Adventure Date: October 18, 2024
Last Updated: October 6, 2024
Campaign: The Lost Mine - Chapter 30 class: Cleric species: half-elf level: 7 alignment: chaotic good xp: 0 deity: Selune Background: acolyte Home Region: size: medium age: 22 gender: female height: 5'4" eyes: blue hair: blue skin: white weight: 130 lbs Languages: common, elvish, draconic, goblin, orc hp = 55 HD: x7 ==================================================================================== STR: 14/19 +2/+4 HP: 61 Healing HD: d8+2 x7 inspiration = DEX: 12 +1 AC: 24 CON: 14 +2 = 19 + 4 + 0 + 1 + 0 INT: 8 -1 armor + shield + dex + magic + misc WIS: 18 +4 AC other: 24 CHA: 12 +1 Initiative: +3.12 Speed: 30 ft Proficiency: +3 - passive perception = 22 - darkvision 120 ft, see invisibility and ethereal 120 ft - adamantine armor = no critical hits ==================================================================================== SAVES Total = base +prof +magic +misc STR: +5 = +4 +0 +1 DEX: +2 = +1 +0 +1 CON: +3 = +2 +0 +1 INT: +0 = -1 +0 +1 WIS: +8 = +4 +3 +1 CHA: +5 = +1 +3 +1 - You have advantage on saving throws against being charmed, and magic can't put you to sleep. ==================================================================================== Attack Attack Damage Type Range Notes ------------ ------ ------ ---- ----- ----- Mace of the Moonmaiden +9 1d6+4+2 bludgeon Silver Mace +2, detect weres r=120 ft - add +1d6 radiant damage vs evil were creatures and worshipers of Malar Loudmouth DC 15 CON=1/2 5d6 thunder 15 cone +10 ft push if no save, charges = 3 = 0 left Spellcasting Attack Damage Type Range Notes ------------ ------ ------ ---- ----- ----- sacred flame DC 17 DEX=0 2d8 radiant 60 action guiding bolt +9 5d8 radiant 120 action spiritual weapon +9 1d8+4 force 60 bonus action, mv=20, spell= 2 spiritual weapon +9 2d8+4 force 60 bonus action, mv=20, spell= 4 spirit guardian (c) DC 17 WIS=1/2 3d8/turn radiant self-15 action, 1/2 MV, spell= 3 spirit guardian (c) DC 17 WIS=1/2 4d8/turn radiant self-15 action, 1/2 MV, spell= 4 cure wounds na 1d8+4+3 healing touch action, heal self 3 hp healing word na 1d4+4+3 healing 60 bonus action, heal self 3 hp mass healing word na 1d4+4+5 healing 60 bonus action, 6 creatures, heal self 5 hp banishment (c) DC 17 CHA/round banish banish 60 action guardian of faith DC 17 DEX=1/2 20 radiant 30 action, duration 8 hours or 60 hp dam ==================================================================================== TOTAL SKILLS: Ability Mod Prof Misc +1 acrobatics DEX +1 +4 animal handling WIS +4 -1 arcana INT -1 +7 athletics STR* +4 +3 +1 deception CHA +1 -1 history INT -1 +7 insight WIS* +4 +3 +1 intimidation CHA +1 -1 investigation INT -1 +7 medicine WIS* +4 +3 -1 nature INT -1 +7 perception WIS* +4 +3 advantage (robe) +1 performance CHA +1 +4 persuasion CHA* +1 +3 +2 religion INT* -1 +3 +1 sleight of hand DEX +1 +1 stealth DEX +1 disadvantage (plate)/adv (boots) +4 survival WIS +4 tool- ============================================================================= SPECIAL ABILITIES / FEATS Armor: light, medium, heavy, shields Weapons: simple Tools: none HALF-ELF Darkvision. - 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 have advantage on saving throws against being charmed, and magic can't put you to sleep. Skill Versatility. - You gain proficiency in two skills of your choice. (athletics, perception) Languages. - You can speak, read, and write Common, Elvish, and one extra language (draconic) ACOLYTE Skill Proficiencies: Insight, Religion Languages: Two of your choice (goblin, orc) CLERIC - Skills: Choose two from History, Insight, Medicine, Persuasion, and Religion (Medicine, Persuasion) Disciple of Life - healing spells are more effective. Whenever you use a spell of 1st level or higher to restore hit points to a creature, the creature regains additional hit points equal to 2 + the spell's level. Channel Divinity: twice per short or long rest (+1 use per long rest = magic item) = 2+1 = 3 used = 3 - Turn Undead (PH p59) - action, range 30 ft, undead = WIS save or turned for 1 minute or until takes damage - 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. - Preserve Life - action, heal hp = cleric level x5 = 7 x 5 = 35 hp. - choose any creatures within 30 feet of you, and divide those hit points among them. - can restore a creature to no more than half of its hit point maximum. Blessed Healer - healing spells cast on others heal you as well. - when you cast a spell of 1st level or higher that restores hit points to a creature other than you, you regain hit points equal to 2 + the spell's level. ============================================================================= SPELLS spell casting ability = WIS spell save DC = 8 + WIS + Prof = 8+4+3 +2 = 17 spell attack bonus = WIS + Prof = 4+3 +2 = +9 total number of prepared spells = cleric + WIS = 7+4 = 11 + domain spells = +2 @ level 1 = bless, cure wounds + domain spells = +2 @ level 3 = lesser restoration, spiritual weapon + domain spells = +2 @ level 5 = beacon of hope, revivify + domain spells = +2 @ level 7 = death ward, guardian of faith 0: cantrips - dancing lights (Moon Mote), guidance, light, sacred flame, thaumaturgy 1: slots = 4 remaining = 1 - bless (C), cure wounds, detect magic (C,R), guiding bolt, healing word 2: slots = 3 remaining = 0 - lesser restoration, silence (C,R), spiritual weapon, warding bond 3: slots = 3 remaining = 1 - beacon of hope (C), daylight, dispel magic, mass healing word, revivify, spirit guardians (C) 4: slots = 1 remaining = 0 - banishment (C), death ward, freedom of movement, guardian of faith 5: slots = 0 6: slots = 0 7: slots = 0 8: slots = 0 9: slots = 0 ============================================================================== GEAR Total WT= 97 + 15 + 3 + 2 = 117 lbs STR 14 load: STR x 15 = 210 lbs push/drag/lift: STR x 30 = 420 lbs STR 19 load: STR x 15 = 285 lbs push/drag/lift: STR x 30 = 570 lbs DM HOUSE RULE: Potions can be drunk as a bonus action DM HOUSE RULE: characters can attune to number of magic items = 1 + prof = 1 + 3 = 4 (4) WT Item --- --------------------- 0 common clothes 60 Pearl's Plate (uncommon) = Unbreakable Celestial Cast-off Adamantine Plate Armor +1 = 2,200 gp (purchase) 6 Heraldic Shield +2 (rare) = 500 gp (purchase) 0 Moon Bracers (rare) = 500 gp (purchase) - dimension door 1/day, moonbeams show leaving and arrival points 1 Moon Cloak (uncommon, attuned) = +1 AC, +1 saves, waterwalk, temperate, billowing = 300 gp (purchase) 1 Robe of Eyes (rare, attuned) = 500 gp (loot) - advantage with perception, darkvision/see invisible/see ethereal = 120 ft - cannot close/avert eyes, vulnerable to light/daylight spell = blindness (dc 15 con) 0 Gleaming Gauntlets of Ogre Power (uncommon, attuned) = STR 19 = 150 gp (loot) 4 Mace of the Moonmaiden (rare, silvered) = 750 gp (purchase) - Silver (base = 100 gp) - Mace +2 (rare = +500 gp) - detect weres r=120 ft (common = +50 gp) - add +1d6 radiant damage vs evil were creatures and worshipers of Malar (uncommon = +100 gp) 25 ***Loudmouth - 15-foot cone, 5d6 thunder damage and push 10 feet, DC 15 saving throw for half, 3 charges/longrest (rare) 0 Boots of Elvenkind (uncommon) = stealth at adv = 100 gp (purchase) 0 *Jebalek's Clockwork Amulet (uncommon) = +2 initiative, to hit roll= 10 + bonuses 1/day = 100 gp (purchase) 0 Moon Mote (uncommon = 100 gp) - add "dancing lights" to cantrip spells known 0 *Selune's Crescent Moon Amulet +2 (rare, attuned) = 550 gp (purchase) - +2 spell DC, +2 spell attack, +1 channel = rare, attuned = +500 gp - Compass. The wielder can use an action to learn which way is north = common = +50 gp. 0 Selune's Warding Bond (platinum ring spell component: matching pair on Coryn) = 50 gp 15 Bag of Holding (uncommon) = 100 gp (purchase) = can hold 500 lbs, has 17 + 27.5 + 22.5 + 17 = 84 lbs 0 - Necklace of Prayer Beads - Bless, Curing & 2 Branding Smite (rare, not attuned by cleric, druid, paladin) 0 - Pearl of the Moon (uncommon, not attuned by spellcaster) = unbreakable Pearl of Power - recover 3rd lvl spell slot = 150 gp (purchase) 5 - backpack 1 - Amulet of Selune (holy symbol) 2 - holy symbol - reliquary containing a 3 prayer book with heretical sacred text (a gift to you when you entered the priesthood) 0 - sticks of incense = x5 6 - vestments (fine clothes) 0.5 - sack #1 20 - tent, 2 person 7 - bedroll 0.5 - sack #2 1 - mess kit 20 - rations (days) = x10 1 - waterskin 0.5 - sack #3 0 - 3 diamonds (100 gp each) - spell component for revivify 0.5 - sack #4 0 - 3 diamonds (100 gp each) - spell component for revivify 5 - 50 ft silk rope 1 - tinderbox 10 - torches = x10 0 - game: goblin bone dice 0 - game: red brand knuckle bones 0 - Scroll - commune (rare, 5th lvl spell) = 1,000 gp (gift for returning Lightbringer) 0 - Scroll - continual flame (uncommon, 2nd lvl spell) = 100 gp (loot, includes material cost) 0 - Scroll - remove curse (uncommon, 3rd lvl spell) = 100 gp (loot) 0 - Scroll - revivify (uncommon, 3rd lvl spell) = 400 gp (loot, includes material cost) 0 - Scroll - silence (uncommon, 2nd lvl spell) = 50 gp (loot) 3 healer's kit = 10 uses 1 pouch 1 - coins 0 - Deck of Illusions (uncommon) = has 32/34 cards = 100 gp (purchase) 0 - Potion of Greater Healing x4 (uncommon) = 4d4+4 hp = 100 gp (loot) 0 - Potion of Healing x1 (common) = 50 gp (loot) ============================================================================== TREASURE store credit = 0 gp pp = gp = sp = 13 cp = = 402 gp (kitty = 2gp + 150 cp) + 2,000 gp in future magic items. ============================================================================= In Room at Tresendar Manor: pp = Kobold Phalanx Shield (trophy) gp = sp = cp = ============================================================================== SPECIAL NOTES: Buy wishlist (very rare): 5,000 gp - Tome of Understanding WIS+2, MAX = 22 - Selune's Crescent Moon Amulet +3 - Belt of Giant Strength (Str = 23) - Mace of the Moonmaiden +3 - Heraldic Shield +3 Buy wishlist (rare): (500 gp) - Belt of Giant Strength (STR = 21) - Figurine of wondrous power (marble elephant) -cause i have the figure - elephant barding wght x2, cost x4 better than 13 - ringmail, ac 14, 80 lbs, 120 gp - chainmail, ac 16, 110 lbs, 300 gp - PERIAPT OF PROOF AGAINST POISON Buy wishlist (uncommon = 100 gp): - PERIAPT OF HEALTH - bag of holding - Wand of magic detection - Wand of magic missiles - Wand of secrets upgrade full plate +3 with adamantine "Plate of the Myrmidon" -------------------------------------------- Buy wishlist (rare): (500 gp) - Bowl of Commanding Water Elementals - Horn of Valhalla - silver - Necklace of Fireballs Buy wishlist (uncommon = 100 gp): - Circlet of blasting - Gem of brightness - Wind fan - bag of holding -------------------------------------------------------------- DECK OF ILLUSIONS Playing Cards=32/34 Illusion ------------ ---------- Ace of hearts Red dragon King of hearts Knight and four guards Queen of hearts Succubus or incubus jack of hearts Druid Ten of hearts Cloud giant Nine of hearts Ettin Eight of hearts Bugbear Two of hearts Goblin Ace of diamonds Beholder King of diamonds Archmage and mage apprentice Queen of diamonds Night hag jack of diamonds Assassin Ten of diamonds Fire giant Nine of diamonds Ogre mage Eight of diamonds Gnoll Ace of spades Lich King of spades Priest and two acolytes Queen of spades Medusa jack of spades Veteran Ten of spades Frost giant Nine of spades Troll Eight of spades Hobgoblin Two of spades Goblin Ace of clubs Iron golem King of clubs Bandit captain and three bandits Queen of clubs Erinyes jack of clubs Berserker Ten of clubs Hill giant Nine of clubs Ogre Eight of clubs Orc jokers (2) You (the deck's owner)