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Egg, Elf Cleric


Peacemonger

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Egg

Aspiring Magus, Of Virtue and Sin

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"Despite the rumors, I am a pragmatist at heart. Stopping a monster does more collective good than a simple smile, and wine is far richer than water."

 

CLERIC 5

Medium humanoid male (High Elf), chaotic good


Armor Class 17

Hit Points 38
Speed 30 ft.


Senses Darkvision, Eyes of Night

Languages Common, Elvish, Celestial, Aglarionian, Draconic

Proficiency Bonus +3

 

ABILITIES & SKILLS 

Proficiency Bonus: +3

Strength 10 (+0)
Save +0 
Athletics +0


Dexterity 12 (+1) 
Save +1
Acrobatics +1 | Sleight of Hand +1 | Stealth +1


Constitution 14 (+2)
Save +2
No skills associated.


Intelligence 13 (+1)
Save +1
Arcana +1 | History +1 | Investigation +1 | Nature +1 | Religion +4


Wisdom 18 (+4)
Save +7 
Animal Handling +4 | Insight +7 | Medicine +4 | Perception +7 | Survival +4


Charisma 12 (+1) 
Save +4 
Deception +4 | Intimidation +1 | Performance +1 | Persuasion +4

* (E) denotes expertise. / Bold denotes proficiency.

 
PROFICIENCIES & ABILITIES

 PROFICIENCIES

  • Tools 
  • Instruments 
  • Weapons Simple
  • Armors Light, Medium, Heavy, Shields

CLERIC CLASS ABILITIES

SpellcastingAs a conduit for divine power, you can cast cleric spells.

Cantrips
At 1st level, you know three cantrips of your choice from the cleric spell list. You learn additional cleric cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Cleric table.

Spell Slots
The Cleric table shows how many spell slots you have to cast your cleric spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

You prepare the list of cleric spells that are available for you to cast, choosing from the cleric spell list. When you do so, choose a number of cleric spells equal to your Wisdom modifier + your cleric level (minimum of one spell). The spells must be of a level for which you have spell slots.

For example, if you are a 3rd-level cleric, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell Cure Wounds, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.

You can change your list of prepared spells when you finish a long rest. Preparing a new list of cleric spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.

Spellcasting Ability
Wisdom is your spellcasting ability for your cleric spells. The power of your spells comes from your devotion to your deity. You use your Wisdom whenever a cleric spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a cleric spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Wisdom modifier

Spell attack modifier = your proficiency bonus + your Wisdom modifier

Ritual Casting
You can cast a cleric spell as a ritual if that spell has the ritual tag and you have the spell prepared.

Spellcasting Focus
You can use a holy symbol as a spellcasting focus for your cleric spells.
| Domain SpellsTwilight Domain Spells
Cleric Level Spells
1st Faerie Fire, Sleep
3rd Moonbeam, See Invisibility
5th Aura of Vitality, Leomund's Tiny Hut
7th Aura of Life, Greater Invisibility
9th Circle of Power, Mislead
 | Bonus ProficienciesAt 1st level, you gain proficiency with martial weapons and heavy armor. | Eyes of NightStarting at 1st level, you can see through the deepest gloom. You have darkvision out to a range of 300 feet. In that radius, you can see in dim light as if it were bright light and in darkness as if it were dim light.

As an action, you can magically share the darkvision of this feature with willing creatures you can see within 10 feet of you, up to a number of creatures equal to your Wisdom modifier (minimum of one creature). The shared darkvision lasts for 1 hour. Once you share it, you can't do so again until you finish a long rest, unless you expend a spell slot of any level to share it again.
 | Vigilant BlessingAt 1st level, the night has taught you to be vigilant. As an action, you give one creature you touch (including possibly yourself) advantage on the next initiative roll the creature makes. This benefit ends immediately after the roll or if you use this feature again. | Channel Divinity: Turn UndeadAs an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.

A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.
 | Channel Divinity: Twilight SanctuaryAt 2nd level, you can use your Channel Divinity to refresh your allies with soothing twilight.

As an action, you present your holy symbol, and a sphere of twilight emanates from you. The sphere is centered on you, has a 30-foot radius, and is filled with dim light. The sphere moves with you, and it lasts for 1 minute or until you are incapacitated or die. Whenever a creature (including you) ends its turn in the sphere, you can grant that creature one of these benefits:

You grant it temporary hit points equal to 1d6 plus your cleric level.
You end one effect on it causing it to be charmed or frightened.
 | Harness Divine PowerAt 2nd level, you can expend a use of your Channel Divinity to fuel your spells. As a bonus action, you touch your holy symbol, utter a prayer, and regain one expended spell slot, the level of which can be no higher than half your proficiency bonus (rounded up). The number of times you can use this feature is based on the level you've reached in this class: 2nd level, once; 6th level, twice; and 18th level, thrice. You regain all expended uses when you finish a long rest. | Ability Score Increase+2 Wisdom | Destroy UndeadStarting at 5th level, when an undead fails its saving throw against your Turn Undead feature, the creature is instantly destroyed if its challenge rating is at or below a certain threshold, as shown in the Cleric table above.


RACIAL TRAITS
Darkvision | Keen Senses | Fey Ancestry | Trance | Elf Weapon Training | Cantrip


FEATS

-

 

WEAPONS

WEAPONS

  • Dagger +4 to hit for (1d4+1) piercing damage. | Finesse, light, thrown (20/60)
  • Light Crossbow +4 to hit for (1d8+1) piercing damage. | Ammunition, loading, two-handed (80/320)

 

SPELLS

SPELL SLOTS 4/4 (1st), 3/3 (2nd), 2/2 (3rd)

  • Cleric - Spell Save DC: 16 | Spell Attack Mod: +8 | Spells Prepared: 9

CANTRIPS (Cleric)

Guidance | Sacred Flame | Spare the Dying | Word of Radiance


CANTRIPS (Wizard)

Prestigitation


FIRST LEVEL (Cleric)

Faerie Fire (C) (D) | Sleep (D) | Bless (C) | Command | Healing Word (B) | Guiding Bolt


SECOND LEVEL (Cleric)

Moonbeam (C) (D) | See Invisibility (D) | Calm Emotions (C) | Spiritual Weapon (B)


THIRD LEVEL (Cleric)

Aura of Vitality (C) (D)) | Leomund's Tiny Hut (D) | Beacon of Hope (C) | Dispel Magic | Mass Healing Word

(C) Denotes concentration. / (R) Denotes reaction spell. / (B) Denotes bonus action spell. / (D) Denotes Domain Spell

 

EQUIPMENT & ENCUMBERANCE

TOTAL ENCUMBERANCE (54.08 lbs.)

  • Weight: 79.06 lbs. / 150 lbs. max. (15 x STR Score)
  • Status: Unencumbered
  • Penalty: None

MONEY POUCH (2.06 lbs.)

Copper: 0 | Silver: 0Gold: 103 | Obsidian: 0 | Platinum: 0

(103 Coins x .02 lbs. = 2.06 lbs. Total Weight)


EQUIPEMENT READIED (42.5 lbs.)

Equipped items can be retrieved with a manipulate item interaction.

  • Armor (32 lbs.) Breastplate - 20 lbs. | Shield - 6 lbs. | Fine Clothes - 6 lbs. | Insignia - n/a
  • Weapons (6 lbs.) Dagger - 1 lb. | Light Crossbow - 5 lbs.  
  • Readied Items (4.5 lbs.) 20 Bolts - 1.5 lbs | Amulet of the devout - 1 lb. | Holy Symbol (Amulet) - 1 lb. | Pouch - 1 lb.

EQUIPMENT STORED (29.5 lbs.)

Stored items can be retrieved with an action.

  • In Backpack (25 lbs.) Backpack - 5 lbs. | Blanket - 3 lbs. | 10 Candles - n/a | Tinderbox - 1 lb. | Alms Box - 1 lb. | 2 Blocks Incense - n/a | Censer - n/a | Vestments 1 lb. | 2 days rations - 4 lbs. | Waterskin - 5 lbs. | Common Clothes - 3 lbs. | Fine Bottle of Wine - 3 lbs. |
  • Strapped to Backpack (4.5 lbs.) Text - 3lbs. | Potion of Healing - .5 lbs. | Holy Water Flask - 1 lb.

EQUIPMENT NOT CARRIED (--)

* Denotes magic item (see below)

 

MAGIC ITEMS

NON-ATTUNED

 


ATTUNED (1/3)

+1 Amulet of the DevoutThis amulet bears the symbol of a deity inlaid with precious stones or metals. While you wear the holy symbol, you gain a bonus to spell attack rolls and the saving throw DCs of your spells. The bonus is determined by the amulet's rarity.

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

 

APPEARANCE

Age - 105 | Height - 5'8". | Weight - 120 lbs. | Hair - Shaved (Brown)| Eyes - Bright Pale Blue | Complexion - Sunkissed


The Elf known as Egg cut an impressive figure. Wearing elaborate and well-made silken clothes made to complement his vestments and polished armor, head immaculately shaved, eyes that almost appeared arcane in a certain light, he made his way into the tavern. He was met immediately with the smell of booze, sweat, and something atrociously greasy cooking in the back. Whereas many might've thought such a place unsuitable to a man of sophistication and class, they would be terribly wrong.

Egg smiled brightly.

"Not interested in a sermon! Here to have fun! Fun!" A man already well in his drinks surrounded by friends all gave an approving cheer to his rejection of the newcomer.

Egg turned back to look at the group. "You have me mistaken for a good man." With a bit of a High Elvish lilt in his voice, there was no small amount of amusement in it. "I intend to eat too much, drink too much, and sleep with at least one person I shouldn't." He turned on his heel towards the barkeep. "I'll take some thick slog you call a drink with a wine chaser." Egg found that mixing drinks made for more entertaining times. "Oh, and bowl of whatever's in the back."

He then turned his attention to his future new friends at the table, a good half-dozen of people of all sizes and temperaments, likely honest workers brought together more by vocation than having too much in common. "You may call me Egg. My Elvish name is long, boring, and doesn't suit me."


Egg awoke with his head spinning, and looking about there was a person laying to his left and right... at least one. His vision wasn't entirely clear. Not one to deprive someone of their sleep he stood up to see that he was still wearing his vestments, but little else. It took a few minutes to gather his things, double-count his coin and stumble down the stairs. Near the bottom he saw another faithful of the Light and Darkness, one of the Shining Light.

"Good morning." The Elf's lazy smile is content and carefree. Shameless in his half-dressed, wrinkled clothes look, he started to move on as if to leave the conversation before it began.

"Egg."

"Yes?"

The other cleric sighed. "Do you know that we've now a few instances of people thinking the worship of the Light and Darkness is one of carnal revelry? Can you comprehend the embarrassment by all parties when someone comes to our sermons looking for... a good time?"

"So... you're saying people are turning to the faith thanks to me? Most gracious of you." Egg looked over to the new barkeep taking the morning shift. "Something for a hangover, please."

"This is a warning. I appreciate your... creativity. However, I think-"

"You think..." Egg interrupted his counterpart, taking on a more serious air. "...the best way for our faith to hold an esteemed place in the land is by being our very best. That is perfectly fine for those who intend to be upstanding and righteous. I am more concerned with the people who are going to have some fun, make mistakes, be less-than-perfect. May as well make our small little sins a prayer, give ourselves a little grace, and be refreshed when we pursue the light."

"You reek of booze and can barely stand. Is that what you call refreshed?" The other Cleric remained unimpressed.

"Spiritually refreshed, yes." Egg took his seat a bit away. "I am afraid you have my at a disadvantage. You see, you know of what vices, what impurities I have. You see both my light and dark. Care to share yours? Anger? Envy? Willing to stretch the truth when it suits you? Please, confess so we may know each other better."

Not liking where the conversation was going, the other faithful stood up and left without another word. Egg accepted it and awaited whatever concoction would help him full awaken and start a new day. His head heart, his legs felt heavy, and yet his heart was at peace.

 

BACKGROUND

FACTION AGENT (Light & Darkness)
Source SCAG


  • Personality Traits: Tries to live life to the fullest. Something of a hedonist, a pragmatist, but deep down still a true believer.
  • Ideals: Work hard, play hard.
  • Bonds: Both the Light and the Darkness, people who like to party, his companions.
  • Flaws: Easily and shamelessly tempted by small sins.

Background Feature: A recognized Cleric of the Light and Darkness.


BACKSTORY

Finthrelluin iln'Corviandrus was born in the Tool District of Onadbyr. His parents were crafters of no small amount of skill, one a carpenter the other a mason, and often the two worked together to build unique pieces of stone and wood. They did well enough to raise young Finthrelluin and his younger sister without worry of if they could feed them or ensure they could get an education. It was not so much that they could be frivolous with money, at least not without consequences.

If anything, it was a calm household, one dedicated to hard work, continuous improvement, and also taking enough time to spend with family and friends alike. Whereas his sister took to learning both from their parents' work, the Elf that would eventually come to be known as Egg had other interests. He found himself interested in many things, but none of them enough to become any good at it. For him, it was more about learning a few things before finding something else that caught his fancy. It was good to be a bit more informed, but a poor choice to make a living.

And it suited him just fine. With such a long life ahead, why worry?

There was one topic that did fascinate him a bit more than others, the earlier histories of the land, of both the Ages of the Dark Angels and Brightness. To have such a duality of good and evil, of causes so high and lofty yet low and debased intrigued him to no end. This set the foundation, planted the seed, that would eventually lead him to learn more about the Light and Darkness, and to see it in all things. With merchants there was both opportunities to get better goods and cheaper goods, yet with it came greed and those who earned more than they deserved. With crimes like theft came disorder and harm, and yet even there could be some form of economy for those outside proper society.

His musings turned inward as he spent a good deal of his youth embracing his desires and wants, wasting all the coin he had on drinking and carousing with strangers, just to scrimp by until he could find some other foolishness to spend his money on. He loved his family, yet he drifted away if for no other reason than his interests were so different that there was little to speak about. Realizing he needed some means to care for himself, he turned to the faith, deciding to dedicate himself. He found a much smaller sect barely getting by. It was the perfect place he could connect with his chosen deity, to get the recognition of being a true priest, without onerous rules and burdens that a more established, stronger, more confident denomination might impose.

In this time he did some minor traveling, making sure to go with larger, safer caravans to see the breadth of Aglarion. It was then he also took on the nickname Egg. He claims it's because people said he looked like one due to his shaved head, but in truth it was his own idea, simply not wanting to go over his long name. It was also a chance to express himself with a better, simpler title. He spent many of his days doing very little, and that is how the months turned to years, turned to decades filling up an Elvish youth. It was near his hundredth birthday that he finally decided to try harder, to really see where his faith could take him. It was only then that he began practicing his art and learning how to truly utilize divine magic. It was around then he found an adventuring party, realizing better both in practical and in social terms to do good deeds in a group.

Egg has much to learn and grow. He may truly be onto something about his embracing both his good and bad side, his ability to help and heal along with his constant stumbling into hedonism. Much of it is his own shortcomings, his own lack of direction, lack of clarity, his own selfishness that leads to his unpriestly lifestyle. Time will tell what lessons he must learn, what trials he must endure to find his true self whatever that may be.

 

Edited by Peacemonger (see edit history)
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PC

Egg High Elf Cleric 5spacer.png
image.png.30b924e658ca3da1577a1e996d5a58f6.png


AC: 17 (breastplate, shield, dex) | HP: 38/38 | Initiative: +1 | Passive Perception: 17 
Spell Slots: 1st 4/4, 2nd 3/3, 3rd 2/2 | Spell Attack: +8 | Spell DC: 16 | DM Inspiration: 1/1
Eyes of the Night (Share): 1/1 | Channel Divinity: 1/1 | Channel Divinity (AotD): 1/1


Post goes here.

"Speech"

thoughts in italics

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.

     

 


Starting Equipment Notes

Class Gear

  • Selling Warhammer & Chainmail for half cost = 40 gold back
  • Keeping Light Crossbow, 20 Bolts, Shield, Holy Symbol, Priest's Pack

Background Gear

  • Keeping Emblem of Faction (Faith), Copy of Seminal Faction Text (Faith), Common Clothes, Pouch w/ 15 gold

Purchases

  • Starting gold of 600 + 15 background + 40 selling items = 655
  • Buying Breastplate for 400 gold
  • Buying Dagger for 2 gold
  • Buying Fine Clothes for 15 gold
  • Buying Fine Bottle of Wine for 10 gold
  • Buying Holy Water Flask for 25 gold
  • Buying Potion of Healing for 50 gold
  • 103 gold remaining

Other Notes

  • Know we aren't meant to be part of any faction and I chose the Faction Agent background. Just felt it had the right starting equipment and skills to match him being a priest, and don't expect any extra favors that wouldn't be naturally given.
  • How much we play into his vices or not I'm fine with. Either way, intent is for him to eventually grow in some way beyond where he's currently at.

 

@bwatford: Think Egg is ready for a review.

 

Edited by Peacemonger (see edit history)
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Thanks for the application, I have marked Egg as completed, everything looks to be in place and the application looks solid.

 

One thing of note however is I do have a general house ruled errata in place in my games when it comes to Twilight Sanctuary.

It requires your concentration to keep active. Other than that, everything looks good.

Good luck in final selection.

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  • 2 weeks later...

@Peacemonger Have you thought about Egg's relationship with the local Temple of Light and Dark. My character has been talking to Xeno, and maybe would have met yours. We don't need to work on personal connections yet, but I was wondering about Egg's interactions with the local church.

p83 of the Gazetteer.

"This small island houses a sizable lighthouse that also serves as the Temple of Light and Darkness. The massive tower’s ground floor functions as acommunal area, while the higher-level rooms are occupied by the priests of the temple. Father Ka- lozark Solamyr, an aging tiefling with bright yellow-colored skin, maintains the huge lantern-like apparatus that focuses the bluish light of the magical light spells under the mirrors that can be seen from miles. His most beloved acolyte is Xeno, a young human with prodigious clerical abilities. The temple was rebuilt on the remains of the demolished Eternal Torch, a holy site originally erected by the Order of the Eternal Light almost a thousand years ago."

Edited by BobtheWizard (see edit history)
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At least at the start, I picture Egg as not a particularly good priest, at least in the sense that he doesn't follow any orthodox and just does his own thing for the most part. That's something that can certainly change if selected, during the course of the game, in one direction or another.

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