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Talia d'Orien

House Orien Heir
Background
Cleric
Class
Human
Species
Trickery Domain 
Subclass
5
Level
Xp

Armour
Class

16
Shield

Hit Points

Current
Temp
38
Max

Hit Dice

Spent
5d8
Max

Death
Saves

Successes
Failures

Exhaustion

Proficiency Bonus

3

Strength

-1
8
 Saving Throw
+2Athletics

Dexterity

+2
14
 Saving Throw
+5Acrobatics Sleight of Hand Stealth

Constitution

+2
14
 Saving Throw

Heroic Inspiration

Intelligence

+0
10
 Saving Throw
+4Arcana History Investigation Nature+4Religion

Wisdom

+4
18
+7Saving Throw
 Animal Handling+7Insight Medicine Perception+7Survival

Charisma

+1
12
+4Saving Throw
 Deception Intimidation Performance+4Persuasion

Equipment Training & Proficiencies

Armor Training

Light
Medium
Heavy
Shields

Weapons

Simple weapons

Tools

Cartographer's Tools

Languages

Common, Elvish

Initiative

+2

Speed

35 ft.

Size & Type

Medium Humanoid

Passive Perception

14

Weapons & Damage Cantrips

NameAtk / DCDamage & TypeNotes
Dagger (x5)+51d4+2 PiercingLight, Thrown (Range 20/60)
Toll the DeadWis. save, DC 152d8 NecroticIf target is missing any HP, use 2d12 instead
Word of RadianceCon. save, DC 152d6 Radiant5-foot emanation
 

Resources

Channel Divinity[1/Short Rest, all on Long Rest]
Luck Points[Long Rest]

Class Features


Divine Order: Thaumaturge. 
  1. You gain 1 additional cantrip
  2. Bonus +4 to Arcana & Religion checks (considered in this sheet)
Channel Divinity. You can channel divine energy directly from the Outer Planes to fuel magical effects.
Divine Spark.(Action, Cost: 1 Channel Divinity) Choose 1 target in 30ft range. Roll 1d8+3. The target either: Regains Hit points equal to roll OR makes a CON save, taking rolled damage of either Necrotic or Radiant on failure, half as much on success.
Turn & Sear Undead.(Action, Cost: 1 Channel Divinity) Each Undead creature of your choice in a 30ft radius makes a Wis. saving throw. On failure:
  • they take 4d8 Radiant damage and
  • they have Frightened & Incapacitated condition for 1min, and during this time, they try to move away from you each turn. Condition ends early if they take damage, or you get Incapacitated condition, or you die.
Blessing of the Trickster.(Action) You can choose yourself or a willing creature within 30ft of you to have Advantage on Stealth checks. This blessing lasts till you finish a Long Rest or you use this feature again.
Invoke Duplicity.(Bonus Action, 1 minute, Cost: 1 Channel Divinity)  You can create a perfect visual illusion of yourself in an unoccupied space you can within 30ft of yourself. The illusion is animated and mimics your expressions and gestures. While it persists, you gain the following benefits.
  • Cast spells. You can cast spells as though you were in the illusion's space, but you must still use your own senses
  • Distract. When both you and your illusion are within 5ft of a creature you can see, you have Advantage on attack rolls against that creature.
  • Move. As a Bonus Action, you can move the illusion upto 30ft to an unoccupied space you can see within 120ft of yourself.

Species Traits & Feats


Resourceful. Gain heroic inspiration on completing a Long Rest
Skillful. You gain proficiency in one skill of your choice
Lucky.  You can use Luck Points to either give yourself Advantage on a d20 test, or impose Disadvantage on a creature making an attack roll against you.
Mark of Passage.  You gain the following benefits
  • Courier's Speed. Your Speed increases by 5ft.
  • Intuitive Motion. When you make an Athletics or Acrobatics check, you can roll 1d4 and add the number rolled to the Ability check.
  • Spells You always have the Misty Step spell prepared with 1 free use per Long Rest. Other mark spells are added to your spell casting list
War Caster.  You gain the following benefits
  • Concentration. You have Advantage on Constitution saving throws you make to maintain concentration
  • Reactive Spell. When a creature provokes an Opportunity attack from you for leaving your reach, you can take a Reaction to cast a spell at them. The spell must have a casting time of Action and target only that creature.
  • Somatic components. You can perform the somatic components of a spell even when you have weapons or shield in one or both hands.

Wisdom

Spellcasting Ability
Spellcasting Modifier+4
Spell Save DC15
Spell Attack Bonus+7
Number of Prepared Spells: 9
Changing spells: You can change any number of prepared spells after a Long Rest. Choose from the spells given here.

Spell Slots

Level 1
Level 2
Level 3

Spells


Cantrips

Guidance
C
Light
Mending
Toll the Dead
(2d8 or 2d12) Necrotic, Wis. save
Word of Radiance
Con. save, failure: 2d6 radiant damage

Level 1

AP
Charm Person
AP
Disguise Self
Bane
C
Bless
C
Command
Create or Destroy Water
Cure Wounds
Detect Evil and Good
C
Detect Magic
C, R
Detect Poison and Disease
C, R
Expeditious Retreat
C
Guiding Bolt
Healing Word
Inflict Wounds
Jump
Protection from Evil and Good
C
Purify Food and Drink
R
Sanctuary
Shield of Faith
C

Level 2

AP
Invisibility
C
AP
Misty Step
free x1
AP
Pass without Trace
C
Aid
Augury
R, M
Blindness/Deafness
Calm Emotions
C
Continual Flame
Enhance Ability
C
Find Steed
Find Traps
Gentle Repose
R
Hold Person
C
Lesser Restoration
Locate Object
C
Pass without Trace
C
Prayer of Healing
Protection from Poison
Silence
C, R
Spiritual Weapon
C
Warding Bond
Zone of Truth

Level 3

AP
Hypnotic Pattern
C
AP
Nondetection
Animate Dead
Aura of Vitality
C
Beacon of Hope
C
Bestow Curse
C
Blink
Clairvoyance
C, M
Create Food and Water
Daylight
Dispel Magic
Feign Death
R
Glyph of Warding
Magic Circle
M
Mass Healing Word
Meld into Stone
R
Phantom Steed
R
Protection from Energy
C
Remove Curse
Revivify
M
Sending
Speak with Dead
Spirit Guardians
C
Tongues
Water Walk
R

Notes


 
 
 
 
 
 
 
 
 
 

Appearance


You are a Dragonmarked scion of House Orien. The Mark of Passage is visible somewhere on your body.

Backstory & Personality


House Orien Heir: Before the Last War, Orien's influence covered Khorvaire, and its trade roads and lightning rails were the lifeblood of a vibrant kingdom. But the war cut those arteries, leaving Galifar dead and House Orien bloodied. While the house's couriers and shippers still keep goods moving on both sides of the continent, finding a way to reestablish routes across the Mournland remains the house's top priority. In the meantime, Orien adventurers can serve their house by investigating missing couriers, recovering goods stolen from caravans , and trouble-shooting disruptions to the lightning rail.

Cleric of Kol Korran: You are devoted to the Kol Korran, the Sovereign of World and Wealth, who guards travelers and guides traders.

Equipment


Bedroll, Backpack, Blanket, Book (philosophy), Lamp, Traveller's clothes, Holy water, Rope, Tinderbox, Herbalism Kit
Cartographer's Tools
Healer's Kit (use) = 10
Oil flasks = 3
Chain shirt, Shield, Daggers (x5)
Holy Symbol (spellcasting focus)
 
 
 
 
 
 
 
 
 
 

Magic Item Attunement

 
 
 

Coins & Treasure


CP
SP
EP
GP
PP