Endymos Tesper

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Endymos Tesper
Endymos-tesper.jpg
Race: Human, Class: Cleric (Silverstar) • 2nd level
Background: Waterdhavian Noble, Alignment: Neutral
Patron Deity: Selûne
Factions: None
Ability Scores
Strength 11 (+0), Dexterity 11 (+0), Constitution 13 (+1);
Intelligence 10 (+0), Wisdom 17 (+3), Charisma 16 (+3)
Proficiencies
Bonus: +2
Saving Throws: Wisdom & Charisma
Skills: Deceit, History, Insight, Persuasion, Religion
Tools: Musical Instrument (Violin)
Languages: Common, Elvish, Celestial
Armor: Light armor, medium armor, shields
Weapons: All simple weapons
Traits
Bonus Skill (Deceit), Bonus Feat (Diplomat) • Kept in Style • Spellcasting, Channel Divinity (Turn Undead, Tears of Selûne), Ritual Casting, Spellcasting Focus • Bonus Cantrips, Burning Moonlight
Feats
Diplomat
Combat
Attacks:Mace: +2, 1d6
Light Crossbow: +2, 1d8, 80/320, two-handed
Armor Class: 16, Initiative: +0, Speed: 30 ft
Hit Points: 18, Hit Dice: 2d8
Social
Personality Traits: I always identify the most attractive person in the room, to see how I compare and to see if they interest me. • I fastidiously brush out and repair my clothing at the end of the day.
Ideals: Worship. Let the great receive their worship, and let the lesser give it. • Beauty. A world that can have beauty should, and we should all work to make it finer.
Bonds: My Mother. My mother gave everything for me, and I adore her. • Selûne. She gave me the light. How could I fail to give her anything she asks of me?
Flaws: Arrogant. I have firm views about my own superiority and am guaranteed to not engage well with those who disagree with me. • Debauched. I am easily tempted by the pleasures of the flesh.

“Do not swear by the moon, for she changes constantly. then your love would also change.” ― William Shakespeare

“The moon is a loyal companion. It never leaves. It’s always there, watching, steadfast, knowing us in our light and dark moments, changing forever just as we do. Every day it’s a different version of itself. Sometimes weak and wan, sometimes strong and full of light. The moon understands what it means to be human. Uncertain. Alone. Cratered by imperfections.” ― Tahereh Mafi

“There was a man who loved the moon, but whenever he tried to embrace her, she broke into a thousand pieces and left him drenched, with empty arms.” ― Laini Taylor

Spells

Prepared Spells

Spells Prepared (Lvl + Wis): 3/5 • Spells marked with an asterix (*) are Domain Spells.

  • Cantrips (3): dancing lights*, guidance*, sacred flame, thaumaturgy, word of radiance
  • First Level: bless, cure wounds, faerie fire*, guiding bolt, healing word*, sanctuary, shield of faith

Spellcasting

  • Spells per Day: Cantrips: 3 • 1st: 3
  • Spell Power: Saving Throw DC: 13 • Spell Attack Mod: +5
  • Magic Ability: Wisdom

Traits

Cleric Traits

  • Channel Divinity: May use a Channel Divinity effect 1/ short rest.
  • Ritual Casting: Can cast prepared clerical spells ritually if they have the ritual tag.
  • Spellcasting Focus: May use a holy symbol as a spellcasting focus.

Silverstar Domain Traits

  • Bonus Cantrips: Always have dancing lights and guidance prepared.
  • Burning Moonlight: 2 per short/long rest. Replace the damage type of a cast spell with radiant damage. Must declare the use of this ability when the spell is cast.

Channel Divinity

  • Turn Undead: Channel Divinity. As an action, present holy symbol. Each undead within 30' must make a Wisdom save. If it fails, it is turned for 1 minute or until it takes damage. While turned, it must spend its turns trying to escape, can't willingly move to a space within 30'. Will use Dash actions to escape, or Dodge actions if it can't go any further.
  • Tears of Selûne: Channel Divinity. May use in two ways:
    • Starfall: When inflicting radiant damage, may also create a dancing lights effect, appearing within my space or the target's space if it is within the cantrip's range.
    • Blessing of Tears: When using a spell to restore hit points to a creature other than myself, simultaneously grant the effects of a guidance spell on that target.

Human Traits

  • Ability Score Increases: Two different traits gain +1. Wisdom, Charisma.
  • Bonus Skill: Gain proficiency in one Skill. Deceit.
  • Bonus Feat: Gain one Feat. Diplomat.

Waterdhavian Noble Traits

  • Kept in Style: Lifestyle is supported by House Tesper while in Waterdeep or the North.

Feats

  • Diplomat: Charisma +1 • Gain proficiency in Persuasion (or apply double proficiency bonus if already proficient) • Spend 1 minute talking to someone and make a Persuasion check contested by Insight. If successful, target is charmed by me as long as it is within 60' of me, and for 1 minute thereafter. Fails if in combat with myself or allies.
    • Charmed Condition: A charmed creature can't attack the charmer or target the charmer with harmful abilities or magical effects. The charmer has advantage on any ability check to interact socially with the creature.

Resources

  • Coins: 0 cp • 0 sp • 0 ep • 21 gp • 0 pp • Other coins: 0
  • Gems: none

Magic Items

  • Potion of Healing: Heal 2d4+2 hit points

Equipment

Carried Equipment

  • Worn: Scale mail, shield, light crossbow crossbow case, backpack, fine clothes and robes, holy symbol (around neck), signet ring
    • Crossbow case: 20 bolts
  • Belt: Mace, belt pouch
    • Belt pouch: vial of holy water, potion of healing
  • Backpack: Fine clothes, lantern (hanging off back), rolled canvas (with ink, pen, and 10 sheets of parchment), rations (4 days), robes, viol (in case)

Stored Equipment

  • None

Lifestyle

  • xxx: (x gp/day). x

Origin

  • x

Important Individuals

  • x