Lazarus Akela: Difference between revisions

3,597 bytes added ,  15:43, 27 September 2022
 
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|+ Quick Info
|+ Quick Info
|-
|-
| Class: [[Cleric]], Level 3 || Subclass: Life Domain
| Class: [[Cleric]], Level 4 || Subclass: Life Domain
|-
|-
| Race: Aasimar || Alignment: Neutral Good
| Race: Aasimar || Alignment: Neutral Good
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|+ Quick Combat Info
|+ Quick Combat Info
|-
|-
| Armor Class (AC): 13 || Initiative Bonus: +0
| Armor Class (AC): 13/16 || Initiative Bonus: +0
|-
|-
| Max HP: 21 || Speed: 30ft
| Max HP: 27 || Speed: 35ft
|}
|}


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| Spear, Two-Handed || Melee, Ranged (20/60) || +1 || N/A || 1d8-1 Piercing Damage || N/A
| Spear, Two-Handed || Melee, Ranged (20/60) || +1 || N/A || 1d8-1 Piercing Damage || N/A
|-
|-
| Cure Wounds || Touch || N/A || 1st Level Spell Slot || 1d8+7 Healing || N/A
| Cure Wounds || Touch || N/A || 1st Level Spell Slot || 1d8+8 Healing || N/A
|-
|-
| Cure Wounds, Level 2 || Touch || N/A || 2nd Level Spell Slot || 2d8+8 Healing || N/A
| Cure Wounds, Level 2 || Touch || N/A || 2nd Level Spell Slot || 2d8+9 Healing || N/A
|-
|-
| Healing Word || Ranged, 60ft || N/A || 1st Level Spell Slot || 1d4+7 Healing || N/A
| Healing Word || Ranged, 60ft || N/A || 1st Level Spell Slot || 1d4+8 Healing || N/A
|-
|-
| Healing Word, Level 2 || Ranged, 60ft || N/A || 2nd Level Spell Slot || 2d4+8 Healing || N/A
| Healing Word, Level 2 || Ranged, 60ft || N/A || 2nd Level Spell Slot || 2d4+9 Healing || N/A
|-
|-
| Guiding Bolt || Ranged, 120ft || +6 || 1st Level Spell Slot || 4d6 Radiant Damage || The next attack roll made against the target before the end of your next turn has advantage.
| Guiding Bolt || Ranged, 120ft || +7 || 1st Level Spell Slot || 4d6 Radiant Damage || The next attack roll made against the target before the end of your next turn has advantage.
|-
|-
| Guiding Bolt, Level 2 || Ranged, 120ft || +6 || 2n Level Spell Slot || 456 Radiant Damage || The next attack roll made against the target before the end of your next turn has advantage.
| Guiding Bolt, Level 2 || Ranged, 120ft || +7 || 2n Level Spell Slot || 5d6 Radiant Damage || The next attack roll made against the target before the end of your next turn has advantage.
|-
|-
| Inflict Wounds || Melee || +6 || 1st Level Spell Slot || 3d10 Necrotic Damage || N/A
| Inflict Wounds || Melee || +7 || 1st Level Spell Slot || 3d10 Necrotic Damage || N/A
|-
|-
| Inflict Wounds, Level 2 || Melee || +6 || 2nd Level Spell Slot || 4d10 Necrotic Damage || N/A
| Inflict Wounds, Level 2 || Melee || +7 || 2nd Level Spell Slot || 4d10 Necrotic Damage || N/A
|-
|-
| Spiritual Weapon || Created within 60ft, move 20ft and attack as bonus action || +6 || 2nd Level Spell Slot || 1d8+4 Force || N/A
| Spiritual Weapon || Created within 60ft, move 20ft and attack as bonus action || +7 || 2nd Level Spell Slot || 1d8+5 Force || N/A
|}
|}


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| Sacred Flame || 60ft || DC14 Dex || N/A || 1d8 Radiant Damage on failed Save || N/A
| Sacred Flame || 60ft || DC14 Dex || N/A || 1d8 Radiant Damage on failed Save || N/A
|-
|-
| Zone of Truth || 60ft, 15ft Radius Sphere || DC14 Cha || 2nd Level Spell Slot || N/A || If a creature fails, they can't tell a deliberate lie, you know if a creature succeeds or fails.
| Zone of Truth || 60ft, 15ft Radius Sphere || DC15 Cha || 2nd Level Spell Slot || N/A || If a creature fails, they can't tell a deliberate lie, you know if a creature succeeds or fails.
|}
|}


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| Strength: -1 (9) || Dexterity: 0 (10) || Constitution: +1 (13)
| Strength: -1 (9) || Dexterity: 0 (10) || Constitution: +1 (13)
|-
|-
| Intelligence: +3 (16) || Wisdom: +4 (19) || Charisma: +5 (20)
| Intelligence: +3 (17) || Wisdom: +5 (20) || Charisma: +5 (20)
|}
|}


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| Intelligence (+3) || No || +3
| Intelligence (+3) || No || +3
|-
|-
| Wisdom (+4) || Yes (+2) || +6
| Wisdom (+5) || Yes (+2) || +7
|-
|-
| Charisma (+5) || Yes (+2) || +7
| Charisma (+5) || Yes (+2) || +7
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| Acrobatics || Dexterity (0) || No || +0
| Acrobatics || Dexterity (0) || No || +0
|-
|-
| Animal Handling || Wisdom (+4) || No || +4
| Animal Handling || Wisdom (+5) || No || +5
|-
|-
| Arcana || Intelligence (+3) || No || +3
| Arcana || Intelligence (+3) || No || +3
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| History || Intelligence (+3) || No || +3
| History || Intelligence (+3) || No || +3
|-
|-
| Insight || Wisdom (+4) || Yes (+2) || +6
| Insight || Wisdom (+5) || Yes (+2) || +7
|-
|-
| Intimidation || Charisma (+5) || No || +5
| Intimidation || Charisma (+5) || No || +5
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| Investigation || Intelligence (+3) || No || +0
| Investigation || Intelligence (+3) || No || +0
|-
|-
| Medicine || Wisdom (+4) || No || +4
| Medicine || Wisdom (+5) || No || +5
|-
|-
| Nature || Intelligence (+3) || No || +3
| Nature || Intelligence (+3) || No || +3
|-
|-
| Perception || Wisdom (+4) || Yes (+2) || +6
| Perception || Wisdom (+5) || Yes (+2) || +7
|-
|-
| Performance || Charisma (+5) || No || +5
| Performance || Charisma (+5) || No || +5
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| Stealth || Dexterity (0) || No || +0
| Stealth || Dexterity (0) || No || +0
|-
|-
| Survival || Wisdom (+4) || No || +4
| Survival || Wisdom (+5) || No || +5
|}
|}


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'''Celestial Resistance.''' You have resistance to Necrotic Damage and Radiant damage.
'''Celestial Resistance.''' You have resistance to Necrotic Damage and Radiant damage.


'''Healing Hands.''' As an action, you can touch a creature and cause it to regain a number of hit points equal to your level (3). Once you use this trait, you can’t use it again until you finish a long rest.
'''Healing Hands.''' As an action, you can touch a creature and cause it to regain a number of hit points equal to your level (4). Once you use this trait, you can’t use it again until you finish a long rest.


=== Acolyte Features ===
=== Acolyte Features ===
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== Spells ==
== Spells ==
4 Level 1 Spell Slots
4 Level 1 Spell Slots
2 Level 2 Spell Slots
3 Level 2 Spell Slots


=== Cantrips ===
=== Cantrips ===
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You touch one object that is no larger than 10 feet in any dimension. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as a free action.
You touch one object that is no larger than 10 feet in any dimension. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as a free action.


If you target an object held or worn by a hostile creature, you must make a melee spell attack (+6) against that creature, casting the spell on a successful attack.
If you target an object held or worn by a hostile creature, you must make a melee spell attack (+7) against that creature, casting the spell on a successful attack.




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| Range: 60ft || Duration: Instant || Components: VS
| Range: 60ft || Duration: Instant || Components: VS
|}
|}
Flame-like radiance descends on a creature that you can see within range. The target must succeed on a DC14 Dexterity saving throw or take 1d8 radiant damage. The target gains no benefit from cover for this saving throw.
Flame-like radiance descends on a creature that you can see within range. The target must succeed on a DC15 Dexterity saving throw or take 1d8 radiant damage. The target gains no benefit from cover for this saving throw.




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| Range: Touch || Duration: 1 Instant || Components: VS
| Range: Touch || Duration: 1 Instant || Components: VS
|}
|}
A creature you touch regains a number of hit points equal to 1d8+7. This spell has no effect on Undead or constructs.
A creature you touch regains a number of hit points equal to 1d8+8. This spell has no effect on Undead or constructs.




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| Range: 120ft || Duration: 1 Round || Components: VS
| Range: 120ft || Duration: 1 Round || Components: VS
|}
|}
A flash of light streaks toward a creature of your choice within range. Make a ranged spell attack (+6) against the target. On a hit, the target takes 4d6 radiant damage, and the next attack roll made against this target before the end of your next turn has advantage, thanks to the mystical dim light glittering on the target until then.
A flash of light streaks toward a creature of your choice within range. Make a ranged spell attack (+7) against the target. On a hit, the target takes 4d6 radiant damage, and the next attack roll made against this target before the end of your next turn has advantage, thanks to the mystical dim light glittering on the target until then.




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| Range: 60ft || Duration: Instant || Components: V
| Range: 60ft || Duration: Instant || Components: V
|}
|}
A creature of your choice that you can see within range regains hit points equal to 1d4+7. This spell has no effect on Undead or Constructs.
A creature of your choice that you can see within range regains hit points equal to 1d4+8. This spell has no effect on Undead or Constructs.




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| Range: Touch || Duration: Instant || Components: VS
| Range: Touch || Duration: Instant || Components: VS
|}
|}
Make a melee spell attack (+6) against a creature you can reach. On a hit, the target takes 3d10 necrotic damage.
Make a melee spell attack (+7) against a creature you can reach. On a hit, the target takes 3d10 necrotic damage.




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|}
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You touch a creature and can end either one disease or one condition afflicting it. The condition can be Blinded, Deafened, Paralyzed, or Poisoned.
You touch a creature and can end either one disease or one condition afflicting it. The condition can be Blinded, Deafened, Paralyzed, or Poisoned.
{| class="wikitable"
|+ Locate Object
|-
| Level: 2 || Casting Time: 1 Action || Divination
|-
| Range: Self || Duration: 10 Minutes (Concentration) || Components: VSM (a forked twig)
|}
Describe or name an object that is familiar to you. You sense the direction to the object's location, as long as that object is within 1,000 feet of you. If the object is in motion, you know the direction of its movement.<br>
The spell can locate a specific object known to you, as long as you have seen it up close--within 30 feet--at least once. Alternatively, the spell can locate the nearest object of a particular kind, such as a certain kind of apparel, jewelry, furniture, tool, or weapon.<br>
This spell can't locate an object if any thickness of lead, even a thin sheet, blocks a direct path between you and the object.




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| Range: 30ft || Duration: Instant || Components: V
| Range: 30ft || Duration: Instant || Components: V
|}
|}
Choose up to six creatures within 30ft of you that you can see. Roll 2d8+8, each creatures you chose regains that much health. This spell has no effect on undead or constructs.
Choose up to six creatures within 30ft of you that you can see. Roll 2d8+9, each creatures you chose regains that much health. This spell has no effect on undead or constructs.




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You create a floating weapon within 60ft. When you cast this spell, make a Melee Spell Attack against a creature within 5ft of the weapon. On a hit the target takes 1d8+4 Force Damage. As a Bonus Action, you can move the weapon up to 20ft and repeat the attack against a creature within 5ft of it.
You create a floating weapon within 60ft. When you cast this spell, make a Melee Spell Attack against a creature within 5ft of the weapon. On a hit the target takes 1d8+4 Force Damage. As a Bonus Action, you can move the weapon up to 20ft and repeat the attack against a creature within 5ft of it.
{| class="wikitable"
|+ Warding Bond
|-
| Level: 2 || Casting Time: 1 Action || Abjuration
|-
| Range: Touch || Duration: 1 Hour || Components: VSM (a pair of platinum rings worth at least 50GP each, which you and the target must wear for the duration)
|}
This spell wards a willing creature you touch and creates a mystic connection between you and the target until the spell ends. While the target is within 60 feet of you, it gains a +1 bonus to AC and saving throws, and it has resistance to all damage. Also, each time it takes damage, you take the same amount of damage.<br>
The spell ends if you drop to 0 hit points or if you and the target become separated by more than 60 feet. It also ends if the spell is cast again on either of the connected creatures. You can also dismiss the spell as an action.




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|}
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You create a 15ft radius sphere on a point within 60ft of you. All creatures in the sphere must make a DC14 Charisma Saving Throw. If they fail, a creature cannot speak a deliberate lie while in the Zone of Truth. You know whether each creature succeeds or fails its Save. Affected creatures are aware of the spell.
You create a 15ft radius sphere on a point within 60ft of you. All creatures in the sphere must make a DC14 Charisma Saving Throw. If they fail, a creature cannot speak a deliberate lie while in the Zone of Truth. You know whether each creature succeeds or fails its Save. Affected creatures are aware of the spell.
== Magic Items ==
=== Uncommon ===
==== Titan Cricket Greaves ====
''Wondrous item, Uncommon''
These unusual leg braces are crafted from the legs of a giant cricket. While wearing the braces, your long jump is up to 25 feet and your high jump is up to 15 feet, unless it's already higher, with or without a running start. Further, your walking speed increases by 5 feet.<br>
In addition, you can use an action to rub your legs together while wearing the braces to create the signature sound of one or many crickets. The sound can be as quiet as a whisper or as loud as a scream
=== Rare ===
==== Aegis of Radiance ====
''Shield, Rare''<br>
This shield emits a faint, holy glow when wielded and recognizes your devotion to a higher power. When you attune to this shield, the emblem adorning its face changes to one that represents your chosen diety, allowing you to use the shield as a holy symbol. You gain a +1 bonus to your AC while wielding this shield in addition to the shield's normal bonus to AC.<br>
While wielding the shield, you can speak its command word as a Bonus Action to cause it to to shatter into countless fragments of pure light. The pieces of light protect you as if you were wielding the shield, leaving your hands free. The light surrounds you for 1 minute, until you dismiss the effect as a bonus action, or until you fall unconscious or die, at which point the shield rematerializes on the ground at your feet or into your hand if you have one free. If your holy symbol is emblazoned or attached to the shield, it floats prominently amidst the shards of light and continues to function as a spellcasting focus. Undead and Aberrations have disadvantage on attack rolls made against you while you're surrounded by the light in this way. The surrounding shards of light cast bright light in a 20 foot radius and dim light for another 20 feet. Once this property of the shield has been used, it can't be used again until the following dawn.