Harding April 26 ELF Cleric 1 (Aspirant) Age 84 Height 5 feet 11 inches Weight 130 pounds Size Medium Culture Godbound Background: Martial Artist VITALS HIT POINTS 10/10 HIT DICE 1d8 ARMOR CLASS 15 SPEED 30 ft. MANEUVER DC 12 PERCEPTION (passive) 13 IMMUNITIES None INSIGHT (Passive) 15 RESISTANCES None VULNERABLE None SKILLS & SAVES STRENGTH 8 (-1) Athletics +1 STR Save -1 DEXTERITY 14 (+2) Acrobatics +4, Sleight of Hand +2, Stealth +2 Dexterity Save +2 CONSTITUTION 14 (+2) Constitution Save +2 INTELLIGENCE 12 (+1) Arcana +1, Engineering +1, History +1, Investigation +1, Nature +1, Religion +3 Intelligence Save +3 WISDOM 16 (+3) Animal Handling +3, Culture +3, Insight +5, Medicine +5, Perception +3, Survival +3 Wisdom Save +5 CHARISMA 10 (+0) Deception +0, Intimidation +0, Performance +2, Persuasion +0 Charisma Save +0 * Denotes Proficiency (denotes expertise) PROFICIENCIES & LANGUAGES Armor Light, Medium, Weapons Simple Weapons, Ranged Martial Tools Painter's tools, Mason's tools, Woodcarver's tools, flute, herbalist's kit Senses Darkvision 60 ft. Languages Common, Elvish ARCHTYPE: Aspirant Aspirants welcome many gods to their pantheon, as long as they all accept the central dogma that people can and should strive to improve themselves, and that any mortal has the potential to become divine. Different sects preach different paths to godhood, and so pervasive is the religion that the concept of self-perfection has filtered into religious movements that aren’t formally recognized by the faith. Traditional Clericists encourage people to master whatever drives them and to face ever greater challenges, earning the adulation and perhaps even worship from those who witness their deeds. Some claim that people should strive for freedom, and that the path to divinity requires an understanding of all possible skills so one can do literally anything. Others claim that, because the fey lords of the Unseen Court are themselves gods, those with aspirations toward godhood should reject their personal identity, and attempt to conceal their true capabilities by acting with grand whimsy, with the ultimate goal of letting others imagine you as greater than you actually are. www.levelup5e.com EQUIPMENT x3 Throwing Daggers Longbow Quarterstaff Healer Satchel (10 uses) x10 bandages backpack, blanket 10 candles tinderbox an alms box 2 blocks of incense a censer vestments 2 Supply waterskin Quiver with 20 arrows Painter's supplies Flute Herbalist kit Woodcarver's tools Maximum Supply: Maximum Bulk: BACKGROUND: Martial Artist Inner Strength. Your training has allowed you to gain a heightened level of strength and calm, both inside and out. Choose one of the following options. Healing Meditation. Your years of training allow you to call on additional vitality. You can When you take a short rest , you can spend time in meditation to gain an additional Hit Die to expend. You can do this after you have rolled your current Hit Dice, though this feature does not allow you to exceed your maximum hit points. You can only use this feature once per long rest . Connection: The revered martial arts master who taught you everything. Momento: A letter from your parents, who you left to start your training. DESTINY: KNOWLEDGE Source of Inspiration: Learning. You draw inspiration from research, understanding, and gaining new insights and data. You gain inspiration whenever you make an arcane, divine, scholastic, or scientific discovery. Closely examine a previously unknown or rare creature or phenomenon, discover something thought to be a myth or impossible, learn new information after at least 8 hours studying from a source of knowledge such as a library, book, or powerful artifact. Inspiration Feature: Critical Evaluation. Drawing upon a lifetime of study, you leap to accurate conclusions with only preliminary findings. As a bonus action you may spend your inspiration to quickly evaluate a creature or item you can see and accurately determine one objective attribute of your choice. When evaluating a creature in this way, you may determine its resistances , immunities , vulnerabilities , what languages it speaks, or its Armor Class. When evaluating an item in this way, you may determine if it is magical, poisonous, cursed, trapped, or its approximate value. WEALTH COIN POUCH Copper: 0 | Silver: 0 | Electrum: 0 | Gold: 21 | Platinum: 0 BANKED COIN Copper: 0 | Silver: 0 | Electrum: 0 | Gold: 0 | Platinum: 0 ITEMS OF VALUE (Gems, Art, Jewelry, etc.) 1. 2. 3. MAGIC ITEMS ATTUNED ITEMS (Maximum of 3) 1. 2. 3. NON-ATTUNED ITEMS 1. 2. 3. CONSUMABLES 1. 2. 3. COMBAT Action Bonus Action Reaction ATTACKS Unarmed +4 to hit; reach 5 ft; one target; (1d8+2) Bludgeoning damage. Longbow +4 to hit; one target; (1d8+2) Piercing damage, Heavy, range (150/600), two-handed Quarterstaff +1 to hit; reach 5 ft; one target; (1d6-1) Bludgeoning damage. Throwing Daggers +4 to hit; one target; (1d4+2) Piercing damage, Dual-wielding, finesse, simple SPELLCASTING Caster Level 1 | Spell Casting Ability Wisdom | Spell Save DC 13 | Spell Attack +5 CANTRIPS (Click the spell for more information) Arcane musclesARCANE MUSCLES Cantrip (transmutation arcane enhancement transformation unarmed) Class(es)Artificer cleric herald sorcerer wizard Casting Time1 Action Range Self Components:VS Duration:1 minute Your muscles swell with arcane power. They’re too clumsy to effectively wield weapons but certainly strong enough for a powerful punch. Until the spell ends, you can choose to use your spellcasting ability score for Athletics checks, and for the attack and damage rolls of unarmed strikes. In addition, your unarmed strikes deal 1d6 bludgeoning damage and count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage., Altered strikeALTERED STRIKE Cantrip (transmutation enhancement transformation unarmed weaponry) Class(es) Artificer bard herald sorcerer wizard Casting Time1 Action Range Self Components:VSM piece of the desired material Duration:1 round You briefly transform your weapon or fist into another material and strike with it, making a melee weapon attack against a target within your reach. You use your spellcasting ability for your attack and damage rolls, and your melee weapon attack counts as if it were made with a different material for the purpose of overcoming resistance and immunity to nonmagical attacks and damage: either bone, bronze, cold iron, steel, stone, or wood. When you reach 5th level, you can choose silver or mithral as the material. When you reach 11th level, if you have the Extra Attack feature you make two melee weapon attacks as part of the casting of this spell instead of 1. In addition, you can choose adamantine as the material. When you reach 17th level, your attacks with this spell deal an extra 1d6 damage., GuidanceGUIDANCE Cantrip (divination divine knowledge) Class(es)Artificer cleric druid herald Casting Time1 Action Range Touch Target One willing creature Components:VS Duration:Concentration ( 1 minute ) The target may gain an expertise die to one ability check of its choice, ending the spell. The expertise die can be rolled before or after the ability check is made., ThaumaturgyCantrip (transmutation divine enhancement) Class(es)Cleric herald Casting Time1 Action Range Short (30 feet) Area Shape Special Components:V Duration:1 minute You draw upon divine power and create a minor divine effect. When you cast the spell, choose one of the following: Your voice booms up to three times louder than normal You cause flames to flicker, brighten, dim, or change color You send harmless tremors throughout the ground. You create an instantaneous sound, like ethereal chimes, sinister laughter, or a dragon’s roar at a point of your choosing within range. You instantaneously cause an unlocked door or window to fly open or slam shut. You alter the appearance of your eyes. Lingering effects last until the spell ends. If you cast this spell multiple times, you can have up to 3 of the lingering effects active at a time, and can dismiss an effect at any time on your turn., MendingMENDING Cantrip (transmutation arcane transformation utility) Class(es)Artificer bard cleric druid herald sorcerer wizard Casting Time1 Minute Range Touch Target One object Components:VSM fragment of equine bone Duration:Instantaneous You repair a single rip or break in the target object (for example, a cracked goblet, torn page, or ripped robe). The break must be smaller than 1 foot in all dimensions. The spell leaves no trace that the object was damaged. Magic items and constructs may be repaired in this way, but their magic is not restored. You gain an expertise die on maintenance checks if you are able to cast this spell on the item you are treating. 1ST-LEVEL ( Slots) (Click the spell for more information) Expeditious retreatEXPEDITIOUS RETREAT 1st-level (transmutationarcanemovement) Class(es) Sorcerer warlock wizard Casting Time1 Bonus Action Range Self Components:VS Duration:Concentration ( 10 minutes ) Until the spell ends, you’re able to move with incredible speed. When you cast the spell and as a bonus action on subsequent turns, you can take the Dash action. Cast at Higher Levels Your Speed increases by 10 feet for each slot level above 1st., Jump1st-level (transmutationenhancementmovement) Class(es) Artificer druid sorcerer wizard Casting Time1 Bonus Action Range Touch Target One creature Components:VSM grasshopper’s leg Duration:1 minute You imbue a target with the ability to make impossible leaps. The target’s jump distances increase 15 feet vertically and 30 feet horizontally. Cast at Higher Levels Each of the target’s jump distances increase by 5 feet for each slot level above 1st., Shield of faith1st-level (abjuration divine protection) Class(es)Cleric herald Casting Time1 Bonus Action Range Medium (60 feet) Target One Creature Components:VSM scrap of holy text Duration:Concentration ( 10 minutes ) Until the spell ends, a barrier of divine energy envelops the target and increases its AC by +2 Cast at Higher Levels The bonus to AC increases by +1 for every three slot levels above 1st. Rare Versions Komanov’s Radiant Shield. When a creature makes a melee attack against the target, it takes 1d6 radiant damage as the shield sparks and flares with holy power., Bless1st-level (enchantment divine enhancement) Class(es)Cleric herald Casting Time1 Action Range Short (30 feet) Target Up to three creatures Components:VSM sprinkle of holy water Duration:Concentration ( 1 minute ) The blessing you bestow upon the targets makes them more durable and competent. Until the spell ends, a d4 is added to attack rolls and saving throws made by a target. Cast at Higher Levels You target one additional creature for each slot level above 1st., Healing Word1st-level (evocation divine healing) Class(es)Bard cleric druid Casting Time1 Bonus Action Range Medium (60 feet) Target One creature that is neither a construct nor undead Components:V Duration:Instantaneous Healing energy washes over the target and it regains hit points equal to 1d4 + your spellcasting modifier. Cast at Higher Levels The hit points regained increase by 1d4 for each slot level above 1st., Calculated retribution1st-level (abjuration force law weaponry) Class(es)Artificer cleric herald warlock Casting Time1 Action Range Self Components:VSM executioner’s hood Duration:Concentration ( 1 minute ) You surround yourself with a dampening magical field and collect the energy of a foe’s attack to use against them. When you take damage from a weapon attack, you can end the spell to halve the attack’s damage against you, gaining a retribution charge that lasts until the end of your next turn. By expending the retribution charge when you hit with a melee attack, you deal an additional 2d10 force damage. Cast at Higher Levels You may use your reaction to halve the damage of an attack against you up to a number of times equal to the level of the spell slot used, gaining a retribution charge each time that lasts until 1 round after the spell ends. You must still make Constitution saving throws to maintain your concentration on this spell, but you do so with advantage , or if you already have advantage, you automatically succeed. 2ND-LEVEL (0 Slots) (Click the spell for more information) FEATS & FEATURES Darkvision. Having your ancestral origins in the twilight realms, you have superior vision in dark and dim conditions. 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 color in darkness, only shades of gray. Fey Ancestry. You gain an expertise die 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 conscious (the Common word for such meditation is “trance.”) While meditating, you can dream after a fashion; such dreams are actually mental exercises that became reflexive through years of practice. When you take a long rest , you spend 4 hours in your trance state (instead of sleeping for 6 hours). During the trance you suffer no penalty to passive Perception. A long rest remains 8 hours for you as normal, and the remainder of the time must be filled only with light activity. Glance the Future. Your eyes can see a few moments into the future, and your mind apprehends the divergent possibilities. Once between rests you can use a bonus action to roll a d20 and record the result. Before the end of your next short or long rest , when a creature you can see within 60 feet makes an ability check , attack roll, or saving throw , you can use your reaction to replace their roll with your recorded result. When the creature is also rolling an expertise die , only the d20 roll is replaced. When the creature is rolling more than one d20, such as when it has advantage or when a halfling is using their Lucky trait, the replacement applies to the creature’s final roll. Once you use this feature, you cannot use it again until you finish a short or long rest . Bonus Connection. The wandering herald who rescued you as an orphan and sponsored your entry into your temple. Detect Faith. You are trained to detect even the most subtle indications of a person’s religious perspective. After you speak with a person for at least 1 minute, you can use an action to make either an Insight or Religion check opposed by their Deception check. On a success, you learn the following information about them: Whether they have a lower Wisdom score than yourself. Whether they are religious; if so, you also learn their faith. Whether they have class levels in the cleric or herald class. Devotion. You gain an expertise die on saving throws made to resist being charmed or frightened . Arts of Worship. You are proficient with your choice of either Performance, two musical instruments, or two artisan’s tools. Religious Education. Your community is steeped in scripture, song, and storytelling. You are proficient in the Religion skill and know one cantrip of your choice from the cleric, druid, or herald spell list. Your spellcasting ability score for this cantrip is Intelligence, Wisdom, or Charisma (whichever is highest). Siblings in Faith. You have advantage on checks made to socially interact with members of your current or former faith, such as when requesting services or gathering information. SACRED ARCHERY You gain proficiency with light armor, medium armor, and ranged martial weapons. CLERICAL CHARISMA Crowds find your public presence irresistible. You gain proficiency in the Performance skill. Whenever you use Performance to deliver a sermon or to sing holy songs in a town or city, even on a failed check other than a natural 1, you still attract a crowd of people no smaller than your spell save DC. SPELLCASTING (CLERIC) POTENTIAL DOMAIN SPELLS Cleric Level Spells 1st expeditious retreat , jump 3rd alter self , enlarge/reduce 5th tongues , haste 7th freedom of movement , stoneskin 9th awaken , arcane hand POSSIBLE TALENT It is easy to imagine how by taking a different course in life one could have ended up with an entirely different set of skills. At 1st level, you can invoke this truth for yourself or reveal it to others with a brief prayer. Spend an action and choose yourself or a creature within 30 feet. That creature gains proficiency in a weapon, armor, skill, tool, language, or vehicle of your choice. This effect lasts until you take a short or long rest . After you use this ability, you cannot use it again until you take a short or long rest. FIGHTING FITNESS At 1st level, you combine your divine power with some of the martial arts techniques of an adept, the practice of which keeps your body healthy. You gain the following benefits: While you are unarmed and you aren’t wearing armor or using a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier. You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes. You can roll 1d8 in place of the normal damage for your unarmed strike. This benefit does not apply to the Martial Arts or Focus class features of the adept. You can treat your unarmed strike as a weapon for the purpose of the domain spell blinding smite. When you use the Attack action and hit with an unarmed attack, you can spend a bonus action to cause your body to glow briefly with holy power. If you do, that attack deals 2d6 extra radiant damage. The radiant damage increase to 3d6 at 5th level, 4d6 at 11th level, and 5d6 at 17th level. You can surge with holy power a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest . APPEARANCE Naeron possesses medium, coal-black hair that cascades down to his jaw, contrasting beautifully against his pale green skin. His pointed ears, characteristic of Wood Elves, peek out from beneath his hair, adding to his ethereal appearance. His eyes are a piercing yellow, glinting with intelligence and a hint of mystery. Standing at 5 feet 11 inches tall and weighing a lithe 130 pounds, Naeron exudes a sense of agility and grace. His slender frame belies the strength and discipline honed through years of martial training and spiritual exploration. Attire: Naeron's attire reflects his monkish background and the blending of his elven heritage with his chosen path. He wears a traditional monk's vestment made of pale blue fabric adorned with intricate yellow patterns, symbolizing the harmony between air and earth—elements revered in elven culture. The vestment is tailored to allow freedom of movement, essential for martial arts practice. Underneath his vestment, Naeron sports simple yet durable clothing suited for travel and combat. His choice of attire is practical yet respectful of tradition. Demeanor and Presence: Naeron carries himself with a calm and composed demeanor, embodying the tranquility and discipline characteristic of a monk. His movements are fluid and purposeful, indicative of the rigorous martial arts training he has undergone. Despite his reserved nature, Naeron's eyes betray a keen intelligence and an insatiable curiosity about the world around him. He approaches interactions with a thoughtful and contemplative attitude, always seeking to learn and understand. Equipment and Tools: In addition to his monk's vestment, Naeron carries essential travel gear, including a sturdy backpack containing provisions, a water skin, and other necessities for the road. He also carries a quarterstaff, his primary weapon and a tool of his martial training. Attached to his belt is a pouch containing herbs and incense used for meditation and spiritual practices. Naeron often utilizes these items to enhance his connection to the divine and deepen his understanding of the mystical forces that permeate the world. BACKSTORY Naeron was born and raised in Par Celundi, a beautiful elven city that was one of the last bastions of a once-great empire. His life was steeped in tradition and the pursuit of elven arts. However, everything changed when a missionary of his own kind arrived in Par Celundi, preaching a philosophy of self-discovery and divine enlightenment. Intrigued by the missionary's teachings, Naeron abandoned his comfortable life and family to pursue a deeper understanding of his own potential. He journeyed to the pastoral region of Endora, where he joined a communal religious group that emphasized self-improvement and unlocking the divine spark within oneself. Under the tutelage of a wise martial arts master within this community, Naeron's path took a unique turn. This master blended physical prowess with spiritual discipline, teaching Naeron a form of combat that sought to harmonize body and soul. The martial art was said to unlock latent divine energies within practitioners, blurring the boundaries between mortal and divine. Years of disciplined training and meditation followed, during which Naeron developed exceptional martial skills and a keen spiritual awareness. However, tragedy struck when his master suddenly passed away under mysterious circumstances, his body vanishing without a trace. Naeron was convinced that his master had achieved enlightenment, transcending mortal limitations. Driven by a thirst for knowledge and a burning desire to unravel the mysteries of his master's fate, Naeron set out on a quest. He seeks to follow in his master's footsteps, believing that the key to surpassing mortal constraints lies in experiencing the world firsthand and reveal the secret of world before the cataclysmic event of the Elven Empire. ALLIES & ORGANIZATIONS The revered martial arts master who taught you everything, who mysteriously vanished. Somehow, his spirit still wander the mortal plane. The wandering herald who converted him and sponsored his entry into the religious community. FOLLOWERS & STRONGHOLDS
Harding April 26 ELF Cleric 1 (Aspirant) Age 84 Height 5 feet 11 inches Weight 130 pounds Size Medium Culture Godbound Background: Martial Artist VITALS HIT POINTS 10/10 HIT DICE 1d8 ARMOR CLASS 15 SPEED 30 ft. MANEUVER DC 12 PERCEPTION (passive) 13 IMMUNITIES None INSIGHT (Passive) 15 RESISTANCES None VULNERABLE None SKILLS & SAVES STRENGTH 8 (-1) Athletics +1 STR Save -1 DEXTERITY 14 (+2) Acrobatics +4, Sleight of Hand +2, Stealth +2 Dexterity Save +2 CONSTITUTION 14 (+2) Constitution Save +2 INTELLIGENCE 12 (+1) Arcana +1, Engineering +1, History +1, Investigation +1, Nature +1, Religion +3 Intelligence Save +3 WISDOM 16 (+3) Animal Handling +3, Culture +3, Insight +5, Medicine +5, Perception +3, Survival +3 Wisdom Save +5 CHARISMA 10 (+0) Deception +0, Intimidation +0, Performance +2, Persuasion +0 Charisma Save +0 * Denotes Proficiency (denotes expertise) PROFICIENCIES & LANGUAGES Armor Light, Medium, Weapons Simple Weapons, Ranged Martial Tools Painter's tools, Mason's tools, Woodcarver's tools, flute, herbalist's kit Senses Darkvision 60 ft. Languages Common, Elvish ARCHTYPE: Aspirant Aspirants welcome many gods to their pantheon, as long as they all accept the central dogma that people can and should strive to improve themselves, and that any mortal has the potential to become divine. Different sects preach different paths to godhood, and so pervasive is the religion that the concept of self-perfection has filtered into religious movements that aren’t formally recognized by the faith. Traditional Clericists encourage people to master whatever drives them and to face ever greater challenges, earning the adulation and perhaps even worship from those who witness their deeds. Some claim that people should strive for freedom, and that the path to divinity requires an understanding of all possible skills so one can do literally anything. Others claim that, because the fey lords of the Unseen Court are themselves gods, those with aspirations toward godhood should reject their personal identity, and attempt to conceal their true capabilities by acting with grand whimsy, with the ultimate goal of letting others imagine you as greater than you actually are. www.levelup5e.com EQUIPMENT x3 Throwing Daggers Longbow Quarterstaff Healer Satchel (10 uses) x10 bandages backpack, blanket 10 candles tinderbox an alms box 2 blocks of incense a censer vestments 2 Supply waterskin Quiver with 20 arrows Painter's supplies Flute Herbalist kit Woodcarver's tools Maximum Supply: Maximum Bulk: BACKGROUND: Martial Artist Inner Strength. Your training has allowed you to gain a heightened level of strength and calm, both inside and out. Choose one of the following options. Healing Meditation. Your years of training allow you to call on additional vitality. You can When you take a short rest , you can spend time in meditation to gain an additional Hit Die to expend. You can do this after you have rolled your current Hit Dice, though this feature does not allow you to exceed your maximum hit points. You can only use this feature once per long rest . Connection: The revered martial arts master who taught you everything. Momento: A letter from your parents, who you left to start your training. DESTINY: KNOWLEDGE Source of Inspiration: Learning. You draw inspiration from research, understanding, and gaining new insights and data. You gain inspiration whenever you make an arcane, divine, scholastic, or scientific discovery. Closely examine a previously unknown or rare creature or phenomenon, discover something thought to be a myth or impossible, learn new information after at least 8 hours studying from a source of knowledge such as a library, book, or powerful artifact. Inspiration Feature: Critical Evaluation. Drawing upon a lifetime of study, you leap to accurate conclusions with only preliminary findings. As a bonus action you may spend your inspiration to quickly evaluate a creature or item you can see and accurately determine one objective attribute of your choice. When evaluating a creature in this way, you may determine its resistances , immunities , vulnerabilities , what languages it speaks, or its Armor Class. When evaluating an item in this way, you may determine if it is magical, poisonous, cursed, trapped, or its approximate value. WEALTH COIN POUCH Copper: 0 | Silver: 0 | Electrum: 0 | Gold: 21 | Platinum: 0 BANKED COIN Copper: 0 | Silver: 0 | Electrum: 0 | Gold: 0 | Platinum: 0 ITEMS OF VALUE (Gems, Art, Jewelry, etc.) 1. 2. 3. MAGIC ITEMS ATTUNED ITEMS (Maximum of 3) 1. 2. 3. NON-ATTUNED ITEMS 1. 2. 3. CONSUMABLES 1. 2. 3. COMBAT Action Bonus Action Reaction ATTACKS Unarmed +4 to hit; reach 5 ft; one target; (1d8+2) Bludgeoning damage. Longbow +4 to hit; one target; (1d8+2) Piercing damage, Heavy, range (150/600), two-handed Quarterstaff +1 to hit; reach 5 ft; one target; (1d6-1) Bludgeoning damage. Throwing Daggers +4 to hit; one target; (1d4+2) Piercing damage, Dual-wielding, finesse, simple SPELLCASTING Caster Level 1 | Spell Casting Ability Wisdom | Spell Save DC 13 | Spell Attack +5 CANTRIPS (Click the spell for more information) Arcane musclesARCANE MUSCLES Cantrip (transmutation arcane enhancement transformation unarmed) Class(es)Artificer cleric herald sorcerer wizard Casting Time1 Action Range Self Components:VS Duration:1 minute Your muscles swell with arcane power. They’re too clumsy to effectively wield weapons but certainly strong enough for a powerful punch. Until the spell ends, you can choose to use your spellcasting ability score for Athletics checks, and for the attack and damage rolls of unarmed strikes. In addition, your unarmed strikes deal 1d6 bludgeoning damage and count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage., Altered strikeALTERED STRIKE Cantrip (transmutation enhancement transformation unarmed weaponry) Class(es) Artificer bard herald sorcerer wizard Casting Time1 Action Range Self Components:VSM piece of the desired material Duration:1 round You briefly transform your weapon or fist into another material and strike with it, making a melee weapon attack against a target within your reach. You use your spellcasting ability for your attack and damage rolls, and your melee weapon attack counts as if it were made with a different material for the purpose of overcoming resistance and immunity to nonmagical attacks and damage: either bone, bronze, cold iron, steel, stone, or wood. When you reach 5th level, you can choose silver or mithral as the material. When you reach 11th level, if you have the Extra Attack feature you make two melee weapon attacks as part of the casting of this spell instead of 1. In addition, you can choose adamantine as the material. When you reach 17th level, your attacks with this spell deal an extra 1d6 damage., GuidanceGUIDANCE Cantrip (divination divine knowledge) Class(es)Artificer cleric druid herald Casting Time1 Action Range Touch Target One willing creature Components:VS Duration:Concentration ( 1 minute ) The target may gain an expertise die to one ability check of its choice, ending the spell. The expertise die can be rolled before or after the ability check is made., ThaumaturgyCantrip (transmutation divine enhancement) Class(es)Cleric herald Casting Time1 Action Range Short (30 feet) Area Shape Special Components:V Duration:1 minute You draw upon divine power and create a minor divine effect. When you cast the spell, choose one of the following: Your voice booms up to three times louder than normal You cause flames to flicker, brighten, dim, or change color You send harmless tremors throughout the ground. You create an instantaneous sound, like ethereal chimes, sinister laughter, or a dragon’s roar at a point of your choosing within range. You instantaneously cause an unlocked door or window to fly open or slam shut. You alter the appearance of your eyes. Lingering effects last until the spell ends. If you cast this spell multiple times, you can have up to 3 of the lingering effects active at a time, and can dismiss an effect at any time on your turn., MendingMENDING Cantrip (transmutation arcane transformation utility) Class(es)Artificer bard cleric druid herald sorcerer wizard Casting Time1 Minute Range Touch Target One object Components:VSM fragment of equine bone Duration:Instantaneous You repair a single rip or break in the target object (for example, a cracked goblet, torn page, or ripped robe). The break must be smaller than 1 foot in all dimensions. The spell leaves no trace that the object was damaged. Magic items and constructs may be repaired in this way, but their magic is not restored. You gain an expertise die on maintenance checks if you are able to cast this spell on the item you are treating. 1ST-LEVEL ( Slots) (Click the spell for more information) Expeditious retreatEXPEDITIOUS RETREAT 1st-level (transmutationarcanemovement) Class(es) Sorcerer warlock wizard Casting Time1 Bonus Action Range Self Components:VS Duration:Concentration ( 10 minutes ) Until the spell ends, you’re able to move with incredible speed. When you cast the spell and as a bonus action on subsequent turns, you can take the Dash action. Cast at Higher Levels Your Speed increases by 10 feet for each slot level above 1st., Jump1st-level (transmutationenhancementmovement) Class(es) Artificer druid sorcerer wizard Casting Time1 Bonus Action Range Touch Target One creature Components:VSM grasshopper’s leg Duration:1 minute You imbue a target with the ability to make impossible leaps. The target’s jump distances increase 15 feet vertically and 30 feet horizontally. Cast at Higher Levels Each of the target’s jump distances increase by 5 feet for each slot level above 1st., Shield of faith1st-level (abjuration divine protection) Class(es)Cleric herald Casting Time1 Bonus Action Range Medium (60 feet) Target One Creature Components:VSM scrap of holy text Duration:Concentration ( 10 minutes ) Until the spell ends, a barrier of divine energy envelops the target and increases its AC by +2 Cast at Higher Levels The bonus to AC increases by +1 for every three slot levels above 1st. Rare Versions Komanov’s Radiant Shield. When a creature makes a melee attack against the target, it takes 1d6 radiant damage as the shield sparks and flares with holy power., Bless1st-level (enchantment divine enhancement) Class(es)Cleric herald Casting Time1 Action Range Short (30 feet) Target Up to three creatures Components:VSM sprinkle of holy water Duration:Concentration ( 1 minute ) The blessing you bestow upon the targets makes them more durable and competent. Until the spell ends, a d4 is added to attack rolls and saving throws made by a target. Cast at Higher Levels You target one additional creature for each slot level above 1st., Healing Word1st-level (evocation divine healing) Class(es)Bard cleric druid Casting Time1 Bonus Action Range Medium (60 feet) Target One creature that is neither a construct nor undead Components:V Duration:Instantaneous Healing energy washes over the target and it regains hit points equal to 1d4 + your spellcasting modifier. Cast at Higher Levels The hit points regained increase by 1d4 for each slot level above 1st., Calculated retribution1st-level (abjuration force law weaponry) Class(es)Artificer cleric herald warlock Casting Time1 Action Range Self Components:VSM executioner’s hood Duration:Concentration ( 1 minute ) You surround yourself with a dampening magical field and collect the energy of a foe’s attack to use against them. When you take damage from a weapon attack, you can end the spell to halve the attack’s damage against you, gaining a retribution charge that lasts until the end of your next turn. By expending the retribution charge when you hit with a melee attack, you deal an additional 2d10 force damage. Cast at Higher Levels You may use your reaction to halve the damage of an attack against you up to a number of times equal to the level of the spell slot used, gaining a retribution charge each time that lasts until 1 round after the spell ends. You must still make Constitution saving throws to maintain your concentration on this spell, but you do so with advantage , or if you already have advantage, you automatically succeed. 2ND-LEVEL (0 Slots) (Click the spell for more information) FEATS & FEATURES Darkvision. Having your ancestral origins in the twilight realms, you have superior vision in dark and dim conditions. 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 color in darkness, only shades of gray. Fey Ancestry. You gain an expertise die 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 conscious (the Common word for such meditation is “trance.”) While meditating, you can dream after a fashion; such dreams are actually mental exercises that became reflexive through years of practice. When you take a long rest , you spend 4 hours in your trance state (instead of sleeping for 6 hours). During the trance you suffer no penalty to passive Perception. A long rest remains 8 hours for you as normal, and the remainder of the time must be filled only with light activity. Glance the Future. Your eyes can see a few moments into the future, and your mind apprehends the divergent possibilities. Once between rests you can use a bonus action to roll a d20 and record the result. Before the end of your next short or long rest , when a creature you can see within 60 feet makes an ability check , attack roll, or saving throw , you can use your reaction to replace their roll with your recorded result. When the creature is also rolling an expertise die , only the d20 roll is replaced. When the creature is rolling more than one d20, such as when it has advantage or when a halfling is using their Lucky trait, the replacement applies to the creature’s final roll. Once you use this feature, you cannot use it again until you finish a short or long rest . Bonus Connection. The wandering herald who rescued you as an orphan and sponsored your entry into your temple. Detect Faith. You are trained to detect even the most subtle indications of a person’s religious perspective. After you speak with a person for at least 1 minute, you can use an action to make either an Insight or Religion check opposed by their Deception check. On a success, you learn the following information about them: Whether they have a lower Wisdom score than yourself. Whether they are religious; if so, you also learn their faith. Whether they have class levels in the cleric or herald class. Devotion. You gain an expertise die on saving throws made to resist being charmed or frightened . Arts of Worship. You are proficient with your choice of either Performance, two musical instruments, or two artisan’s tools. Religious Education. Your community is steeped in scripture, song, and storytelling. You are proficient in the Religion skill and know one cantrip of your choice from the cleric, druid, or herald spell list. Your spellcasting ability score for this cantrip is Intelligence, Wisdom, or Charisma (whichever is highest). Siblings in Faith. You have advantage on checks made to socially interact with members of your current or former faith, such as when requesting services or gathering information. SACRED ARCHERY You gain proficiency with light armor, medium armor, and ranged martial weapons. CLERICAL CHARISMA Crowds find your public presence irresistible. You gain proficiency in the Performance skill. Whenever you use Performance to deliver a sermon or to sing holy songs in a town or city, even on a failed check other than a natural 1, you still attract a crowd of people no smaller than your spell save DC. SPELLCASTING (CLERIC) POTENTIAL DOMAIN SPELLS Cleric Level Spells 1st expeditious retreat , jump 3rd alter self , enlarge/reduce 5th tongues , haste 7th freedom of movement , stoneskin 9th awaken , arcane hand FIGHTING FITNESS At 1st level, you combine your divine power with some of the martial arts techniques of an adept, the practice of which keeps your body healthy. You gain the following benefits: While you are unarmed and you aren’t wearing armor or using a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier. You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes. You can roll 1d8 in place of the normal damage for your unarmed strike. This benefit does not apply to the Martial Arts or Focus class features of the adept. You can treat your unarmed strike as a weapon for the purpose of the domain spell blinding smite. When you use the Attack action and hit with an unarmed attack, you can spend a bonus action to cause your body to glow briefly with holy power. If you do, that attack deals 2d6 extra radiant damage. The radiant damage increase to 3d6 at 5th level, 4d6 at 11th level, and 5d6 at 17th level. You can surge with holy power a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest . APPEARANCE Naeron possesses medium, coal-black hair that cascades down to his jaw, contrasting beautifully against his pale green skin. His pointed ears, characteristic of Wood Elves, peek out from beneath his hair, adding to his ethereal appearance. His eyes are a piercing yellow, glinting with intelligence and a hint of mystery. Standing at 5 feet 11 inches tall and weighing a lithe 130 pounds, Naeron exudes a sense of agility and grace. His slender frame belies the strength and discipline honed through years of martial training and spiritual exploration. Attire: Naeron's attire reflects his monkish background and the blending of his elven heritage with his chosen path. He wears a traditional monk's vestment made of pale blue fabric adorned with intricate yellow patterns, symbolizing the harmony between air and earth—elements revered in elven culture. The vestment is tailored to allow freedom of movement, essential for martial arts practice. Underneath his vestment, Naeron sports simple yet durable clothing suited for travel and combat. His choice of attire is practical yet respectful of tradition. Demeanor and Presence: Naeron carries himself with a calm and composed demeanor, embodying the tranquility and discipline characteristic of a monk. His movements are fluid and purposeful, indicative of the rigorous martial arts training he has undergone. Despite his reserved nature, Naeron's eyes betray a keen intelligence and an insatiable curiosity about the world around him. He approaches interactions with a thoughtful and contemplative attitude, always seeking to learn and understand. Equipment and Tools: In addition to his monk's vestment, Naeron carries essential travel gear, including a sturdy backpack containing provisions, a water skin, and other necessities for the road. He also carries a quarterstaff, his primary weapon and a tool of his martial training. Attached to his belt is a pouch containing herbs and incense used for meditation and spiritual practices. Naeron often utilizes these items to enhance his connection to the divine and deepen his understanding of the mystical forces that permeate the world. BACKSTORY Naeron was born and raised in Par Celundi, a beautiful elven city that was one of the last bastions of a once-great empire. His life was steeped in tradition and the pursuit of elven arts. However, everything changed when a missionary of his own kind arrived in Par Celundi, preaching a philosophy of self-discovery and divine enlightenment. Intrigued by the missionary's teachings, Naeron abandoned his comfortable life and family to pursue a deeper understanding of his own potential. He journeyed to the pastoral region of Endora, where he joined a communal religious group that emphasized self-improvement and unlocking the divine spark within oneself. Under the tutelage of a wise martial arts master within this community, Naeron's path took a unique turn. This master blended physical prowess with spiritual discipline, teaching Naeron a form of combat that sought to harmonize body and soul. The martial art was said to unlock latent divine energies within practitioners, blurring the boundaries between mortal and divine. Years of disciplined training and meditation followed, during which Naeron developed exceptional martial skills and a keen spiritual awareness. However, tragedy struck when his master suddenly passed away under mysterious circumstances, his body vanishing without a trace. Naeron was convinced that his master had achieved enlightenment, transcending mortal limitations. Driven by a thirst for knowledge and a burning desire to unravel the mysteries of his master's fate, Naeron set out on a quest. He seeks to follow in his master's footsteps, believing that the key to surpassing mortal constraints lies in experiencing the world firsthand and reveal the secret of world before the cataclysmic event of the Elven Empire. ALLIES & ORGANIZATIONS The revered martial arts master who taught you everything, who mysteriously vanished. Somehow, his spirit still wander the mortal plane. The wandering herald who converted him and sponsored his entry into the religious community. FOLLOWERS & STRONGHOLDS
Harding April 25 ELF Cleric 1 (Aspirant) Age 84 Height 5 feet 11 inches Weight 130 pounds Size Medium Culture Godbound Background: Martial Artist VITALS HIT POINTS HIT DICE ARMOR CLASS SPEED 30 ft. MANEUVER DC 12 PERCEPTION (passive) IMMUNITIES None INSIGHT (Passive) RESISTANCES None VULNERABLE None SKILLS & SAVES STRENGTH 8 (-1) Athletics +1 STR Save -1 DEXTERITY 14 (+2) Acrobatics +4, Sleight of Hand +, Stealth + Dexterity Save CONSTITUTION 14 (+2) Constitution Save INTELLIGENCE 12 (+1) Arcana , Engineering , History , Investigation , Nature , Religion +3 Intelligence Save +3 WISDOM 16 (+3) Animal Handling , Culture , Insight +5, Medicine +5, Perception , Survival Wisdom Save +5 CHARISMA 10 (+0) Deception , Intimidation , Performance +2, Persuasion Charisma Save * Denotes Proficiency (denotes expertise) PROFICIENCIES & LANGUAGES Armor Light, Medium, Weapons Simple Weapons, Ranged Martial Tools 3 artisans tools, 1 musical instrument, herbalist's kit Senses Darkvision 60 ft. Languages Common, Elvish ARCHTYPE: Aspirant Aspirants welcome many gods to their pantheon, as long as they all accept the central dogma that people can and should strive to improve themselves, and that any mortal has the potential to become divine. Different sects preach different paths to godhood, and so pervasive is the religion that the concept of self-perfection has filtered into religious movements that aren’t formally recognized by the faith. Traditional Clericists encourage people to master whatever drives them and to face ever greater challenges, earning the adulation and perhaps even worship from those who witness their deeds. Some claim that people should strive for freedom, and that the path to divinity requires an understanding of all possible skills so one can do literally anything. Others claim that, because the fey lords of the Unseen Court are themselves gods, those with aspirations toward godhood should reject their personal identity, and attempt to conceal their true capabilities by acting with grand whimsy, with the ultimate goal of letting others imagine you as greater than you actually are. www.levelup5e.com EQUIPMENT x3 Throwing Daggers Longbow Quarterstaff Healer Satchel (10 uses) x10 bandages backpack, blanket 10 candles tinderbox an alms box 2 blocks of incense a censer vestments 2 Supply waterskin. Maximum Supply: Maximum Bulk: BACKGROUND: Martial Artist Inner Strength. Your training has allowed you to gain a heightened level of strength and calm, both inside and out. Choose one of the following options. Healing Meditation. Your years of training allow you to call on additional vitality. You can When you take a short rest , you can spend time in meditation to gain an additional Hit Die to expend. You can do this after you have rolled your current Hit Dice, though this feature does not allow you to exceed your maximum hit points. You can only use this feature once per long rest . Connection: The revered martial arts master who taught you everything. Momento: A letter from your parents, who you left to start your training. DESTINY: KNOWLEDGE Source of Inspiration: Learning. You draw inspiration from research, understanding, and gaining new insights and data. You gain inspiration whenever you make an arcane, divine, scholastic, or scientific discovery. Closely examine a previously unknown or rare creature or phenomenon, discover something thought to be a myth or impossible, learn new information after at least 8 hours studying from a source of knowledge such as a library, book, or powerful artifact. Inspiration Feature: Critical Evaluation. Drawing upon a lifetime of study, you leap to accurate conclusions with only preliminary findings. As a bonus action you may spend your inspiration to quickly evaluate a creature or item you can see and accurately determine one objective attribute of your choice. When evaluating a creature in this way, you may determine its resistances , immunities , vulnerabilities , what languages it speaks, or its Armor Class. When evaluating an item in this way, you may determine if it is magical, poisonous, cursed, trapped, or its approximate value. WEALTH COIN POUCH Copper: 0 | Silver: 0 | Electrum: 0 | Gold: 0 | Platinum: 0 BANKED COIN Copper: 0 | Silver: 0 | Electrum: 0 | Gold: 0 | Platinum: 0 ITEMS OF VALUE (Gems, Art, Jewelry, etc.) 1. 2. 3. MAGIC ITEMS ATTUNED ITEMS (Maximum of 3) 1. 2. 3. NON-ATTUNED ITEMS 1. 2. 3. CONSUMABLES 1. 2. 3. COMBAT Action Bonus Action Reaction ATTACKS Unarmed +4 to hit; reach 5 ft; one target; (1d8+2) Bludgeoning damage. Longbow +4 to hit; one target; (1d8+2) Piercing damage, Heavy, range (150/600), two-handed Quarterstaff +1 to hit; reach 5 ft; one target; (1d6-1) Bludgeoning damage. Throwing Daggers +4 to hit; one target; (1d4+2) Piercing damage, Dual-wielding, finesse, simple SPELLCASTING Caster Level 1 | Spell Casting Ability Wisdom | Spell Save DC 13 | Spell Attack +5 CANTRIPS (Click the spell for more information) Arcane musclesARCANE MUSCLES Cantrip (transmutation arcane enhancement transformation unarmed) Class(es)Artificer cleric herald sorcerer wizard Casting Time1 Action Range Self Components:VS Duration:1 minute Your muscles swell with arcane power. They’re too clumsy to effectively wield weapons but certainly strong enough for a powerful punch. Until the spell ends, you can choose to use your spellcasting ability score for Athletics checks, and for the attack and damage rolls of unarmed strikes. In addition, your unarmed strikes deal 1d6 bludgeoning damage and count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage., Altered strikeALTERED STRIKE Cantrip (transmutation enhancement transformation unarmed weaponry) Class(es) Artificer bard herald sorcerer wizard Casting Time1 Action Range Self Components:VSM piece of the desired material Duration:1 round You briefly transform your weapon or fist into another material and strike with it, making a melee weapon attack against a target within your reach. You use your spellcasting ability for your attack and damage rolls, and your melee weapon attack counts as if it were made with a different material for the purpose of overcoming resistance and immunity to nonmagical attacks and damage: either bone, bronze, cold iron, steel, stone, or wood. When you reach 5th level, you can choose silver or mithral as the material. When you reach 11th level, if you have the Extra Attack feature you make two melee weapon attacks as part of the casting of this spell instead of 1. In addition, you can choose adamantine as the material. When you reach 17th level, your attacks with this spell deal an extra 1d6 damage., GuidanceGUIDANCE Cantrip (divination divine knowledge) Class(es)Artificer cleric druid herald Casting Time1 Action Range Touch Target One willing creature Components:VS Duration:Concentration ( 1 minute ) The target may gain an expertise die to one ability check of its choice, ending the spell. The expertise die can be rolled before or after the ability check is made., ThaumaturgyCantrip (transmutation divine enhancement) Class(es)Cleric herald Casting Time1 Action Range Short (30 feet) Area Shape Special Components:V Duration:1 minute You draw upon divine power and create a minor divine effect. When you cast the spell, choose one of the following: Your voice booms up to three times louder than normal You cause flames to flicker, brighten, dim, or change color You send harmless tremors throughout the ground. You create an instantaneous sound, like ethereal chimes, sinister laughter, or a dragon’s roar at a point of your choosing within range. You instantaneously cause an unlocked door or window to fly open or slam shut. You alter the appearance of your eyes. Lingering effects last until the spell ends. If you cast this spell multiple times, you can have up to 3 of the lingering effects active at a time, and can dismiss an effect at any time on your turn., MendingMENDING Cantrip (transmutation arcane transformation utility) Class(es)Artificer bard cleric druid herald sorcerer wizard Casting Time1 Minute Range Touch Target One object Components:VSM fragment of equine bone Duration:Instantaneous You repair a single rip or break in the target object (for example, a cracked goblet, torn page, or ripped robe). The break must be smaller than 1 foot in all dimensions. The spell leaves no trace that the object was damaged. Magic items and constructs may be repaired in this way, but their magic is not restored. You gain an expertise die on maintenance checks if you are able to cast this spell on the item you are treating. 1ST-LEVEL ( Slots) (Click the spell for more information) Expeditious retreatEXPEDITIOUS RETREAT 1st-level (transmutationarcanemovement) Class(es) Sorcerer warlock wizard Casting Time1 Bonus Action Range Self Components:VS Duration:Concentration ( 10 minutes ) Until the spell ends, you’re able to move with incredible speed. When you cast the spell and as a bonus action on subsequent turns, you can take the Dash action. Cast at Higher Levels Your Speed increases by 10 feet for each slot level above 1st., Jump1st-level (transmutationenhancementmovement) Class(es) Artificer druid sorcerer wizard Casting Time1 Bonus Action Range Touch Target One creature Components:VSM grasshopper’s leg Duration:1 minute You imbue a target with the ability to make impossible leaps. The target’s jump distances increase 15 feet vertically and 30 feet horizontally. Cast at Higher Levels Each of the target’s jump distances increase by 5 feet for each slot level above 1st., Shield of faith1st-level (abjuration divine protection) Class(es)Cleric herald Casting Time1 Bonus Action Range Medium (60 feet) Target One Creature Components:VSM scrap of holy text Duration:Concentration ( 10 minutes ) Until the spell ends, a barrier of divine energy envelops the target and increases its AC by +2 Cast at Higher Levels The bonus to AC increases by +1 for every three slot levels above 1st. Rare Versions Komanov’s Radiant Shield. When a creature makes a melee attack against the target, it takes 1d6 radiant damage as the shield sparks and flares with holy power., Bless1st-level (enchantment divine enhancement) Class(es)Cleric herald Casting Time1 Action Range Short (30 feet) Target Up to three creatures Components:VSM sprinkle of holy water Duration:Concentration ( 1 minute ) The blessing you bestow upon the targets makes them more durable and competent. Until the spell ends, a d4 is added to attack rolls and saving throws made by a target. Cast at Higher Levels You target one additional creature for each slot level above 1st., Healing Word1st-level (evocation divine healing) Class(es)Bard cleric druid Casting Time1 Bonus Action Range Medium (60 feet) Target One creature that is neither a construct nor undead Components:V Duration:Instantaneous Healing energy washes over the target and it regains hit points equal to 1d4 + your spellcasting modifier. Cast at Higher Levels The hit points regained increase by 1d4 for each slot level above 1st., Calculated retribution1st-level (abjuration force law weaponry) Class(es)Artificer cleric herald warlock Casting Time1 Action Range Self Components:VSM executioner’s hood Duration:Concentration ( 1 minute ) You surround yourself with a dampening magical field and collect the energy of a foe’s attack to use against them. When you take damage from a weapon attack, you can end the spell to halve the attack’s damage against you, gaining a retribution charge that lasts until the end of your next turn. By expending the retribution charge when you hit with a melee attack, you deal an additional 2d10 force damage. Cast at Higher Levels You may use your reaction to halve the damage of an attack against you up to a number of times equal to the level of the spell slot used, gaining a retribution charge each time that lasts until 1 round after the spell ends. You must still make Constitution saving throws to maintain your concentration on this spell, but you do so with advantage , or if you already have advantage, you automatically succeed. 2ND-LEVEL (0 Slots) (Click the spell for more information) Features FEATS & FEATURES Darkvision. Having your ancestral origins in the twilight realms, you have superior vision in dark and dim conditions. 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 color in darkness, only shades of gray. Fey Ancestry. You gain an expertise die 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 conscious (the Common word for such meditation is “trance.”) While meditating, you can dream after a fashion; such dreams are actually mental exercises that became reflexive through years of practice. When you take a long rest , you spend 4 hours in your trance state (instead of sleeping for 6 hours). During the trance you suffer no penalty to passive Perception. A long rest remains 8 hours for you as normal, and the remainder of the time must be filled only with light activity. Glance the Future. Your eyes can see a few moments into the future, and your mind apprehends the divergent possibilities. Once between rests you can use a bonus action to roll a d20 and record the result. Before the end of your next short or long rest , when a creature you can see within 60 feet makes an ability check , attack roll, or saving throw , you can use your reaction to replace their roll with your recorded result. When the creature is also rolling an expertise die , only the d20 roll is replaced. When the creature is rolling more than one d20, such as when it has advantage or when a halfling is using their Lucky trait, the replacement applies to the creature’s final roll. Once you use this feature, you cannot use it again until you finish a short or long rest . Bonus Connection. The wandering herald who rescued you as an orphan and sponsored your entry into your temple. Detect Faith. You are trained to detect even the most subtle indications of a person’s religious perspective. After you speak with a person for at least 1 minute, you can use an action to make either an Insight or Religion check opposed by their Deception check. On a success, you learn the following information about them: Whether they have a lower Wisdom score than yourself. Whether they are religious; if so, you also learn their faith. Whether they have class levels in the cleric or herald class. Devotion. You gain an expertise die on saving throws made to resist being charmed or frightened . Arts of Worship. You are proficient with your choice of either Performance, two musical instruments, or two artisan’s tools. Religious Education. Your community is steeped in scripture, song, and storytelling. You are proficient in the Religion skill and know one cantrip of your choice from the cleric, druid, or herald spell list. Your spellcasting ability score for this cantrip is Intelligence, Wisdom, or Charisma (whichever is highest). Siblings in Faith. You have advantage on checks made to socially interact with members of your current or former faith, such as when requesting services or gathering information. SACRED ARCHERY You gain proficiency with light armor, medium armor, and ranged martial weapons. CLERICAL CHARISMA Crowds find your public presence irresistible. You gain proficiency in the Performance skill. Whenever you use Performance to deliver a sermon or to sing holy songs in a town or city, even on a failed check other than a natural 1, you still attract a crowd of people no smaller than your spell save DC. SPELLCASTING (CLERIC) POTENTIAL DOMAIN SPELLS Cleric Level Spells 1st expeditious retreat , jump 3rd alter self , enlarge/reduce 5th tongues , haste 7th freedom of movement , stoneskin 9th awaken , arcane hand FIGHTING FITNESS At 1st level, you combine your divine power with some of the martial arts techniques of an adept, the practice of which keeps your body healthy. You gain the following benefits: While you are unarmed and you aren’t wearing armor or using a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier. You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes. You can roll 1d8 in place of the normal damage for your unarmed strike. This benefit does not apply to the Martial Arts or Focus class features of the adept. You can treat your unarmed strike as a weapon for the purpose of the domain spell blinding smite. When you use the Attack action and hit with an unarmed attack, you can spend a bonus action to cause your body to glow briefly with holy power. If you do, that attack deals 2d6 extra radiant damage. The radiant damage increase to 3d6 at 5th level, 4d6 at 11th level, and 5d6 at 17th level. You can surge with holy power a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest . APPEARANCE BACKSTORY ALLIES & ORGANIZATIONS FOLLOWERS & STRONGHOLDS
Harding April 25 ELF Cleric 1 (Aspirant) Age 84 Height 5 feet 11 inches Weight 130 pounds Size Medium Culture Godbound Background: Martial Artist VITALS HIT POINTS HIT DICE ARMOR CLASS SPEED 30 ft. MANEUVER DC 12 PERCEPTION (passive) IMMUNITIES None INSIGHT (Passive) RESISTANCES None VULNERABLE None SKILLS & SAVES STRENGTH 8 (-1) Athletics +1 STR Save -1 DEXTERITY 14 (+2) Acrobatics +4, Sleight of Hand +, Stealth + Dexterity Save CONSTITUTION 14 (+2) Constitution Save INTELLIGENCE 12 (+1) Arcana , Engineering , History , Investigation , Nature , Religion +3 Intelligence Save +3 WISDOM 16 (+3) Animal Handling , Culture , Insight +5, Medicine +5, Perception , Survival Wisdom Save +5 CHARISMA 10 (+0) Deception , Intimidation , Performance +2, Persuasion Charisma Save * Denotes Proficiency (denotes expertise) PROFICIENCIES & LANGUAGES Armor Light, Medium, Weapons Simple Weapons, Ranged Martial Tools 3 artisans tools, 1 musical instrument, herbalist's kit Senses Darkvision 60 ft. Languages Common, Elvish ARCHTYPE: Aspirant Aspirants welcome many gods to their pantheon, as long as they all accept the central dogma that people can and should strive to improve themselves, and that any mortal has the potential to become divine. Different sects preach different paths to godhood, and so pervasive is the religion that the concept of self-perfection has filtered into religious movements that aren’t formally recognized by the faith. Traditional Clericists encourage people to master whatever drives them and to face ever greater challenges, earning the adulation and perhaps even worship from those who witness their deeds. Some claim that people should strive for freedom, and that the path to divinity requires an understanding of all possible skills so one can do literally anything. Others claim that, because the fey lords of the Unseen Court are themselves gods, those with aspirations toward godhood should reject their personal identity, and attempt to conceal their true capabilities by acting with grand whimsy, with the ultimate goal of letting others imagine you as greater than you actually are. www.levelup5e.com EQUIPMENT Maximum Supply: Maximum Bulk: BACKGROUND: Martial Artist Inner Strength. Your training has allowed you to gain a heightened level of strength and calm, both inside and out. Choose one of the following options. Healing Meditation. Your years of training allow you to call on additional vitality. You can When you take a short rest , you can spend time in meditation to gain an additional Hit Die to expend. You can do this after you have rolled your current Hit Dice, though this feature does not allow you to exceed your maximum hit points. You can only use this feature once per long rest . Connection: The revered martial arts master who taught you everything. Momento: A letter from your parents, who you left to start your training. DESTINY: KNOWLEDGE Source of Inspiration: Learning. You draw inspiration from research, understanding, and gaining new insights and data. You gain inspiration whenever you make an arcane, divine, scholastic, or scientific discovery. Closely examine a previously unknown or rare creature or phenomenon, discover something thought to be a myth or impossible, learn new information after at least 8 hours studying from a source of knowledge such as a library, book, or powerful artifact. Inspiration Feature: Critical Evaluation. Drawing upon a lifetime of study, you leap to accurate conclusions with only preliminary findings. As a bonus action you may spend your inspiration to quickly evaluate a creature or item you can see and accurately determine one objective attribute of your choice. When evaluating a creature in this way, you may determine its resistances , immunities , vulnerabilities , what languages it speaks, or its Armor Class. When evaluating an item in this way, you may determine if it is magical, poisonous, cursed, trapped, or its approximate value. WEALTH COIN POUCH Copper: 0 | Silver: 0 | Electrum: 0 | Gold: 0 | Platinum: 0 BANKED COIN Copper: 0 | Silver: 0 | Electrum: 0 | Gold: 0 | Platinum: 0 ITEMS OF VALUE (Gems, Art, Jewelry, etc.) 1. 2. 3. MAGIC ITEMS ATTUNED ITEMS (Maximum of 3) 1. 2. 3. NON-ATTUNED ITEMS 1. 2. 3. CONSUMABLES 1. 2. 3. COMBAT Action Bonus Action Reaction ATTACKS Unarmed +4 to hit; reach 5 ft; one target; (1d8+2) Bludgeoning damage. SPELLCASTING Caster Level 1 | Spell Casting Ability Wisdom | Spell Save DC 13 | Spell Attack +5 CANTRIPS (Click the spell for more information) Arcane musclesARCANE MUSCLES Cantrip (transmutation arcane enhancement transformation unarmed) Class(es)Artificer cleric herald sorcerer wizard Casting Time1 Action Range Self Components:VS Duration:1 minute Your muscles swell with arcane power. They’re too clumsy to effectively wield weapons but certainly strong enough for a powerful punch. Until the spell ends, you can choose to use your spellcasting ability score for Athletics checks, and for the attack and damage rolls of unarmed strikes. In addition, your unarmed strikes deal 1d6 bludgeoning damage and count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage., Altered strikeALTERED STRIKE Cantrip (transmutation enhancement transformation unarmed weaponry) Class(es) Artificer bard herald sorcerer wizard Casting Time1 Action Range Self Components:VSM piece of the desired material Duration:1 round You briefly transform your weapon or fist into another material and strike with it, making a melee weapon attack against a target within your reach. You use your spellcasting ability for your attack and damage rolls, and your melee weapon attack counts as if it were made with a different material for the purpose of overcoming resistance and immunity to nonmagical attacks and damage: either bone, bronze, cold iron, steel, stone, or wood. When you reach 5th level, you can choose silver or mithral as the material. When you reach 11th level, if you have the Extra Attack feature you make two melee weapon attacks as part of the casting of this spell instead of 1. In addition, you can choose adamantine as the material. When you reach 17th level, your attacks with this spell deal an extra 1d6 damage., GuidanceGUIDANCE Cantrip (divination divine knowledge) Class(es)Artificer cleric druid herald Casting Time1 Action Range Touch Target One willing creature Components:VS Duration:Concentration ( 1 minute ) The target may gain an expertise die to one ability check of its choice, ending the spell. The expertise die can be rolled before or after the ability check is made., ThaumaturgyCantrip (transmutation divine enhancement) Class(es)Cleric herald Casting Time1 Action Range Short (30 feet) Area Shape Special Components:V Duration:1 minute You draw upon divine power and create a minor divine effect. When you cast the spell, choose one of the following: Your voice booms up to three times louder than normal You cause flames to flicker, brighten, dim, or change color You send harmless tremors throughout the ground. You create an instantaneous sound, like ethereal chimes, sinister laughter, or a dragon’s roar at a point of your choosing within range. You instantaneously cause an unlocked door or window to fly open or slam shut. You alter the appearance of your eyes. Lingering effects last until the spell ends. If you cast this spell multiple times, you can have up to 3 of the lingering effects active at a time, and can dismiss an effect at any time on your turn., MendingMENDING Cantrip (transmutation arcane transformation utility) Class(es)Artificer bard cleric druid herald sorcerer wizard Casting Time1 Minute Range Touch Target One object Components:VSM fragment of equine bone Duration:Instantaneous You repair a single rip or break in the target object (for example, a cracked goblet, torn page, or ripped robe). The break must be smaller than 1 foot in all dimensions. The spell leaves no trace that the object was damaged. Magic items and constructs may be repaired in this way, but their magic is not restored. You gain an expertise die on maintenance checks if you are able to cast this spell on the item you are treating. 1ST-LEVEL ( Slots) (Click the spell for more information) Expeditious retreatEXPEDITIOUS RETREAT 1st-level (transmutationarcanemovement) Class(es) Sorcerer warlock wizard Casting Time1 Bonus Action Range Self Components:VS Duration:Concentration ( 10 minutes ) Until the spell ends, you’re able to move with incredible speed. When you cast the spell and as a bonus action on subsequent turns, you can take the Dash action. Cast at Higher Levels Your Speed increases by 10 feet for each slot level above 1st., Jump1st-level (transmutationenhancementmovement) Class(es) Artificer druid sorcerer wizard Casting Time1 Bonus Action Range Touch Target One creature Components:VSM grasshopper’s leg Duration:1 minute You imbue a target with the ability to make impossible leaps. The target’s jump distances increase 15 feet vertically and 30 feet horizontally. Cast at Higher Levels Each of the target’s jump distances increase by 5 feet for each slot level above 1st., Shield of faith1st-level (abjuration divine protection) Class(es)Cleric herald Casting Time1 Bonus Action Range Medium (60 feet) Target One Creature Components:VSM scrap of holy text Duration:Concentration ( 10 minutes ) Until the spell ends, a barrier of divine energy envelops the target and increases its AC by +2 Cast at Higher Levels The bonus to AC increases by +1 for every three slot levels above 1st. Rare Versions Komanov’s Radiant Shield. When a creature makes a melee attack against the target, it takes 1d6 radiant damage as the shield sparks and flares with holy power., Bless1st-level (enchantment divine enhancement) Class(es)Cleric herald Casting Time1 Action Range Short (30 feet) Target Up to three creatures Components:VSM sprinkle of holy water Duration:Concentration ( 1 minute ) The blessing you bestow upon the targets makes them more durable and competent. Until the spell ends, a d4 is added to attack rolls and saving throws made by a target. Cast at Higher Levels You target one additional creature for each slot level above 1st., Healing Word1st-level (evocation divine healing) Class(es)Bard cleric druid Casting Time1 Bonus Action Range Medium (60 feet) Target One creature that is neither a construct nor undead Components:V Duration:Instantaneous Healing energy washes over the target and it regains hit points equal to 1d4 + your spellcasting modifier. Cast at Higher Levels The hit points regained increase by 1d4 for each slot level above 1st., Calculated retribution1st-level (abjuration force law weaponry) Class(es)Artificer cleric herald warlock Casting Time1 Action Range Self Components:VSM executioner’s hood Duration:Concentration ( 1 minute ) You surround yourself with a dampening magical field and collect the energy of a foe’s attack to use against them. When you take damage from a weapon attack, you can end the spell to halve the attack’s damage against you, gaining a retribution charge that lasts until the end of your next turn. By expending the retribution charge when you hit with a melee attack, you deal an additional 2d10 force damage. Cast at Higher Levels You may use your reaction to halve the damage of an attack against you up to a number of times equal to the level of the spell slot used, gaining a retribution charge each time that lasts until 1 round after the spell ends. You must still make Constitution saving throws to maintain your concentration on this spell, but you do so with advantage , or if you already have advantage, you automatically succeed. 2ND-LEVEL (0 Slots) (Click the spell for more information) Features FEATS & FEATURES Darkvision. Having your ancestral origins in the twilight realms, you have superior vision in dark and dim conditions. 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 color in darkness, only shades of gray. Fey Ancestry. You gain an expertise die 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 conscious (the Common word for such meditation is “trance.”) While meditating, you can dream after a fashion; such dreams are actually mental exercises that became reflexive through years of practice. When you take a long rest , you spend 4 hours in your trance state (instead of sleeping for 6 hours). During the trance you suffer no penalty to passive Perception. A long rest remains 8 hours for you as normal, and the remainder of the time must be filled only with light activity. Glance the Future. Your eyes can see a few moments into the future, and your mind apprehends the divergent possibilities. Once between rests you can use a bonus action to roll a d20 and record the result. Before the end of your next short or long rest , when a creature you can see within 60 feet makes an ability check , attack roll, or saving throw , you can use your reaction to replace their roll with your recorded result. When the creature is also rolling an expertise die , only the d20 roll is replaced. When the creature is rolling more than one d20, such as when it has advantage or when a halfling is using their Lucky trait, the replacement applies to the creature’s final roll. Once you use this feature, you cannot use it again until you finish a short or long rest . Bonus Connection. The wandering herald who rescued you as an orphan and sponsored your entry into your temple. Detect Faith. You are trained to detect even the most subtle indications of a person’s religious perspective. After you speak with a person for at least 1 minute, you can use an action to make either an Insight or Religion check opposed by their Deception check. On a success, you learn the following information about them: Whether they have a lower Wisdom score than yourself. Whether they are religious; if so, you also learn their faith. Whether they have class levels in the cleric or herald class. Devotion. You gain an expertise die on saving throws made to resist being charmed or frightened . Arts of Worship. You are proficient with your choice of either Performance, two musical instruments, or two artisan’s tools. Religious Education. Your community is steeped in scripture, song, and storytelling. You are proficient in the Religion skill and know one cantrip of your choice from the cleric, druid, or herald spell list. Your spellcasting ability score for this cantrip is Intelligence, Wisdom, or Charisma (whichever is highest). Siblings in Faith. You have advantage on checks made to socially interact with members of your current or former faith, such as when requesting services or gathering information. SACRED ARCHERY You gain proficiency with light armor, medium armor, and ranged martial weapons. CLERICAL CHARISMA Crowds find your public presence irresistible. You gain proficiency in the Performance skill. Whenever you use Performance to deliver a sermon or to sing holy songs in a town or city, even on a failed check other than a natural 1, you still attract a crowd of people no smaller than your spell save DC. SPELLCASTING (CLERIC) POTENTIAL DOMAIN SPELLS Cleric Level Spells 1st expeditious retreat , jump 3rd alter self , enlarge/reduce 5th tongues , haste 7th freedom of movement , stoneskin 9th awaken , arcane hand FIGHTING FITNESS At 1st level, you combine your divine power with some of the martial arts techniques of an adept, the practice of which keeps your body healthy. You gain the following benefits: While you are unarmed and you aren’t wearing armor or using a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier. You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes. You can roll 1d8 in place of the normal damage for your unarmed strike. This benefit does not apply to the Martial Arts or Focus class features of the adept. You can treat your unarmed strike as a weapon for the purpose of the domain spell blinding smite. When you use the Attack action and hit with an unarmed attack, you can spend a bonus action to cause your body to glow briefly with holy power. If you do, that attack deals 2d6 extra radiant damage. The radiant damage increase to 3d6 at 5th level, 4d6 at 11th level, and 5d6 at 17th level. You can surge with holy power a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest . APPEARANCE BACKSTORY ALLIES & ORGANIZATIONS FOLLOWERS & STRONGHOLDS
Harding April 25 ELF Cleric 1 (Aspirant) Age 84 Height 5 feet 11 inches Weight 130 pounds Size Medium Culture Godbound Background: Martial Artist VITALS HIT POINTS HIT DICE ARMOR CLASS SPEED 30 ft. MANEUVER DC 12 PERCEPTION (passive) IMMUNITIES None INSIGHT (Passive) RESISTANCES None VULNERABLE None SKILLS & SAVES STRENGTH 8 (-1) Athletics +1 STR Save -1 DEXTERITY 14 (+2) Acrobatics +4, Sleight of Hand +, Stealth + Dexterity Save CONSTITUTION 14 (+2) Constitution Save INTELLIGENCE 12 (+1) Arcana , Engineering , History , Investigation , Nature , Religion +3 Intelligence Save +3 WISDOM 16 (+3) Animal Handling , Culture , Insight +5, Medicine +5, Perception , Survival Wisdom Save +5 CHARISMA 10 (+0) Deception , Intimidation , Performance +2, Persuasion Charisma Save * Denotes Proficiency (denotes expertise) PROFICIENCIES & LANGUAGES Armor Light, Medium, Weapons Simple Weapons, Ranged Martial Tools 3 artisans tools, 1 musical instrument, herbalist's kit Senses Darkvision 60 ft. Languages Common, Elvish ARCHTYPE: Aspirant Aspirants welcome many gods to their pantheon, as long as they all accept the central dogma that people can and should strive to improve themselves, and that any mortal has the potential to become divine. Different sects preach different paths to godhood, and so pervasive is the religion that the concept of self-perfection has filtered into religious movements that aren’t formally recognized by the faith. Traditional Clericists encourage people to master whatever drives them and to face ever greater challenges, earning the adulation and perhaps even worship from those who witness their deeds. Some claim that people should strive for freedom, and that the path to divinity requires an understanding of all possible skills so one can do literally anything. Others claim that, because the fey lords of the Unseen Court are themselves gods, those with aspirations toward godhood should reject their personal identity, and attempt to conceal their true capabilities by acting with grand whimsy, with the ultimate goal of letting others imagine you as greater than you actually are. www.levelup5e.com EQUIPMENT Maximum Supply: Maximum Bulk: BACKGROUND: Martial Artist Inner Strength. Your training has allowed you to gain a heightened level of strength and calm, both inside and out. Choose one of the following options. Healing Meditation. Your years of training allow you to call on additional vitality. You can When you take a short rest , you can spend time in meditation to gain an additional Hit Die to expend. You can do this after you have rolled your current Hit Dice, though this feature does not allow you to exceed your maximum hit points. You can only use this feature once per long rest . Connection: The revered martial arts master who taught you everything. Momento: A letter from your parents, who you left to start your training. DESTINY: KNOWLEDGE Source of Inspiration: Learning. You draw inspiration from research, understanding, and gaining new insights and data. You gain inspiration whenever you make an arcane, divine, scholastic, or scientific discovery. Closely examine a previously unknown or rare creature or phenomenon, discover something thought to be a myth or impossible, learn new information after at least 8 hours studying from a source of knowledge such as a library, book, or powerful artifact. Inspiration Feature: Critical Evaluation. Drawing upon a lifetime of study, you leap to accurate conclusions with only preliminary findings. As a bonus action you may spend your inspiration to quickly evaluate a creature or item you can see and accurately determine one objective attribute of your choice. When evaluating a creature in this way, you may determine its resistances , immunities , vulnerabilities , what languages it speaks, or its Armor Class. When evaluating an item in this way, you may determine if it is magical, poisonous, cursed, trapped, or its approximate value. WEALTH COIN POUCH Copper: 0 | Silver: 0 | Electrum: 0 | Gold: 0 | Platinum: 0 BANKED COIN Copper: 0 | Silver: 0 | Electrum: 0 | Gold: 0 | Platinum: 0 ITEMS OF VALUE (Gems, Art, Jewelry, etc.) 1. 2. 3. MAGIC ITEMS ATTUNED ITEMS (Maximum of 3) 1. 2. 3. NON-ATTUNED ITEMS 1. 2. 3. CONSUMABLES 1. 2. 3. COMBAT Action Bonus Action Reaction ATTACKS Unarmed + to hit; reach 5 ft; one target; (1d8+) Bludgeoning damage. SPELLCASTING Caster Level 1 | Spell Casting Ability Wisdom | Spell Save DC 13 | Spell Attack +5 CANTRIPS (Click the spell for more information) Arcane musclesARCANE MUSCLES Cantrip (transmutation arcane enhancement transformation unarmed) Class(es)Artificer cleric herald sorcerer wizard Casting Time1 Action Range Self Components:VS Duration:1 minute Your muscles swell with arcane power. They’re too clumsy to effectively wield weapons but certainly strong enough for a powerful punch. Until the spell ends, you can choose to use your spellcasting ability score for Athletics checks, and for the attack and damage rolls of unarmed strikes. In addition, your unarmed strikes deal 1d6 bludgeoning damage and count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage., Altered strikeALTERED STRIKE Cantrip (transmutation enhancement transformation unarmed weaponry) Class(es) Artificer bard herald sorcerer wizard Casting Time1 Action Range Self Components:VSM piece of the desired material Duration:1 round You briefly transform your weapon or fist into another material and strike with it, making a melee weapon attack against a target within your reach. You use your spellcasting ability for your attack and damage rolls, and your melee weapon attack counts as if it were made with a different material for the purpose of overcoming resistance and immunity to nonmagical attacks and damage: either bone, bronze, cold iron, steel, stone, or wood. When you reach 5th level, you can choose silver or mithral as the material. When you reach 11th level, if you have the Extra Attack feature you make two melee weapon attacks as part of the casting of this spell instead of 1. In addition, you can choose adamantine as the material. When you reach 17th level, your attacks with this spell deal an extra 1d6 damage., GuidanceGUIDANCE Cantrip (divination divine knowledge) Class(es)Artificer cleric druid herald Casting Time1 Action Range Touch Target One willing creature Components:VS Duration:Concentration ( 1 minute ) The target may gain an expertise die to one ability check of its choice, ending the spell. The expertise die can be rolled before or after the ability check is made., ThaumaturgyCantrip (transmutation divine enhancement) Class(es)Cleric herald Casting Time1 Action Range Short (30 feet) Area Shape Special Components:V Duration:1 minute You draw upon divine power and create a minor divine effect. When you cast the spell, choose one of the following: Your voice booms up to three times louder than normal You cause flames to flicker, brighten, dim, or change color You send harmless tremors throughout the ground. You create an instantaneous sound, like ethereal chimes, sinister laughter, or a dragon’s roar at a point of your choosing within range. You instantaneously cause an unlocked door or window to fly open or slam shut. You alter the appearance of your eyes. Lingering effects last until the spell ends. If you cast this spell multiple times, you can have up to 3 of the lingering effects active at a time, and can dismiss an effect at any time on your turn., MendingMENDING Cantrip (transmutation arcane transformation utility) Class(es)Artificer bard cleric druid herald sorcerer wizard Casting Time1 Minute Range Touch Target One object Components:VSM fragment of equine bone Duration:Instantaneous You repair a single rip or break in the target object (for example, a cracked goblet, torn page, or ripped robe). The break must be smaller than 1 foot in all dimensions. The spell leaves no trace that the object was damaged. Magic items and constructs may be repaired in this way, but their magic is not restored. You gain an expertise die on maintenance checks if you are able to cast this spell on the item you are treating. 1ST-LEVEL ( Slots) (Click the spell for more information) Expeditious retreatEXPEDITIOUS RETREAT 1st-level (transmutationarcanemovement) Class(es) Sorcerer warlock wizard Casting Time1 Bonus Action Range Self Components:VS Duration:Concentration ( 10 minutes ) Until the spell ends, you’re able to move with incredible speed. When you cast the spell and as a bonus action on subsequent turns, you can take the Dash action. Cast at Higher Levels Your Speed increases by 10 feet for each slot level above 1st., Jump1st-level (transmutationenhancementmovement) Class(es) Artificer druid sorcerer wizard Casting Time1 Bonus Action Range Touch Target One creature Components:VSM grasshopper’s leg Duration:1 minute You imbue a target with the ability to make impossible leaps. The target’s jump distances increase 15 feet vertically and 30 feet horizontally. Cast at Higher Levels Each of the target’s jump distances increase by 5 feet for each slot level above 1st., Shield of faith1st-level (abjuration divine protection) Class(es)Cleric herald Casting Time1 Bonus Action Range Medium (60 feet) Target One Creature Components:VSM scrap of holy text Duration:Concentration ( 10 minutes ) Until the spell ends, a barrier of divine energy envelops the target and increases its AC by +2 Cast at Higher Levels The bonus to AC increases by +1 for every three slot levels above 1st. Rare Versions Komanov’s Radiant Shield. When a creature makes a melee attack against the target, it takes 1d6 radiant damage as the shield sparks and flares with holy power., Bless1st-level (enchantment divine enhancement) Class(es)Cleric herald Casting Time1 Action Range Short (30 feet) Target Up to three creatures Components:VSM sprinkle of holy water Duration:Concentration ( 1 minute ) The blessing you bestow upon the targets makes them more durable and competent. Until the spell ends, a d4 is added to attack rolls and saving throws made by a target. Cast at Higher Levels You target one additional creature for each slot level above 1st., Healing Word1st-level (evocation divine healing) Class(es)Bard cleric druid Casting Time1 Bonus Action Range Medium (60 feet) Target One creature that is neither a construct nor undead Components:V Duration:Instantaneous Healing energy washes over the target and it regains hit points equal to 1d4 + your spellcasting modifier. Cast at Higher Levels The hit points regained increase by 1d4 for each slot level above 1st., Calculated retribution1st-level (abjuration force law weaponry) Class(es)Artificer cleric herald warlock Casting Time1 Action Range Self Components:VSM executioner’s hood Duration:Concentration ( 1 minute ) You surround yourself with a dampening magical field and collect the energy of a foe’s attack to use against them. When you take damage from a weapon attack, you can end the spell to halve the attack’s damage against you, gaining a retribution charge that lasts until the end of your next turn. By expending the retribution charge when you hit with a melee attack, you deal an additional 2d10 force damage. Cast at Higher Levels You may use your reaction to halve the damage of an attack against you up to a number of times equal to the level of the spell slot used, gaining a retribution charge each time that lasts until 1 round after the spell ends. You must still make Constitution saving throws to maintain your concentration on this spell, but you do so with advantage , or if you already have advantage, you automatically succeed. 2ND-LEVEL (0 Slots) (Click the spell for more information) Features FEATS & FEATURES Darkvision. Having your ancestral origins in the twilight realms, you have superior vision in dark and dim conditions. 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 color in darkness, only shades of gray. Fey Ancestry. You gain an expertise die 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 conscious (the Common word for such meditation is “trance.”) While meditating, you can dream after a fashion; such dreams are actually mental exercises that became reflexive through years of practice. When you take a long rest , you spend 4 hours in your trance state (instead of sleeping for 6 hours). During the trance you suffer no penalty to passive Perception. A long rest remains 8 hours for you as normal, and the remainder of the time must be filled only with light activity. Glance the Future. Your eyes can see a few moments into the future, and your mind apprehends the divergent possibilities. Once between rests you can use a bonus action to roll a d20 and record the result. Before the end of your next short or long rest , when a creature you can see within 60 feet makes an ability check , attack roll, or saving throw , you can use your reaction to replace their roll with your recorded result. When the creature is also rolling an expertise die , only the d20 roll is replaced. When the creature is rolling more than one d20, such as when it has advantage or when a halfling is using their Lucky trait, the replacement applies to the creature’s final roll. Once you use this feature, you cannot use it again until you finish a short or long rest . Bonus Connection. The wandering herald who rescued you as an orphan and sponsored your entry into your temple. Detect Faith. You are trained to detect even the most subtle indications of a person’s religious perspective. After you speak with a person for at least 1 minute, you can use an action to make either an Insight or Religion check opposed by their Deception check. On a success, you learn the following information about them: Whether they have a lower Wisdom score than yourself. Whether they are religious; if so, you also learn their faith. Whether they have class levels in the cleric or herald class. Devotion. You gain an expertise die on saving throws made to resist being charmed or frightened . Arts of Worship. You are proficient with your choice of either Performance, two musical instruments, or two artisan’s tools. Religious Education. Your community is steeped in scripture, song, and storytelling. You are proficient in the Religion skill and know one cantrip of your choice from the cleric, druid, or herald spell list. Your spellcasting ability score for this cantrip is Intelligence, Wisdom, or Charisma (whichever is highest). Siblings in Faith. You have advantage on checks made to socially interact with members of your current or former faith, such as when requesting services or gathering information. SACRED ARCHERY You gain proficiency with light armor, medium armor, and ranged martial weapons. CLERICAL CHARISMA Crowds find your public presence irresistible. You gain proficiency in the Performance skill. Whenever you use Performance to deliver a sermon or to sing holy songs in a town or city, even on a failed check other than a natural 1, you still attract a crowd of people no smaller than your spell save DC. SPELLCASTING (CLERIC) POTENTIAL DOMAIN SPELLS Cleric Level Spells 1st expeditious retreat , jump 3rd alter self , enlarge/reduce 5th tongues , haste 7th freedom of movement , stoneskin 9th awaken , arcane hand FIGHTING FITNESS At 1st level, you combine your divine power with some of the martial arts techniques of an adept, the practice of which keeps your body healthy. You gain the following benefits: While you are unarmed and you aren’t wearing armor or using a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier. You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes. You can roll 1d8 in place of the normal damage for your unarmed strike. This benefit does not apply to the Martial Arts or Focus class features of the adept. You can treat your unarmed strike as a weapon for the purpose of the domain spell blinding smite. When you use the Attack action and hit with an unarmed attack, you can spend a bonus action to cause your body to glow briefly with holy power. If you do, that attack deals 2d6 extra radiant damage. The radiant damage increase to 3d6 at 5th level, 4d6 at 11th level, and 5d6 at 17th level. You can surge with holy power a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest . APPEARANCE BACKSTORY ALLIES & ORGANIZATIONS FOLLOWERS & STRONGHOLDS
Harding April 25 ELF Cleric 1 (Aspirant) Age 84 Height 5 feet 11 inches Weight 130 pounds Size Medium Culture Godbound Background: Martial Artist VITALS HIT POINTS HIT DICE ARMOR CLASS SPEED 30 ft. MANEUVER DC 12 PERCEPTION (passive) IMMUNITIES None INSIGHT (Passive) RESISTANCES None VULNERABLE None SKILLS & SAVES STRENGTH 8 (-1) Athletics +1 STR Save -1 DEXTERITY 14 (+2) Acrobatics +4, Sleight of Hand +, Stealth + Dexterity Save CONSTITUTION 14 (+2) Constitution Save INTELLIGENCE 12 (+1) Arcana , Engineering , History , Investigation , Nature , Religion +3 Intelligence Save WISDOM 16 (+3) Animal Handling , Culture , Insight , Medicine , Perception , Survival Wisdom Save CHARISMA 10 (+0) Deception , Intimidation , Performance , Persuasion Charisma Save * Denotes Proficiency (denotes expertise) PROFICIENCIES & LANGUAGES Armor Light, Medium, Weapons Simple Weapons, Ranged Martial Tools 3 artisans tools, 1 musical instrument, herbalist's kit Senses Darkvision 60 ft. Languages Common, Elvish ARCHTYPE: Aspirant Aspirants welcome many gods to their pantheon, as long as they all accept the central dogma that people can and should strive to improve themselves, and that any mortal has the potential to become divine. Different sects preach different paths to godhood, and so pervasive is the religion that the concept of self-perfection has filtered into religious movements that aren’t formally recognized by the faith. Traditional Clericists encourage people to master whatever drives them and to face ever greater challenges, earning the adulation and perhaps even worship from those who witness their deeds. Some claim that people should strive for freedom, and that the path to divinity requires an understanding of all possible skills so one can do literally anything. Others claim that, because the fey lords of the Unseen Court are themselves gods, those with aspirations toward godhood should reject their personal identity, and attempt to conceal their true capabilities by acting with grand whimsy, with the ultimate goal of letting others imagine you as greater than you actually are. www.levelup5e.com EQUIPMENT Maximum Supply: Maximum Bulk: BACKGROUND: Martial Artist Inner Strength. Your training has allowed you to gain a heightened level of strength and calm, both inside and out. Choose one of the following options. Healing Meditation. Your years of training allow you to call on additional vitality. You can When you take a short rest , you can spend time in meditation to gain an additional Hit Die to expend. You can do this after you have rolled your current Hit Dice, though this feature does not allow you to exceed your maximum hit points. You can only use this feature once per long rest . Connection: The revered martial arts master who taught you everything. Momento: A letter from your parents, who you left to start your training. DESTINY: KNOWLEDGE Source of Inspiration: Learning. You draw inspiration from research, understanding, and gaining new insights and data. You gain inspiration whenever you make an arcane, divine, scholastic, or scientific discovery. Closely examine a previously unknown or rare creature or phenomenon, discover something thought to be a myth or impossible, learn new information after at least 8 hours studying from a source of knowledge such as a library, book, or powerful artifact. Inspiration Feature: Critical Evaluation. Drawing upon a lifetime of study, you leap to accurate conclusions with only preliminary findings. As a bonus action you may spend your inspiration to quickly evaluate a creature or item you can see and accurately determine one objective attribute of your choice. When evaluating a creature in this way, you may determine its resistances , immunities , vulnerabilities , what languages it speaks, or its Armor Class. When evaluating an item in this way, you may determine if it is magical, poisonous, cursed, trapped, or its approximate value. WEALTH COIN POUCH Copper: 0 | Silver: 0 | Electrum: 0 | Gold: 0 | Platinum: 0 BANKED COIN Copper: 0 | Silver: 0 | Electrum: 0 | Gold: 0 | Platinum: 0 ITEMS OF VALUE (Gems, Art, Jewelry, etc.) 1. 2. 3. MAGIC ITEMS ATTUNED ITEMS (Maximum of 3) 1. 2. 3. NON-ATTUNED ITEMS 1. 2. 3. CONSUMABLES 1. 2. 3. COMBAT Action Bonus Action Reaction ATTACKS Unarmed + to hit; reach 5 ft; one target; (1d8+) Bludgeoning damage. SPELLCASTING Caster Level 1 | Spell Casting Ability Wisdom | Spell Save DC | Spell Attack + Art Specialty: Voice. Cenya has advantage on saving throws made to maintain concentration on bard spells. CANTRIPS (Click the spell for more information) 1ST-LEVEL ( Slots) (Click the spell for more information) 2ND-LEVEL (0 Slots) (Click the spell for more information) Features FEATS & FEATURES Darkvision. Having your ancestral origins in the twilight realms, you have superior vision in dark and dim conditions. 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 color in darkness, only shades of gray. Fey Ancestry. You gain an expertise die 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 conscious (the Common word for such meditation is “trance.”) While meditating, you can dream after a fashion; such dreams are actually mental exercises that became reflexive through years of practice. When you take a long rest , you spend 4 hours in your trance state (instead of sleeping for 6 hours). During the trance you suffer no penalty to passive Perception. A long rest remains 8 hours for you as normal, and the remainder of the time must be filled only with light activity. Glance the Future. Your eyes can see a few moments into the future, and your mind apprehends the divergent possibilities. Once between rests you can use a bonus action to roll a d20 and record the result. Before the end of your next short or long rest , when a creature you can see within 60 feet makes an ability check , attack roll, or saving throw , you can use your reaction to replace their roll with your recorded result. When the creature is also rolling an expertise die , only the d20 roll is replaced. When the creature is rolling more than one d20, such as when it has advantage or when a halfling is using their Lucky trait, the replacement applies to the creature’s final roll. Once you use this feature, you cannot use it again until you finish a short or long rest . Bonus Connection. The wandering herald who rescued you as an orphan and sponsored your entry into your temple. Detect Faith. You are trained to detect even the most subtle indications of a person’s religious perspective. After you speak with a person for at least 1 minute, you can use an action to make either an Insight or Religion check opposed by their Deception check. On a success, you learn the following information about them: Whether they have a lower Wisdom score than yourself. Whether they are religious; if so, you also learn their faith. Whether they have class levels in the cleric or herald class. Devotion. You gain an expertise die on saving throws made to resist being charmed or frightened . Arts of Worship. You are proficient with your choice of either Performance, two musical instruments, or two artisan’s tools. Religious Education. Your community is steeped in scripture, song, and storytelling. You are proficient in the Religion skill and know one cantrip of your choice from the cleric, druid, or herald spell list. Your spellcasting ability score for this cantrip is Intelligence, Wisdom, or Charisma (whichever is highest). Siblings in Faith. You have advantage on checks made to socially interact with members of your current or former faith, such as when requesting services or gathering information. APPEARANCE BACKSTORY ALLIES & ORGANIZATIONS FOLLOWERS & STRONGHOLDS
Harding April 25 ELF Cleric 1 (Aspirant) Age 84 Height 5 feet 11 inches Weight 130 pounds Size Medium Culture Godbound Background: Martial Artist VITALS HIT POINTS HIT DICE ARMOR CLASS SPEED 30 ft. MANEUVER DC 12 PERCEPTION (passive) IMMUNITIES None INSIGHT (Passive) RESISTANCES None VULNERABLE None SKILLS & SAVES STRENGTH 8 (-1) Athletics +1 STR Save -1 DEXTERITY 14 (+2) Acrobatics +4, Sleight of Hand +, Stealth + Dexterity Save CONSTITUTION 14 (+2) Constitution Save INTELLIGENCE 12 (+1) Arcana , Engineering , History , Investigation , Nature , Religion +3 Intelligence Save WISDOM 16 (+3) Animal Handling , Culture , Insight , Medicine , Perception +5, Survival Wisdom Save CHARISMA 10 (+0) Deception , Intimidation , Performance , Persuasion Charisma Save * Denotes Proficiency (denotes expertise) PROFICIENCIES & LANGUAGES Armor Light, Medium, Weapons Simple Weapons, Ranged Martial Tools 3 artisans tools, 1 musical instrument, herbalist's kit Senses Darkvision 60 ft. Languages Common, Elvish ARCHTYPE: Aspirant Aspirants welcome many gods to their pantheon, as long as they all accept the central dogma that people can and should strive to improve themselves, and that any mortal has the potential to become divine. Different sects preach different paths to godhood, and so pervasive is the religion that the concept of self-perfection has filtered into religious movements that aren’t formally recognized by the faith. Traditional Clericists encourage people to master whatever drives them and to face ever greater challenges, earning the adulation and perhaps even worship from those who witness their deeds. Some claim that people should strive for freedom, and that the path to divinity requires an understanding of all possible skills so one can do literally anything. Others claim that, because the fey lords of the Unseen Court are themselves gods, those with aspirations toward godhood should reject their personal identity, and attempt to conceal their true capabilities by acting with grand whimsy, with the ultimate goal of letting others imagine you as greater than you actually are. www.levelup5e.com EQUIPMENT Maximum Supply: Maximum Bulk: BACKGROUND: Martial Artist Inner Strength. Your training has allowed you to gain a heightened level of strength and calm, both inside and out. Choose one of the following options. Healing Meditation. Your years of training allow you to call on additional vitality. You can When you take a short rest , you can spend time in meditation to gain an additional Hit Die to expend. You can do this after you have rolled your current Hit Dice, though this feature does not allow you to exceed your maximum hit points. You can only use this feature once per long rest . Connection: The revered martial arts master who taught you everything. Momento: A letter from your parents, who you left to start your training. DESTINY: WEALTH COIN POUCH Copper: 0 | Silver: 0 | Electrum: 0 | Gold: 0 | Platinum: 0 BANKED COIN Copper: 0 | Silver: 0 | Electrum: 0 | Gold: 0 | Platinum: 0 ITEMS OF VALUE (Gems, Art, Jewelry, etc.) 1. 2. 3. MAGIC ITEMS ATTUNED ITEMS (Maximum of 3) 1. 2. 3. NON-ATTUNED ITEMS 1. 2. 3. CONSUMABLES 1. 2. 3. COMBAT Action Bonus Action Reaction ATTACKS Unarmed + to hit; reach 5 ft; one target; (1d8+) Bludgeoning damage. SPELLCASTING Caster Level 1 | Spell Casting Ability Wisdom | Spell Save DC | Spell Attack + Art Specialty: Voice. Cenya has advantage on saving throws made to maintain concentration on bard spells. CANTRIPS (Click the spell for more information) 1ST-LEVEL ( Slots) (Click the spell for more information) 2ND-LEVEL (0 Slots) (Click the spell for more information) Features FEATS & FEATURES Fey Ancestry. Cenya gains an expertise die on saving throws against being charmed, and magic can’t put her to sleep. APPEARANCE BACKSTORY ALLIES & ORGANIZATIONS FOLLOWERS & STRONGHOLDS
Harding April 25 ELF Cleric 1 (Aspirant) Age 84 Height 5 feet 11 inches Weight 130 pounds Size Medium Culture Godbound Background: Martial Artist VITALS HIT POINTS HIT DICE ARMOR CLASS SPEED 30 ft. MANEUVER DC 12 PERCEPTION (passive) IMMUNITIES None INSIGHT (Passive) RESISTANCES None VULNERABLE None SKILLS & SAVES STRENGTH 8 (-1) Athletics +1 STR Save -1 DEXTERITY 14 (+2) Acrobatics +4, Sleight of Hand +, Stealth + Dexterity Save CONSTITUTION 14 (+2) Constitution Save INTELLIGENCE 12 (+1) Arcana , Engineering , History , Investigation , Nature , Religion +3 Intelligence Save WISDOM 16 (+3) Animal Handling , Culture , Insight , Medicine , Perception +5, Survival Wisdom Save CHARISMA 10 (+0) Deception , Intimidation , Performance , Persuasion Charisma Save * Denotes Proficiency (denotes expertise) PROFICIENCIES & LANGUAGES Armor None Weapons Simple Weapons Tools 3 artisans tools, 1 musical instrument, herbalist's kit Senses Darkvision 60 ft. Languages Common, Elvish ARCHTYPE: Aspirant www.levelup5e.com EQUIPMENT Maximum Supply: Maximum Bulk: BACKGROUND: Martial Artist DESTINY: WEALTH COIN POUCH Copper: 0 | Silver: 0 | Electrum: 0 | Gold: 0 | Platinum: 0 BANKED COIN Copper: 0 | Silver: 0 | Electrum: 0 | Gold: 0 | Platinum: 0 ITEMS OF VALUE (Gems, Art, Jewelry, etc.) 1. 2. 3. MAGIC ITEMS ATTUNED ITEMS (Maximum of 3) 1. 2. 3. NON-ATTUNED ITEMS 1. 2. 3. CONSUMABLES 1. 2. 3. COMBAT Action Bonus Action Reaction ATTACKS Unarmed + to hit; reach 5 ft; one target; (1d8+) Bludgeoning damage. SPELLCASTING Caster Level 1 | Spell Casting Ability Wisdom | Spell Save DC | Spell Attack + Art Specialty: Voice. Cenya has advantage on saving throws made to maintain concentration on bard spells. CANTRIPS (Click the spell for more information) 1ST-LEVEL ( Slots) (Click the spell for more information) 2ND-LEVEL (0 Slots) (Click the spell for more information) Features FEATS & FEATURES Fey Ancestry. Cenya gains an expertise die on saving throws against being charmed, and magic can’t put her to sleep. APPEARANCE BACKSTORY ALLIES & ORGANIZATIONS FOLLOWERS & STRONGHOLDS
Harding April 13 ELF Cleric 1 (Aspirant) Age 84 Height 5 feet 11 inches Weight 130 pounds Size Medium Culture Godbound Background: Martial Artist VITALS HIT POINTS HIT DICE ARMOR CLASS SPEED 30 ft. MANEUVER DC 12 PERCEPTION (passive) IMMUNITIES None INSIGHT (Passive) RESISTANCES None VULNERABLE None SKILLS & SAVES STRENGTH 8 (-1) Athletics -1 STR Save -1 DEXTERITY (+) Acrobatics* +4, Sleight of Hand +2, Stealth +2 Dexterity Save CONSTITUTION (+) Constitution Save INTELLIGENCE (+) Arcana , Engineering , History , Investigation , Nature , Religion Intelligence Save WISDOM (+) Animal Handling , Culture , Insight , Medicine , Perception , Survival Wisdom Save CHARISMA (+) Deception , Intimidation , Performance , Persuasion Charisma Save * Denotes Proficiency (denotes expertise) PROFICIENCIES & LANGUAGES Armor Weapons Tools Senses Darkvision 60 ft. Languages Common, Elvish ARCHTYPE: Aspirant www.levelup5e.com EQUIPMENT Maximum Supply: Maximum Bulk: BACKGROUND: Martial Artist DESTINY: WEALTH COIN POUCH Copper: 0 | Silver: 0 | Electrum: 0 | Gold: 0 | Platinum: 0 BANKED COIN Copper: 0 | Silver: 0 | Electrum: 0 | Gold: 0 | Platinum: 0 ITEMS OF VALUE (Gems, Art, Jewelry, etc.) 1. 2. 3. MAGIC ITEMS ATTUNED ITEMS (Maximum of 3) 1. 2. 3. NON-ATTUNED ITEMS 1. 2. 3. CONSUMABLES 1. 2. 3. COMBAT Action Bonus Action Reaction ATTACKS Unarmed + to hit; reach 5 ft; one target; (1d8+) Bludgeoning damage. SPELLCASTING Caster Level 1 | Spell Casting Ability Wisdom | Spell Save DC | Spell Attack + Art Specialty: Voice. Cenya has advantage on saving throws made to maintain concentration on bard spells. CANTRIPS (Click the spell for more information) 1ST-LEVEL ( Slots) (Click the spell for more information) 2ND-LEVEL (0 Slots) (Click the spell for more information) Features FEATS & FEATURES Fey Ancestry. Cenya gains an expertise die on saving throws against being charmed, and magic can’t put her to sleep. APPEARANCE BACKSTORY ALLIES & ORGANIZATIONS FOLLOWERS & STRONGHOLDS
Harding April 13 ELF BARD 4 COLORSEER Age 98 Height 5 feet 4 inches Weight 123 pounds Size Medium Culture Shadow Elf Background: Entertainer VITALS HIT POINTS 25 HIT DICE 4 (1d8+1) ARMOR CLASS 14 (Padded Leather) SPEED 30 ft. MANEUVER DC 12 PERCEPTION 10 (passive) IMMUNITIES None INSIGHT 10 (Passive) RESISTANCES None VULNERABLE None SKILLS & SAVES STRENGTH 8 (-1) Athletics -1 STR Save -1 DEXTERITY 14 (+2) Acrobatics* +4, Sleight of Hand +2, Stealth +2 Dexterity Save* +4 CONSTITUTION 12 (+1) Constitution Save +1 INTELLIGENCE 14 (+2) Arcana* +4 (constructs +1d4), Engineering* +4 (tunnels +1d4), History +2, Investigation +2, Nature +2, Religion +2 Intelligence Save +2 WISDOM 10 (+0) Animal Handling +0, Culture +0, Insight +0, Medicine +0, Perception +0, Survival* +2 (dungeoneering +1d4) Wisdom Save +0 CHARISMA 18 (+4) Deception* +4, Intimidation* +6 (verbal), Performance* +6 (vocals +1d4), Persuasion* +6 (+1d4) Charisma Save* +6 * Denotes Proficiency (denotes expertise) PROFICIENCIES & LANGUAGES Armor Light armor Weapons Simple weapons, hand crossbows, longswords, rapiers, shortswords Tools Lute, mason’s tools Senses Darkvision 120 ft. Languages Common, Elvish, Undercommon ARCHTYPE: COLORSEER Colorseers express their magic through the ebb and flow of fantastical colors. www.levelup5e.com EQUIPMENT Backpack, crowbar, dagger, hammer, hand crossbow, lute, padded leather, pitons (10), quiver with 20 bolts, rapier, torches (10), tinderbox, waterskin, rations (8 Supply) Maximum Supply: 8 Maximum Bulk: 1 BACKGROUND: ENTERTAINER Connection. Stone and Steele, her old performing troupe led by Riley Steele. Memento. A shard of the harmonic crystal she found deep underground, which still resonates with her voice. Pay the Piper. In any settlement in which Cenya hasn’t made herself unpopular, her performances can earn enough money to support her and her companions: the bigger the settlement, the higher Cenya’s standard of living, up to a moderate lifestyle in a city DESTINY: KNOWLEDGE Cenya seeks universal truths too vast and terrible for mortal minds to comprehend, or untold secrets hidden away from inquiring minds. She fulfills her destiny of Knowledge and gains her fulfillment feature when she has a true epiphany. SOURCE OF INSPIRATION Learning. Cenya gains inspiration whenever she makes an arcane, divine, scholastic, or scientific discovery. FULLFILLMENT FEATURE Converging Theories. Cenya’s understanding has bridged the gaps and she joins what once was disparate into a unified scientific and spiritual theory. Her Intelligence, Wisdom, and Charisma scores each increase by 2 and their maximums each become 22. INSPIRATION FEATURE Critical Evaluation. As a bonus action, Cenya may spend her inspiration to quickly evaluate a creature or item she can see, accurately determining one objective attribute of her choice. When evaluating a creature, she may determine its resistances, immunities, vulnerabilities, what languages it speaks, or its armor class. When evaluating an object, she may determine if it is magical, poisonous, cursed, trapped, or its approximate value. WEALTH COIN POUCH Copper: 0 | Silver: 0 | Electrum: 0 | Gold: 6 | Platinum: 0 BANKED COIN Copper: 0 | Silver: 0 | Electrum: 0 | Gold: 0 | Platinum: 0 ITEMS OF VALUE (Gems, Art, Jewelry, etc.) 1. 2. 3. MAGIC ITEMS ATTUNED ITEMS (Maximum of 3) 1. 2. 3. NON-ATTUNED ITEMS 1. 2. 3. CONSUMABLES 1. 2. 3. COMBAT Action Bonus Action Reaction ATTACKS Rapier +4 to hit; reach 5 ft; one target; 6 (1d8+2) piercing damage. Parrying. This weapon is designed to be used with a light shield. When Cenya makes an attack with this weapon and is using a light shield she can use a bonus action to either make an attack with her shield or increase her Armor Class by 1 until the start of her next turn. Finesse. Cenya may choose to use your Dexterity modifier for attack and damage rolls made with this weapon (included). Hand Crossbow (offhand) +4 to hit; range 30/120 ft; one target; 5 (1d6+2) piercing damage. Dual-wielding. This weapon is designed to be wielded in concert with another weapon. When wielding another weapon in your main hand that does not have the heavy property, Cenya can use her bonus action to make an attack with this weapon (see Two-Weapon Fighting). Loading. This weapon must be loaded before it can be used. Cenya may only make one attack with a loading weapon when she uses an action, bonus action, or reaction to fire it, regardless of the number of attacks she could normally make. SPELLCASTING Caster Level 4 | Spell Casting Ability Charisma | Spell Save DC 14 | Spell Attack +6 Art Specialty: Voice. Cenya has advantage on saving throws made to maintain concentration on bard spells. CANTRIPS (Click the spell for more information) Dancing Lights (V, S, M). Cenya creates up to four hovering lights which appear as torches, lanterns, or glowing orbs that can be combined into a glowing Medium-sized humanoid form. Each sheds dim light in a 10-foot radius. She can use a bonus action to move the lights up to 60 feet so long as each remains within 20 feet of another light created by this spell. A dancing light winks out when it exceeds the spell’s range of 120 feet. Minor Illusion (S, M). This spell creates a sound or image of an object. The illusion disappears if dismissed or Cenya casts the spell again. Cenya may create any sound she chooses, ranging in volume from a whisper to a scream. She may choose one sound for the duration or change them at varying points before the spell ends. Sounds are audible outside the spell’s area. Visual illusions may replicate any image and remain within the spell’s area, but cannot create sound, light, smell, or other sensory effects. The image is revealed as an illusion with any physical interaction as physical objects and creatures pass through it. An Investigation check against Cenya’s spell save DC also reveals the image is an illusion. When a creature realizes the image is an illusion, the effects become fainter for that creature. Prestidigitation (V, S). Cenya wields arcane energies to produce minor effects within 30 feet. Choose one of the following: Create a single burst of magic that manifests to one of the senses (for example a burst of sound, sparks, or an odd odor). Clean or soil an object of 1 cubic foot or less. Light or snuff a flame. Chill, warm, or flavor nonliving material of 1 cubic foot or less for 1 hour. Color or mark an object or surface for 1 hour. Create an ordinary trinket or illusionary image that fits in your hand and lasts for 1 round. Vicious Mockery (V). As long as the target hears Cenya (understanding her words is not required) it makes a DC 14 Wisdom saving throw or it takes 1d6 psychic damage and has disadvantage on the first attack roll it makes before the end of its next turn. 1ST-LEVEL (4 Slots) (Click the spell for more information) Comprehend Languages (V, S, M). For one hour Cenya gains +10 bonus on Insight checks made to understand the meaning of any spoken language that she hears, or any written language that she can touch. This spell doesn’t uncover secret messages or decode cyphers, and it does not assist in uncovering lies. Cure Wounds (V, S). One creature (which is not a construct or undead) Cenya can touch regains 1d8+4 hit points. Harmonic Resonance (V, S, M, Concentration). Until the spell ends after 1 minute, Cenya may take the Help action as a bonus action. Additionally, when a creature within 30 feet uses a Bardic Inspiration die, she may choose to reroll the die after it is rolled but before the outcome is determined. Cenya cannot cast another spell through her spellcasting focus while concentrating on this spell. Heroism (V, S). Until the spell ends, one willing creature Cenya touches cannot be frightened and gains 3 temporary hit points at the start of each of its turns (any remaining are lost when the spell ends). Thunderwave (S). Thunder rolls from Cenya in a 15-foot cube. Each creature in the area makes a DC 14 Constitution saving throw. On a failure, a creature takes 2d8 thunder damage and is pushed 10 feet from Cenya. On a success, a creature takes half damage and is not pushed. 2ND-LEVEL (3 Slots) (Click the spell for more information) Detect Thoughts (V, S, M, Concentration). On the round she casts it, and as an action on subsequent turns until the spell ends, Cenya can probe a creature’s mind to read its thoughts by focusing on one creature you can see within 30 feet. The creature makes a Wisdom saving throw. Creatures with an Intelligence score of 3 or less or that don’t speak any languages are unaffected. On a failed save, Cenya learns the creature’s surface thoughts—what is most on its mind in that moment. On a successful save, she fails to read the creature’s thoughts and can’t attempt to probe its mind for the duration. Conversation naturally shapes the course of a creature’s thoughts and what it is thinking about may change based on questions verbally directed at it. Once she has read a creature’s surface thoughts, Cenya can use an action to probe deeper into its mind. The creature makes a second Wisdom saving throw. On a successful save, she fails to read the creature’s deeper thoughts and the spell ends. On a failure, she gains insight into the creature’s motivations, emotional state, and something that looms large in its mind. The creature then becomes aware that she is probing its mind and can use an action to make an Intelligence check contested by her Intelligence check, ending the spell if it succeeds. Additionally, Cenya can use an action to scan for thinking creatures within range that she can’t see. Once she detects the presence of a thinking creature, so long as it remains within range she can attempt to read its thoughts as described above. The spell penetrates most barriers but is blocked by 2 feet of stone, 2 inches of common metal, or a thin sheet of lead. Magic Map (S, M). Cenya creates a map with herself at the center, choosing a scale up to 100 by 100 miles. The map only includes locations that she has seen and traveled through. The map doesn’t show areas at a significantly different elevation from her current location. If she casts the spell while lost, the spell fails. BARDIC INSPIRATION (4 Per Long Rest) Cenya chooses one creature other than herself that can hear or see her within 60 feet. That creature gains a d6 Bardic Inspiration die. Once within the next 10 minutes, it can roll this die and add the number rolled to one ability check, attack roll, or saving throw result. Alternatively, Cenya can use her Bardic Inspiration to power her Battle Hymns. Battle Hymns. Cenya can expend a use of her Bardic Inspiration to activate this feature at the start of her turn. It continues until she chooses to end it or loses concentration (as if it were a spell), or if activated during a combat whenever the combat ends. Cenya’s battle hymns can affect 4 additional creatures. Harmony of Pain: The creature gains a number of temporary hit points equal to Cenya’s Bardic Inspiration die. Song of Clarity: At the start of each of her turns, Cenya can choose one creature. At the start of its turn, the chosen creature can expend and roll one of its Hit Dice to regain hit points. Battle Hymn Focus. At the end of another creature’s turn, Cenya can use her reaction to activate a battle hymn. This battle hymn replaces any currently activated battle hymns. Replacing an activated battle hymn does not require expending a use of Bardic Inspiration if it has no target yet. FEATS & FEATURES Fey Ancestry. Cenya gains an expertise die on saving throws against being charmed, and magic can’t put her to sleep. EXPLORATION Critical Evaluation. Cenya may spend her inspiration to quickly evaluate a creature or item she can see, accurately determining one objective attribute of her choice. When evaluating a creature, she may determine its resistances, immunities, vulnerabilities, what languages it speaks, or its armor class. When evaluating an object, she may determine if it is magical, poisonous, cursed, trapped, or its approximate value. Trance. Cenya doesn’t need to sleep. Instead, she meditates deeply, remaining conscious. When she takes a long rest, she spends 4 hours in her trance state (instead of sleeping for 6 hours). During the trance Cenya suffers no penalty to passive Perception. A long rest remains 8 hours for her as normal, and the remainder of the time must be filled only with light activity. Eternium Palette. (1/Day) Cenya’s artistry focuses on the play of colors, tugging and pulling at them to reveal new hues. She gains advantage on saving throws against illusions. In addition, when she knows she is being targeted by an illusion spell, she can choose to halve or double its duration. Once she has used this feature a number of times equal to half her proficiency bonus, she can’t do so again until she finishes a long rest. Jack-Of-All-Trades. Whenever Cenya makes an ability check with a skill or tool she is not proficient with, she adds half her proficiency bonus (rounded down). SOCIAL Bardic Legend. When Cenya enters a settlement and spends a day playing or recounting her Bardic Legend, the reputation of her and her allies starts to grow. In addition to receiving local quests suited to the exploits detailed in her bardic legend, when Cenya rests in a settlement that knows her bardic legend she and her allies regain all spent Hit Dice over the course of a long rest. In addition, she gains an expertise die on Prestige checks made in the settlement. Sly Confidant. When Cenya succeeds on an opposed Intelligence, Wisdom, or Charisma check, she gains advantage on her next opposed Intelligence, Wisdom, or Charisma check against the same creature. Varied Expertise. Cenya gains an expertise die on checks made using Persuasion. APPEARANCE Stonesinger Cenya is an exuberant shadow elf with a golden voice and a fascination with minerals and gemstones. She makes her living traveling town-to-town and performing, frequently reuniting with her duet partner—a human woman named Riley Steele—to perform together. Cenya is curious and obsessive, sometimes to the point of naïveté; she will gladly chase an intriguing mystery to the exclusion of all other considerations. Having lived in quiet desperation throughout her adolescence underground, she now seeks to enjoy the highest pleasures of life, sampling the finest foods, aged drink, and music that there is to find. Her indulgence can make her seem frivolous, but beneath that appearance lies a keen eye and an inquisitive soul that can’t be quenched. BACKSTORY Once a miner in a shadow elf commune deep underground, Cenya grew up leading a lifestyle chiefly concerned with the pragmatic realities of day-to-day survival. Art and culture were rarely of interest to her community, and she carried this same mentality for the better part of a century. Her life only changed when she discovered a large, humming crystal in a rounded cave, clearly not naturally-formed. When she spoke the crystal echoed back in harmonies, and she couldn’t help but raise her voice in song to accompany it. In the swelling joy that accompanied her discovery of music, she eagerly returned to her community with what she had learned. Unfortunately, her people had little interest in what she had to say. In short order she was exiled to the surface for her frivolity, and the only act of rebellion she could manage was keeping the location of the crystal a secret so that it wouldn’t be harvested by her people. On the surface, forced to survive on her own, she continued to refine her craft until she found she could make a living through it. ALLIES & ORGANIZATIONS Stone and Steele, her old performing troupe led by Riley Steele. FOLLOWERS & STRONGHOLDS Neigh Type Riding Horse Abilities Speed 60ft, AC 10, HP 19.
Harding April 9 STONESINGER CENYA ELF BARD 4 COLORSEER Age 98 Height 5 feet 4 inches Weight 123 pounds Size Medium Culture Shadow Elf Background: Entertainer VITALS HIT POINTS 25 HIT DICE 4 (1d8+1) ARMOR CLASS 14 (Padded Leather) SPEED 30 ft. MANEUVER DC 12 PERCEPTION 10 (passive) IMMUNITIES None INSIGHT 10 (Passive) RESISTANCES None VULNERABLE None SKILLS & SAVES STRENGTH 8 (-1) Athletics -1 STR Save -1 DEXTERITY 14 (+2) Acrobatics* +4, Sleight of Hand +2, Stealth +2 Dexterity Save* +4 CONSTITUTION 12 (+1) Constitution Save +1 INTELLIGENCE 14 (+2) Arcana* +4 (constructs +1d4), Engineering* +4 (tunnels +1d4), History +2, Investigation +2, Nature +2, Religion +2 Intelligence Save +2 WISDOM 10 (+0) Animal Handling +0, Culture +0, Insight +0, Medicine +0, Perception +0, Survival* +2 (dungeoneering +1d4) Wisdom Save +0 CHARISMA 18 (+4) Deception* +4, Intimidation* +6 (verbal), Performance* +6 (vocals +1d4), Persuasion* +6 (+1d4) Charisma Save* +6 * Denotes Proficiency (denotes expertise) PROFICIENCIES & LANGUAGES Armor Light armor Weapons Simple weapons, hand crossbows, longswords, rapiers, shortswords Tools Lute, mason’s tools Senses Darkvision 120 ft. Languages Common, Elvish, Undercommon ARCHTYPE: COLORSEER Colorseers express their magic through the ebb and flow of fantastical colors. www.levelup5e.com EQUIPMENT Backpack, crowbar, dagger, hammer, hand crossbow, lute, padded leather, pitons (10), quiver with 20 bolts, rapier, torches (10), tinderbox, waterskin, rations (8 Supply) Maximum Supply: 8 Maximum Bulk: 1 BACKGROUND: ENTERTAINER Connection. Stone and Steele, her old performing troupe led by Riley Steele. Memento. A shard of the harmonic crystal she found deep underground, which still resonates with her voice. Pay the Piper. In any settlement in which Cenya hasn’t made herself unpopular, her performances can earn enough money to support her and her companions: the bigger the settlement, the higher Cenya’s standard of living, up to a moderate lifestyle in a city DESTINY: KNOWLEDGE Cenya seeks universal truths too vast and terrible for mortal minds to comprehend, or untold secrets hidden away from inquiring minds. She fulfills her destiny of Knowledge and gains her fulfillment feature when she has a true epiphany. SOURCE OF INSPIRATION Learning. Cenya gains inspiration whenever she makes an arcane, divine, scholastic, or scientific discovery. FULLFILLMENT FEATURE Converging Theories. Cenya’s understanding has bridged the gaps and she joins what once was disparate into a unified scientific and spiritual theory. Her Intelligence, Wisdom, and Charisma scores each increase by 2 and their maximums each become 22. INSPIRATION FEATURE Critical Evaluation. As a bonus action, Cenya may spend her inspiration to quickly evaluate a creature or item she can see, accurately determining one objective attribute of her choice. When evaluating a creature, she may determine its resistances, immunities, vulnerabilities, what languages it speaks, or its armor class. When evaluating an object, she may determine if it is magical, poisonous, cursed, trapped, or its approximate value. WEALTH COIN POUCH Copper: 0 | Silver: 0 | Electrum: 0 | Gold: 6 | Platinum: 0 BANKED COIN Copper: 0 | Silver: 0 | Electrum: 0 | Gold: 0 | Platinum: 0 ITEMS OF VALUE (Gems, Art, Jewelry, etc.) 1. 2. 3. MAGIC ITEMS ATTUNED ITEMS (Maximum of 3) 1. 2. 3. NON-ATTUNED ITEMS 1. 2. 3. CONSUMABLES 1. 2. 3. COMBAT Action Bonus Action Reaction ATTACKS Rapier +4 to hit; reach 5 ft; one target; 6 (1d8+2) piercing damage. Parrying. This weapon is designed to be used with a light shield. When Cenya makes an attack with this weapon and is using a light shield she can use a bonus action to either make an attack with her shield or increase her Armor Class by 1 until the start of her next turn. Finesse. Cenya may choose to use your Dexterity modifier for attack and damage rolls made with this weapon (included). Hand Crossbow (offhand) +4 to hit; range 30/120 ft; one target; 5 (1d6+2) piercing damage. Dual-wielding. This weapon is designed to be wielded in concert with another weapon. When wielding another weapon in your main hand that does not have the heavy property, Cenya can use her bonus action to make an attack with this weapon (see Two-Weapon Fighting). Loading. This weapon must be loaded before it can be used. Cenya may only make one attack with a loading weapon when she uses an action, bonus action, or reaction to fire it, regardless of the number of attacks she could normally make. SPELLCASTING Caster Level 4 | Spell Casting Ability Charisma | Spell Save DC 14 | Spell Attack +6 Art Specialty: Voice. Cenya has advantage on saving throws made to maintain concentration on bard spells. CANTRIPS (Click the spell for more information) Dancing Lights (V, S, M). Cenya creates up to four hovering lights which appear as torches, lanterns, or glowing orbs that can be combined into a glowing Medium-sized humanoid form. Each sheds dim light in a 10-foot radius. She can use a bonus action to move the lights up to 60 feet so long as each remains within 20 feet of another light created by this spell. A dancing light winks out when it exceeds the spell’s range of 120 feet. Minor Illusion (S, M). This spell creates a sound or image of an object. The illusion disappears if dismissed or Cenya casts the spell again. Cenya may create any sound she chooses, ranging in volume from a whisper to a scream. She may choose one sound for the duration or change them at varying points before the spell ends. Sounds are audible outside the spell’s area. Visual illusions may replicate any image and remain within the spell’s area, but cannot create sound, light, smell, or other sensory effects. The image is revealed as an illusion with any physical interaction as physical objects and creatures pass through it. An Investigation check against Cenya’s spell save DC also reveals the image is an illusion. When a creature realizes the image is an illusion, the effects become fainter for that creature. Prestidigitation (V, S). Cenya wields arcane energies to produce minor effects within 30 feet. Choose one of the following: Create a single burst of magic that manifests to one of the senses (for example a burst of sound, sparks, or an odd odor). Clean or soil an object of 1 cubic foot or less. Light or snuff a flame. Chill, warm, or flavor nonliving material of 1 cubic foot or less for 1 hour. Color or mark an object or surface for 1 hour. Create an ordinary trinket or illusionary image that fits in your hand and lasts for 1 round. Vicious Mockery (V). As long as the target hears Cenya (understanding her words is not required) it makes a DC 14 Wisdom saving throw or it takes 1d6 psychic damage and has disadvantage on the first attack roll it makes before the end of its next turn. 1ST-LEVEL (4 Slots) (Click the spell for more information) Comprehend Languages (V, S, M). For one hour Cenya gains +10 bonus on Insight checks made to understand the meaning of any spoken language that she hears, or any written language that she can touch. This spell doesn’t uncover secret messages or decode cyphers, and it does not assist in uncovering lies. Cure Wounds (V, S). One creature (which is not a construct or undead) Cenya can touch regains 1d8+4 hit points. Harmonic Resonance (V, S, M, Concentration). Until the spell ends after 1 minute, Cenya may take the Help action as a bonus action. Additionally, when a creature within 30 feet uses a Bardic Inspiration die, she may choose to reroll the die after it is rolled but before the outcome is determined. Cenya cannot cast another spell through her spellcasting focus while concentrating on this spell. Heroism (V, S). Until the spell ends, one willing creature Cenya touches cannot be frightened and gains 3 temporary hit points at the start of each of its turns (any remaining are lost when the spell ends). Thunderwave (S). Thunder rolls from Cenya in a 15-foot cube. Each creature in the area makes a DC 14 Constitution saving throw. On a failure, a creature takes 2d8 thunder damage and is pushed 10 feet from Cenya. On a success, a creature takes half damage and is not pushed. 2ND-LEVEL (3 Slots) (Click the spell for more information) Detect Thoughts (V, S, M, Concentration). On the round she casts it, and as an action on subsequent turns until the spell ends, Cenya can probe a creature’s mind to read its thoughts by focusing on one creature you can see within 30 feet. The creature makes a Wisdom saving throw. Creatures with an Intelligence score of 3 or less or that don’t speak any languages are unaffected. On a failed save, Cenya learns the creature’s surface thoughts—what is most on its mind in that moment. On a successful save, she fails to read the creature’s thoughts and can’t attempt to probe its mind for the duration. Conversation naturally shapes the course of a creature’s thoughts and what it is thinking about may change based on questions verbally directed at it. Once she has read a creature’s surface thoughts, Cenya can use an action to probe deeper into its mind. The creature makes a second Wisdom saving throw. On a successful save, she fails to read the creature’s deeper thoughts and the spell ends. On a failure, she gains insight into the creature’s motivations, emotional state, and something that looms large in its mind. The creature then becomes aware that she is probing its mind and can use an action to make an Intelligence check contested by her Intelligence check, ending the spell if it succeeds. Additionally, Cenya can use an action to scan for thinking creatures within range that she can’t see. Once she detects the presence of a thinking creature, so long as it remains within range she can attempt to read its thoughts as described above. The spell penetrates most barriers but is blocked by 2 feet of stone, 2 inches of common metal, or a thin sheet of lead. Magic Map (S, M). Cenya creates a map with herself at the center, choosing a scale up to 100 by 100 miles. The map only includes locations that she has seen and traveled through. The map doesn’t show areas at a significantly different elevation from her current location. If she casts the spell while lost, the spell fails. BARDIC INSPIRATION (4 Per Long Rest) Cenya chooses one creature other than herself that can hear or see her within 60 feet. That creature gains a d6 Bardic Inspiration die. Once within the next 10 minutes, it can roll this die and add the number rolled to one ability check, attack roll, or saving throw result. Alternatively, Cenya can use her Bardic Inspiration to power her Battle Hymns. Battle Hymns. Cenya can expend a use of her Bardic Inspiration to activate this feature at the start of her turn. It continues until she chooses to end it or loses concentration (as if it were a spell), or if activated during a combat whenever the combat ends. Cenya’s battle hymns can affect 4 additional creatures. Harmony of Pain: The creature gains a number of temporary hit points equal to Cenya’s Bardic Inspiration die. Song of Clarity: At the start of each of her turns, Cenya can choose one creature. At the start of its turn, the chosen creature can expend and roll one of its Hit Dice to regain hit points. Battle Hymn Focus. At the end of another creature’s turn, Cenya can use her reaction to activate a battle hymn. This battle hymn replaces any currently activated battle hymns. Replacing an activated battle hymn does not require expending a use of Bardic Inspiration if it has no target yet. FEATS & FEATURES Fey Ancestry. Cenya gains an expertise die on saving throws against being charmed, and magic can’t put her to sleep. EXPLORATION Critical Evaluation. Cenya may spend her inspiration to quickly evaluate a creature or item she can see, accurately determining one objective attribute of her choice. When evaluating a creature, she may determine its resistances, immunities, vulnerabilities, what languages it speaks, or its armor class. When evaluating an object, she may determine if it is magical, poisonous, cursed, trapped, or its approximate value. Trance. Cenya doesn’t need to sleep. Instead, she meditates deeply, remaining conscious. When she takes a long rest, she spends 4 hours in her trance state (instead of sleeping for 6 hours). During the trance Cenya suffers no penalty to passive Perception. A long rest remains 8 hours for her as normal, and the remainder of the time must be filled only with light activity. Eternium Palette. (1/Day) Cenya’s artistry focuses on the play of colors, tugging and pulling at them to reveal new hues. She gains advantage on saving throws against illusions. In addition, when she knows she is being targeted by an illusion spell, she can choose to halve or double its duration. Once she has used this feature a number of times equal to half her proficiency bonus, she can’t do so again until she finishes a long rest. Jack-Of-All-Trades. Whenever Cenya makes an ability check with a skill or tool she is not proficient with, she adds half her proficiency bonus (rounded down). SOCIAL Bardic Legend. When Cenya enters a settlement and spends a day playing or recounting her Bardic Legend, the reputation of her and her allies starts to grow. In addition to receiving local quests suited to the exploits detailed in her bardic legend, when Cenya rests in a settlement that knows her bardic legend she and her allies regain all spent Hit Dice over the course of a long rest. In addition, she gains an expertise die on Prestige checks made in the settlement. Sly Confidant. When Cenya succeeds on an opposed Intelligence, Wisdom, or Charisma check, she gains advantage on her next opposed Intelligence, Wisdom, or Charisma check against the same creature. Varied Expertise. Cenya gains an expertise die on checks made using Persuasion. APPEARANCE Stonesinger Cenya is an exuberant shadow elf with a golden voice and a fascination with minerals and gemstones. She makes her living traveling town-to-town and performing, frequently reuniting with her duet partner—a human woman named Riley Steele—to perform together. Cenya is curious and obsessive, sometimes to the point of naïveté; she will gladly chase an intriguing mystery to the exclusion of all other considerations. Having lived in quiet desperation throughout her adolescence underground, she now seeks to enjoy the highest pleasures of life, sampling the finest foods, aged drink, and music that there is to find. Her indulgence can make her seem frivolous, but beneath that appearance lies a keen eye and an inquisitive soul that can’t be quenched. BACKSTORY Once a miner in a shadow elf commune deep underground, Cenya grew up leading a lifestyle chiefly concerned with the pragmatic realities of day-to-day survival. Art and culture were rarely of interest to her community, and she carried this same mentality for the better part of a century. Her life only changed when she discovered a large, humming crystal in a rounded cave, clearly not naturally-formed. When she spoke the crystal echoed back in harmonies, and she couldn’t help but raise her voice in song to accompany it. In the swelling joy that accompanied her discovery of music, she eagerly returned to her community with what she had learned. Unfortunately, her people had little interest in what she had to say. In short order she was exiled to the surface for her frivolity, and the only act of rebellion she could manage was keeping the location of the crystal a secret so that it wouldn’t be harvested by her people. On the surface, forced to survive on her own, she continued to refine her craft until she found she could make a living through it. ALLIES & ORGANIZATIONS Stone and Steele, her old performing troupe led by Riley Steele. FOLLOWERS & STRONGHOLDS Neigh Type Riding Horse Abilities Speed 60ft, AC 10, HP 19.