Redemus

Description:

D & D 5th edition character

Name: Redemus

Race: Tiefling

Class: Cleric (of Lathander)

Traits: Align. LN, +1 INT, +2 CHA, Speed 30, Darkvision, . Height.- 5’10", Weight. – 150llbs, Hair color – Redish Black, Eye color – Gold

Stats

  • Str. – 13 (+1)
  • Dex. – 14 (+2)
  • Con. – 10 (+0)
  • Int. – 8 (-1)
  • Wis. – 16 (+3)
  • Cha. – 10 (+0)
  • Level 3 near 4
  • Hit Dice: 18 (1D8+0)
  • AC: 16/18 w/shield

Languages Known
Common, Infernal, Elvish, Dwarvish

All Proficiencies:

  • Light/Med/Heavy Armor
  • Shields
  • simple weapons
  • Insight
  • Persuasion
  • Deception
  • Stealth
  • Save vs. Wis – Cha.

Background

  • Criminal- Specialty – Hired Killer

Personality Trait – I am always calm, no matter what the situation. I never raise my voice or let my emotions control me. – I would rather make a new friend than an enemy. (I take solace in my own peace. For if I lose control and let my emotions run my life. I will be doomed to repeat my past.)

IdealRedemption There’s a spark of good in everyone. (Good) (I was the most vile, corrupt, despicable kind of person. But even I found a glimmer of good in me.)

Bond – I am guilty of a terrible crime. I hope I can redeem myself for it. (I was hired to kill a rivals wife and child. I will never forget their faces. I will redeem myself if it take a lifetime to do so.)

Flaw – .I have a “tell” that reveals when I am lying. (My tail is my tell. Damn thing has a mind of it’s own.)

Feature: Criminal Contact
You have a reliable and trustworthy contact w ho acts as your liaison to a network of other criminals. You know how to get messages to and from your contact, even over great distances; specifically, you know the local messengers, corrupt caravan masters, and seedy sailors who can deliver messages for you.

Racial

Infernal Legacy.
You know the thaumaturgy cantrip. Once you reach 3rd level, you can cast the hellish rebuke spell once per day as a 2nd-level spell. Once you reach 5th level, you can also cast the darkness spell once per day. Charisma is your spellcasting ability for these spells.

  • Hellish Resistance.
    You have resistance to fire damage.
  • Thaumaturgy
    Transmutation cantrip
    Casting Time: 1 action
    Range: 30 feet
    Components: V
    Duration: Up to 1 minute
    You manifest a minor wonder, a sign of supernatural power, within range. You create one of the following magical effects within range:
    • Your voice boom s up to three times as loud as normal for 1 minute.
    • You cause flames to flicker, brighten, dim, or change color for 1 minute.
    • You cause harmless tremors in the ground for 1 minute.
    • You create an instantaneous sound that originates from a point of your choice within range, such as a rumble of thunder, the cry of a raven, or ominous whispers.
    • You instantaneously cause an unlocked door or window to fly open or slam shut.
    • You alter the appearance of your eyes for 1 minute.
    If you cast this spell multiple times, you can have up to three of its 1-minute effects active at a time, and you can dismiss such an effect as an action.
  • Hellish Rebuke
    1st-level evocation
    Casting Time: 1 reaction, which you take in response to being damaged by a creature within 60 feet of you that you can see
    Range: 60 feet
    Components: V, S
    Duration: Instantaneous
    You point your finger, and the creature that damaged you is momentarily surrounded by hellish flames. The creature must make a Dexterity saving throw. It takes 2d10 fire damage on a failed save, or half as much damage on a successful one.
    At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.

Disciple of Life
Also starting at 1st level, your 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 : Turn Undead
As 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.

Preserve Life
Starting at 2nd level, you can use your Channel Divinity to heal the badly injured. As an action, you present your holy symbol and evoke healing energy that can restore a number of hit points equal to five times your cleric level. Choose any creatures within 30 feet of you, and divide those hit points among them. This feature can restore a creature to no more than half of its hit point maximum. You can’t use this feature on an undead or a construct.

Domain Life Spells

  • Cure Wounds
    1st-level evocation
    Casting Time: 1 action
    Range: Touch Components: V, S
    Duration: Instantaneous
    A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st.
  • Bless
    1st-level enchantment
    Casting Time: 1 action
    Range: 30 feet
    Components: V, S, M (a sprinkling of holy water)
    Duration: Concentration, up to 1 minute
    You bless up to three creatures of your choice within range. Whenever a target makes an attack roll or a saving throw before the spell ends, the target can roll a d4 and add the number rolled to the attack roll or saving throw. At Higher Levels. W hen you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.
  • Lesser Restoration
    ​2 nd-level abjuration
    Casting Time: 1 action
    ​Range: Touch
    ​Components: V, S
    ​Duration: Instantaneous
    You touch a creature and can end either one disease or one condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned.
  • Spiritual Weapon
    2nd-level evocation
    Casting Time: 1 bonus action
    Range: 60 feet
    Components: V, S
    Duration: 1 minute
    You create a floating, spectral weapon within range that lasts for the duration or until you cast this spell again. When you cast the spell, you can make a melee spell attack against a creature within 5 feet of the weapon. On a hit, the target takes force damage equal to 1d8 + your spellcasting ability modifier. As a bonus action on your turn, you can move the weapon up to 20 feet and repeat the attack against a creature within 5 feet of it. The weapon can take whatever form you choose. Clerics of deities who are associated with a particular weapon (as St. Cuthbert is known for his mace and Thor for his hammer) make this spell’s effect resemble that weapon. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for every two slot levels above the 2nd

Spells Level 1 (4), 2 (2)
Cantrips (3)

  • Sacred Flame
    Evocation cantrip
    Casting Time: 1 action
    Range: 60 feet
    Components: V, S
    Duration: Instantaneous
    Flame-like radiance descends on a creature that you can see within range. The target must succeed on a Dexterity saving throw or take 1d8 radiant damage. The target gains no benefit from cover for this saving throw. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
  • Spare the Dying
    Necromancy cantrip
    Casting Time: 1 action
    Range: Touch
    Components: V, S
    Duration: Instantaneous
    You touch a living creature that has 0 hit points. The creature becomes stable. This spell has no effect on undead or constructs.
  • Guidance
    Divination cantrip
    Casting Time: 1 action
    Range: Touch
    Components: V, S
    Duration: Concentration, up to 1 minute
    You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends.
    Note once lvl 4
    Mending Transmutation cantrip
    Casting Time: 1 minute
    Range: Touch
    Components: V, S, M (two lodestones)
    Duration: Instantaneous
    This spell repairs a single break or tear in an object you touch, such as a broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it. leaving no trace of the former damage. This spell can physically repair a magic item or construct, but the spell can’t restore magic to such an object.

  • Guiding Bolt
    1st-level evocation
    Casting Time: 1 action
    Range: 120 feet
    Components: V, S
    Duration: 1 round
    A flash of light streaks toward a creature of your choice within range. Make a ranged spell attack 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. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
  • Sanctuary
    1st-level abjuration
    Casting Time: 1 bonus action
    Range: 30 feet
    Components: V, S, M (a small silver mirror)
    Duration: 1 minute
    You ward a creature within range against attack. Until the spell ends, any creature who targets the warded creature with an attack or a harmful spell must first make a Wisdom saving throw. On a failed save, the creature must choose a new target or lose the attack
    or spell. This spell doesn’t protect the warded creature from area effects, such as the explosion of a fireball. If the warded creature makes an attack or casts a spell that affects an enemy creature, this spell ends.
  • Healing Word
    1st-level evocation
    Casting Time: 1 bonus action
    Range: 60 feet
    Components: V Duration: Instantaneous
    A creature of your choice that you can see within range regains hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d4 for each slot level above 1st.
  • Shield of Faith
    1st-level abjuration
    Casting Time: 1 bonus action
    Range: 60 feet
    Components: V, S, M (a small parchment with a bit of holy text written on it)
    Duration: Concentration, up to 10 minutes
    A shimmering field appears and surrounds a creature of your choice within range, granting it a +2 bonus to AC for the duration.
  • Prayer of Healing
    2nd-level evocation
    Casting Time: 10 minutes
    Range: 30 feet
    Components: V
    Duration: Instantaneous
    Up to six creatures of your choice that you can see within range each regain hit points equal to 2d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the healing increases by 1d8 for each slot level above 2nd.
  • Warding Bond
    2nd-level abjuration
    Casting Time: 1 action
    Range: Touch
    Components: V, S, M (a pair of platinum rings worth at least 50 gp each, which you and the target must wear for the duration)
    Duration: 1 hour
    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. 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.
    Note once lvl 4
    Aid 2nd-level abjuration
    Casting Time: 1 action
    Range: 30 feet
    Components: V, S, M (a tiny strip of white cloth)
    Duration: 8 hours
    Your spell bolsters your allies with toughness and resolve. Choose up to three creatures within range. Each target’s hit point maximum and current hit points increase by 5 for the duration. At Higher Levels. W hen you cast this spell using a spell slot of 3rd level or higher, a target’s hit points increase by an additional 5 for each slot level above 2nd.

Feats
Note once lvl 4
War Caster
Prerequisite: The ability to cast at least one spell
You have practiced casting spells in the midst of combat, learning techniques that grant you the following benefits:
• You have advantage on Constitution saving throws that you make to maintain your concentration on a spell when you take damage.
• You can perform the somatic components of spells even when you have weapons or a shield in one or both hands.
• When a hostile creature’s movement provokes an opportunity attack from you, you can use your reaction to cast a spell at the creature, rather than making an opportunity attack. The spell must have a casting time of 1 action and must target only that creature.

Equipment – Money GP: 337 SP: 30 CP: 0
Armor: Breastplate
Weapons: Mace, silvered
Light hammer
a light crossbow and 20 bolts
A shield
A holy symbol
Priest Pack: Backpack, Bedroll,a blanket, tinderbox, candles (10), days rations (2), 2 blocks of incense, waterskin, an alm box, vestments, and a censer
a prayer book
Dark Common clothes w/hood
A belt pouch
Crowbar
Thieves Tools
Gaming set (dice)
Robes priest
Healing potion – 2
Holy Water vial (spell component)
2 platinum rings worth 50 gp each (spell component)

Bio:

Redemus

A Path Accurst Bailroc