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Naeron Lathandriee, Elf Cleric (Aspirant Archetype)


Harding

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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

image.png.a8ac8d0a532261610f4c998a925c8344.png STRENGTH 8 (-1) Athletics +1

STR Save -1


image.png.a8ac8d0a532261610f4c998a925c8344.png DEXTERITY 14 (+2) Acrobatics +4, Sleight of Hand +2, Stealth +2

Dexterity Save +2


image.png.a8ac8d0a532261610f4c998a925c8344.png CONSTITUTION 14 (+2)

Constitution Save +2


image.png.a8ac8d0a532261610f4c998a925c8344.png INTELLIGENCE 12 (+1) Arcana +1, Engineering +1, History +1, Investigation +1, Nature +1, Religion +3

Intelligence Save +3


image.png.a8ac8d0a532261610f4c998a925c8344.png WISDOM 16 (+3) Animal Handling +3, Culture +3, Insight +5, Medicine +5, Perception +3, Survival +3

Wisdom Save +5


image.png.a8ac8d0a532261610f4c998a925c8344.png 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

image.png.62206a923a5c1eea3023189185b4fafd.png Action image.png.fcf31a364bc94b86835dcbc82eff559d.png Bonus Action image.png.764ea8e968045aafe287a5a866d19e7f.png 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

 

 

 

Edited by Harding (see edit history)
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Posted (edited)
Naeron Lathandriee

image.png.a8235f4d5e0dd7a01878867f53917d91.pngELF Cleric 1 Aspirant

image.png.30b924e658ca3da1577a1e996d5a58f6.png


AC: 15 | HP: 10/10 | Maneuver DC: 12 | Passive Perception/Insight: 13/15
Spell Slots: 1st 2/2 | Spell Attack: +5 | Spell DC: 13
DM Inspiration: 1/1 | Meditative healing: 1/1 | Radiant strikes: 3/3


 

Mechanics

Main Hand: Empty
Off Hand: Empty


Action: Your action goes here.
Bonus Action: Your bonus action goes here.
Move: Your movement goes here.
Manipulate: Your one free object interaction goes here.

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Edited by Harding (see edit history)
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  • 3 weeks later...

Thanks for the application. I don't see the "Possible Talent" ability listed for him?

Other than that, everything looks good. I have marked them as completed.

Good luck in final selection.

 

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