Azuth

Class: Cleric (Arcana) of Azuth 11

Alignment: Lawful Neutral

Summary: Magister of Azuth from Halruaa. Asmodeus bargained for his mentor's soul long ago. Called by Zythan Avoste for the opportunity to save his mentor's soul.

 

Description

This veteran man-at-arms wears a light gray tunic and cloak over well-maintained armor with a club and dagger at his belt. Shoulder-length dark brown hair surround a resting open face with deep smile lines and a trimmed goatee. An ornate oval, pectoral amulet with the symbol of an upward pointing right hand in onyx surrounded by sapphires shaped in flames.

Not far from his hands are an ornate staff and shield with a similar holy symbol emblazoned.

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Backstory

Thayer Gaultson knows very little of his parents. He was adopted by Payton Bortzon, an Azuthan Magister, who was a difficult master and demanded complete obedience and grew up in the capital city of Halarahh on Lake Halruaa. Over the years, Payton taught Thayer everything he needed to know about life on the road in the service of Azuth, Lord of Spells, shaping the hero that he is today.

Thayer has sailed and proselytized the Sword Coast as a Magister in the name of Azuth for almost 20 years. When he demonstrated that he could attack with a Spiritual staff, he was inducted into the Order of Raumark, a smaller sect with the Magistrati of Azuth who hunt the infestation of devils in Faerun. His mentor Payton sponsored young Thayer into the select ranks.

When Thayer demonstrated that Azuth enabled him to Dispel Magic and Speak with Dead, he was armored with adamantine half-plate armor which is engraved with the holy symbol of Azuth. When he could Banish fiends back to their home planes, he was awarded a magical signet ring of his order.

Over the years, he has earned many allies and enemies. One trophy that he wears are his Winged Boots that he peeled from the dead feet of an infernal high priest after he defeated a secret cabal serving a succubus in Neverwinter.

Recently while visiting his home and mentor in the capital city of Halarahh on Lake Halruaa, Thayer received a medal of honor for his successful mission rooting out an evil arcane network around Yartar. He wears his new bejeweled holy amulet with pride. Tragically that night during the celebration feast, his mentor Payton was assassinated by an infernal Dogai. And before his mentor could be revivified, his soul was whisked away to the Nine Hells. Thayer had believed that Payton had shared all his secrets; however, Payton evidently must have signed an infernal contract.

Thayer has been battling infernals for almost two decades and knows how they operate, and so did his mentor. If a devil "forced" Payton into bargaining his soul, Thayer knows that Payton would have been protecting someone.

What Thayer doesn't know is that Payton saved Thayer from his parents who worshiped Asmodeus. They had already sacrificed Thayer's soul for mortal wealth and power. After Payton had discovered and killed the devil-worshipers, he bargained his soul for Thayer's, so the child could lead a full life.

When Thayer is approached by representatives of the Conclave to go into Hell to save his mentor's soul, he is initially skeptical. First, he has previously heard of false representatives of the Conclave. And second, he has disrupted schemes to lure mortals into the depths of hell upon their own volition. After the Grand Master of the Order of Raumark confirms the veracity of the Conclave, Thayer wholly agrees to join the mission.

Lost Souls: Mentor (Oppression)

Patron: Conclave of Halruaa

 

Personality

While Thayer is an almost grizzled veteran having seen so much evil in Faerun, he approaches life with a curious outlook and a strong conviction of his faith. He is ever optimistic that things will work out as Azuth wants. If he fails at what he attempts, then he is meant to learn from his failure, besides humility, and try another way.

Death does not frighten him, because he knows that his eternal soul is secure with Azuth. Understanding that there are many divine beings in existence, he more than tolerates the faith of other gods and accepts them as long as their purpose does not run counter to the Lord of Spells.

 

Traits:

  1. Nothing can shake my optimistic attitude.
  2. I am tolerant of other faiths and respect the worship of other gods.

Ideal: Faith. I trust that my deity will guide my actions. I have faith that if I work hard, things will go well.

Bond: I owe my life to the priest who took me in when my parents died.

Flaw: I put too much trust in those who wield power within my temple's hierarchy.

 

Ability Scores & Skills
Abilities Strength Dexterity Constitution Intelligence Wisdom Charisma
Scores 11 14 14 14 20 12
Mods +0 +2 +2 +2 +5 +1
Saves +0 +2 +2 +2 +9 +5
Skills Athletics +4



 
Acrobatics +2
Sleight Hand +2
Stealth +2


 
 

Arcana +6
History +2
Investigation +6
Nature +2
Religion +6

Animal +5
Insight +5
Medicine +5
Perception +9
Survival +5

Deception +1
Intimidation +1
Performance +1
Persuasion +5

 

 

 

Race & Background
Racial: Human (Variant) Background: Magister of Azuth

Ability Scores: Choose two different +1

Size: Medium

Speed: 30 ft.

Languages. You can speak, read, and write Common and one other language: Infernal.

Skills. You gain proficiency in one skill of your choice: Investigation

Feat. You gain one feat of your choice: Magic Initiate. Choose a class: bard, cleric, druid, sorcerer, warlock, or wizard. You learn two cantrips of your choice from that class's spell list.

  1. Shillelagh, VSM, bonus
  2. Thornwhip, VSM, Range 30 ft

In addition, choose one 1st-level spell to learn from that same list: Absorb Elements

Using this feat, you can cast the spell once at its lowest level, and you must finish a long rest before you can cast it in this way again. Your spellcasting ability for these spells depends on the class you chose: Charisma for bard, sorcerer, or warlock; Wisdom for cleric or druid; or Intelligence for wizard.

 

 

 

 

 

 

 

 


Skill Proficiencies: Athletics, Perception

Tool Proficiencies: Vehicles (land), Vehicles (water)

Equipment: A holy symbol (a gift to you when you entered the priesthood), a prayer book or prayer wheel, 5 sticks of incense, vestments, a set of common clothes, and a belt pouch containing 15 gp

Feature: 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.

Bonus Feat: War Caster

You have practiced casting spells in the midst of combat, learning techniques that grant you the following benefits:

  • You have advantage on Constitution saving throws that you make to maintain your concentration on a spell when you take damage.
  • You can perform the somatic components of spells even when you have weapons or a shield in one or both hands.
  • When a hostile creature's movement provokes an opportunity attack from you, you can use your reaction to cast a spell at the creature, rather than making an opportunity attack. The spell must have a casting time of 1 action and must target only that creature.

 

 

Class Features
Cleric (Arcana) 11

Hit Dice: 1d8

Armor Proficiencies: light armor, medium armor, shields

Weapons Proficiencies: simple weapons

Tools Proficiencies: none

Saving Throws: Wisdom, Charisma

Skills: Choose 2 from History, Insight, Medicine, Persuasion, and Religion

Starting Equipment: You start with the following items, plus anything provided by your background.

  • (a) a mace or (b) a warhammer (if proficient)
  • (a) scale mail, (b) leather armor, or (c) chain mail (if proficient)
  • (a) a light crossbow and 20 bolts or (b) any simple weapon
  • (a) a priest's pack or (b) an explorer's pack
  • A shield and a holy symbol

Arcane Initiate: When you choose this domain at 1st level, you gain proficiency in the Arcana skill, and you gain two cantrips of your choice from the wizard spell list. For you, these cantrips count as cleric cantrips.

  1. Booming Blade, SM, melee attack +2d8 thunder, 3d8 if move
  2. Mind Sliver, V, Int DC, 3d6 pyschic, Range 60 ft

Domain Spells:

  • 1st level: detect magic, magic missile
  • 3rd level: magic weapon, Nystul's magic aura
  • 5th level: dispel magic, magic circle
  • 7th level: arcane eye, Leomund's secret chest
  • 9th level: planar binding, teleportation circle

Channel DivinityAt 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.

Channel Divinity: 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.
* Starting at 5th level, when an undead of CR 1/2 or lower fails its saving throw against your Turn Undead feature, the creature is instantly destroyed.
* Starting at 8th level, when an undead of CR 1 or lower fails its saving throw against your Turn Undead feature, the creature is instantly destroyed.
* Starting at 11th level, when an undead of CR 2 or lower fails its saving throw against your Turn Undead feature, the creature is instantly destroyed.

Channel Divinity: Harness Divine Power
2nd-level cleric optional feature
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.

Channel Divinity: Arcane Abjuration
Starting at 2nd level, you can use your Channel Divinity to abjure otherworldly creatures.
As an action, you present your holy symbol, and one celestial, elemental, fey, or fiend of your choice that is within 30 feet of you must make a Wisdom saving throw, provided that the creature can see or hear you. 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 end its move in 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, then the creature can use the Dodge action.

After you reach 5th level, when a creature fails its saving throw against your Arcane Abjuration feature, the creature is banished for 1 minute (as in the banishment spell, no concentration required) if it isn't on its plane of origin, and its challenge rating is at or below a certain threshold, as shown below.

Arcane BanishmentCleric level Banishes Creatures of CR...
5th 1/2 or lower
8th 1 or lower
11th 2 or lower
14th 3 or lower
17th 4 or lower

Spell Breaker: Starting at 6th level, when you restore hit points to an ally with a spell of 1st level or higher, you can also end one spell of your choice on that creature. The level of the spell you end must be equal to or lower than the level of the spell slot you use to cast the healing spell.

Potent Spellcasting: Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.

Divine Intervention: Beginning at 10th level, you can call on your deity to intervene on your behalf when your need is great. 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 of the intervention; the effect of any cleric spell or cleric domain spell would 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

4th level ASI = Wis +2 = 18

8th level ASI = Wis +2 = 20

SPELLCASTING

Spell save DC = 8 + your proficiency bonus + your Wisdom modifier = 8 +4 +5 +3 (amulet) = 20

Spell attack modifier = your proficiency bonus + your Wisdom modifier = 4 +5 +3 (amulet) = +12

Cantrips

  1. Guidance, VS Concentration, 1 minute
  2. Light, VM, 1 hour
  3. Thaumaturgy, V, 1 minute
  4. Toll the Dead, VS, Wis DC, 3d8/3d12 necrotic, Range 60 ft
  5. Word of Radiance, VM, Con DC, 3d6 radiant, Range 5 ft

 

 

Equipment

Worn

Containers

Traveler's clothes - 2 gp

Adamantine Half-plate with holy emblem (Azuth) - 1,255 gp

Shield with holy emblem (Azuth)

Quarterstaff - 2 sp

Club - 1 sp

Dagger - 1 gp

Heward's Handy Haversack - 2,000 gp

  • Explorer's pack
  • Holy symbol (Azuth), amulet
  • Prayer book
  • 5 sticks of incense
  • Vestments
  • Set of common clothes
  • Torch with Continual Flame at 5th level - 50 gp
  • 4 vials of holy water - 100 gp
  • 4 ointments for True Seeing - 100 gp
  • Carved runes for Augury & Find the Path - 100 gp
  • Diamonds for Revivify - 300 gp
  • Sunburst pendant for Dawn - 100 gp
  • Diamond dust for Greater Restoration - 500 gp

Belt pouch

  • 45 gp
  • 13 sp

 

Attuned:

  1. +3 Amulet of the Devout (Azuth)This amulet bears the symbol of a deity inlaid with precious stones or metals. While you wear the holy symbol, you gain a +3 bonus to spell attack rolls and the saving throw DCs of your spells.

    While you wear this amulet, you can use your Channel Divinity feature without expending one of the feature's uses. Once this property is used, it can't be used again until the next dawn.
    - very rare

  2. Winged bootsWhile you wear these boots, you have a flying speed equal to your walking speed. You can use the boots to fly for up to 4 hours, all at once or in several shorter flights, each one using a minimum of 1 minute from the duration. If you are flying when the duration expires, you descend at a rate of 30 feet per round until you land.

    The boots regain 2 hours of flying capability for every 12 hours they aren't in use.
    - uncommon

  3. Ring of ProtectionYou gain a +1 bonus to AC and saving throws while you wear this cloak. - 3,000 gp

Sold:

  • Scale mail - 25 gp
  • Mace - 2 gp, 5 sp
  • Light crossbow and bolts - 13 gp

 

 

 

 

Edited by JubalBreakbottle (see edit history)
Name
Roll for stats
12,11,13,13,14,15
repeat(drop(4d6,lowest,1),6) 1,2,4,6,1,2,4,5,2,2,5,6,1,2,5,6,1,2,6,6,3,4,5,6
Reroll
18,11,10,12,7,8
repeat(drop(4d6,lowest,1),6) 3,6,6,6,3,3,3,5,1,2,2,6,1,2,4,6,2,2,2,3,1,2,2,4
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@JubalBreakbottle Looks good, the magic items are fine. I did set Cloak of Protection at 3000gp so you charged yourself 500gp too much there.

You said that Thayer doesn't know why Payton signed the infernal contract but knows that he did. How does he feel about that? Does he believe that one could do that for a 'good' reason and believe his mentor had one? If not, or if he's unsure, how does that make him feel about journeying to Hell to rescue him?

He's spent a fair amount of time fighting evil. How would he feel about being sent into Hell with individuals of evil alignment. If it happens, it probably will be the Conclave that makes the choice to do so. Will he trust their judgement?

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15 hours ago, The Eyeball Kid said:

@JubalBreakbottle Looks good, the magic items are fine. I did set Cloak of Protection at 3000gp so you charged yourself 500gp too much there.

You said that Thayer doesn't know why Payton signed the infernal contract but knows that he did. How does he feel about that? Does he believe that one could do that for a 'good' reason and believe his mentor had one? If not, or if he's unsure, how does that make him feel about journeying to Hell to rescue him?

He's spent a fair amount of time fighting evil. How would he feel about being sent into Hell with individuals of evil alignment. If it happens, it probably will be the Conclave that makes the choice to do so. Will he trust their judgement?

Thanks for the magic. The extra coin will make more room for all those expensive material components for high level spells.
 

I’ll update his backstory with answers to your questions, but here’s initial answers.

  • I’ve highlighted that Thayer has fought quite a few devils, so would know how they operate. Yes, he has seen several well-intentioned people “forced” into fiendish contracts. So, he would think his mentor was put into a similar jam.
  • I also highlighted the devil experience, because I believe in giving the bad guys foresight in the foes that they will fight. Wheels within wheels. So potentially it is Thayer’s success against the faerun devils which triggers pulling on his mentor’s soul. Because as much as evil masterminds like to pull strings, sometimes you have to care of things yourself.
  • Azuth and therefore Thayer is Lawful Neutral. I had Good there for days, before I double-checked the alignment. So, he has had to do some bad things for the Greater Good as defined by the Lord of Spells. Probably letting some innocents die to save many, many more.
     
  • I think Asmodeus has the Arcane Domain, so would see Azuth being a nemesis trying to prevent Asmodeus from destabilizing the magic balance of Faerun. So many of the order, especially Thayer would be in the specialization of anti devil.
     
  • So he would be ok with Evil characters. This edition cannot detect the alignment of characters anyway, so it’s really only indicative of their past and future actions. Thayer also doesn’t feel totally clean either, as per above, so stones in glass houses.
     
  • Thayer would not trust the conclave per se, but would keep an eye on the evil character. Over the years, Thayer has worked with Evil characters. Some betrayed him, a couple actually sought redemption, some kept doing what they were doing getting paid to help Thayer.
     
  • But Thayer would trust a higher order Azuthan in the ranks of the Conclave. It’s a flaw and one of the reasons, I based him out of the same nation to enable that plot hook to bury deep
  • I rally am getting attached to this character and would greatly appreciate being selected. I’ll add these answers into his backstory. Please ask more if you need more foresight on how he would handle certain encounters.
     
  • some of those high level spells are expensive to cast and might be very different in hell. Like Raise Dead, Teleportation Circle, Scrying…. Would appreciate any Guidance on those spells if I get selected.
     
  • cheers!
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