From OakthorneWiki
Revision as of 23:36, 20 February 2016 by Daveykun (talk | contribs)
Jump to navigationJump to search
Race: Half-Elf, Class: Cleric
Background: Urchin, Alignment: Chaotic Good
Patron Deity: Ollandra
Factions: {{{Factions}}}
Ability Scores
Strength 11(0), Dexterity 16(3), Constitution 16(3),
Intelligence 13(1), Wisdom 17(3), Charisma 18(4)
Bonus: +2
Saving Throws: Wisdom (5), Charisma (6)
Skills: Insight (5), Medicine (5), Perception (5), Persuasion (6), Sleight of Hand (5), Stealth (5)
Languages: Common, Elvish, Dwarven
Weapons: Simple Weapons, Shields
Dark Vision, Fae Ancestry, Channel Divinity (Domain: Trickery), Blessing of the Trickster, City Secrets
Attacks: (cantrips) ; (1st lvl spells) ; (2nd lvl spells)
Armor Class: Light & Medium, Initiative: 3, Speed: 30'
Hit Points: 29, Hit Dice: 3d8
Personality Traits: I sleep w/ my back to a wall or a tree, with everything I own wrapped in a small bag clutched to my heart. I occasionally take moments of sanctuary by secluding in higher parts of the city.
Ideals: Change. Those who are low are raised up; the lofty and mighty are cast down. Change is the nature of things.
Bonds: I owe a debt that I can never possibly repay to the person who took pity on me.
Flaws: Those who cannot take care of themselves deserve whatever happens to them.

"Light our fire and protect us from the dark, blah, blah, light our way and keep us toasty warm, the night is full of terrors, save us from the scary thing, and blah blah blah some more." —Tyrion Lannister


Durash has no knowledge of his biological mother or father——indeed, he's always viewed Korhash as his true parent. Within the Sandstone walls enchanted and woven with rich magicks, enhanced and fortified by mud, the builders wrought the proverbial womb that brought ushered him into this world.

Within some hidden cloud of memories deep within him, Durash can still hear the man's blood-curdling screams; he feels flashes of fire, and pain. Although he doesn't remember this, he was sold into bond-slavery to Bliss at the age of four. The Headmatron assigned to "mother" him into the establishment was named Terra.

Terra felt a great love for Durash, and it was mostly reciprocal; he did also know that she, unlike Korhash, was a "stepmother" of sorts——a counterfeit of sorts used as a placeholder to help raise him in more practical ways. The lifeblood of the city beat in his veins after all, but he did listen to her, let her impact him and help him grow into the teen he is today. When Durash was of an undisclosed age, a certain Korhashi nobleman was attending a grand banquet being held in honor of Balinor the Hunter-God, for that season had been plentiful in beastmeat, poultry, etc.

As was expected, all of the children, Headmatrons, and Bliss' Kadeshes and Kedeshahs were in attendance. At one point in the evening, when the revelry was just about to begin, after all their bellies had been filled and fine wines had been drank, Durash walked boldly up to the nobleman's group of seating on the dais. As he ascended the stair, his hips took on a particular sway and he pulled all eyes to him, magnetically drawn to the sudden energy. He crossed the space to the rounded couch seats…and began to dance quite lasciviously on the Korhashi nobleman's lap. Although the noble looked mostly uncomfortable and very much put-upon, the youth could still feel the strained arousal every time he brushed up against the much older man's lap.

At this point it was Terra who arose from her own client with a start and, with outstretched hand, rapidly closed the distance to pull the young boy aside, lovingly, for a reprimand. But even she could feel the sensuality coming from a boy so young, and she kept it in mind for when he was more of age.

Some time later, one can never be certain sometimes of the day, a wandering bard drifted in on a Westerly wind


29 HP

AC - 17

Initiative - 3

Speed - 30'

Passive Wisdom (Perception): 13

Hero Points - 6

Hit Dice 3d8

Base Stats

  • +2 Proficiency Points
  • Strength: 11 (0)
  • Dexterity: 16 (3)
  • Constitution: 13 (1)
  • Intelligence: 13 (1)
  • Wisdom: 17 (3)
  • Charisma: 18 (4)

Saving Throws

0 - Strength

3 - Dexterity

1 - Constitution

1 - Intelligence

5 - Wisdom

6 - Charisma


Maximum # of Prepared Spells (Wis Mod. + Level) - 6

Spell Save DC - 13

Spell Attack Bonus - +5

( 0 ) Cantrips (3)


Sacred Flame


( 1 ) 4 Slots Total

  • Charm Person
  • Disguise Self
  • Healing Word
  • Create or Destroy Water

( 2 ) 2 Slots Total

  • Aid
  • Spiritual Weapon


Acrobatics (3)

Animal Handling (3)

Arcana (1)

Athletics (0)

Deception (4)

History (1)

Insight (5)

Intimidation (4)

Investigation (1)

Medicine (5)

Nature (1)

Perception (5)

Performance (4)

Persuasion (6)

Religion (1)

Sleight of Hand (5)

Stealth (5)

Survival (3)



  • Size Medium
  • Speed 30'
  • Dark Vision See in dim light up to 60' as if bright light, in darkness as if dim light. Cannot discern color.
  • Fae Ancestry Advantage on saving throws against charmed; cannot be put to sleep by magic.
  • Languages Can speak/read/write: Common, Elvish, Dwarven


Hit Dice: 1d8/Cleric level

HP at 1st Level: 8 + Constitution Modifier

HP at Higher Levels: 1d8 (or 5) + Constitution modifier per Cleric level after 1st.

  • Blessing of the Trickster

Starting when you chose this domain at 1st level, you can use your action to touch a willing creature other than yourself to give it advantage on Dexterity (Stealth) checks. This blessing lasts for 1 hour or until you use this feature again.

  • Channel Divinity (Domain: Trickery)
    • Invoke Duplicity - Starting at 2nd level, you can use your Channel Divinity to create an illusory duplicate of yourself. As an action, you create a perfect illusion of yourself that lasts for 1 minute, or until you lose your concentration (as if you were concentrating on a spell). The illusion appears in an unoccupied space that you can see within 30' of you. As a bonus action on your turn, you can move the illusion up to 30' to a space you can see, but it must remain within 120' of you. For the duration, you can cast spells as though you were in the illusion's space, but you must use your own senses. Additionally, when both you and your illusion are within 5' of a creature that can see the illusion, you have advantage on attack rolls against that creature, given how distracting the illusion is to the target.
    • Cloak of Shadows - Starting at 6th level, you can use your Channel Divinity to vanish. As an action, you become invisible until the end of your next turn. You become visible if you attack or cast a spell.
  • Divine Strike

At 8th level, you gain the ability to infuse your weapon strikes with poison — a gift from your deity. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 poison damage to the target. When you reach 14th level, the extra damage increases to 2d8.

  • Improved Duplicity

At 17th level, you can create up to four duplicates of yourself, instead of one, when you use Invoke Duplicity. As a bonus action on your turn, you can move any number of them up to 30', to a maximum range of 120'.


City Secrets

You know the secret patterns and flow to cities and can find passages through the urban sprawl that others would miss. When you are not in combat, you (and companions you lead) can travel between any two locations in the city twice as fast as your speed would normally allow.


  • Armor Proficiencies Light & Medium Armor
  • Weapon Proficiencies All simple weapons
  • Tool Proficiencies Disguise kit, Thieves' tools

Saving Throws: Wisdom, Charisma




  • Moneys:
    • 0 CP
    • 0 SP
    • 0 EP
    • 310 GP
    • 0 PP
  • Carried Equipment: [TOTAL WEIGHT: 60 lbs]
    • Dagger 1 lb - 1d4 piercing
    • Mace 4 lbs - 1d6 bludgeoning
    • Spear 3 lbs 1d6 piercing
      • [Thrown (range 20/60), versatile 1d8]
    • Shield 6 lbs - +2 AC
    • Studded Leather 13 lb - +12(+3)
    • Holy Symbol (Amulet of a Wheel) 1 lb
    • Map of Korhash
    • Pet Dog
    • Token of the Past
    • Keoghtom's Ointment 1/2 lb
      • As an action, one dose of the ointment can be swallowed or applied to the skin. The creature that receives it regains 2d8 + 2 hit points, ceases to be poisoned, and is cured of any disease.
    • Priest's Pack
      • Backpack 5 lbs
      • Blanket 3 lbs
      • 10 Candles
      • A tinderbox 1 lb
      • An alms box
      • 2 blocks of incense
      • A Censer
      • Vestments
      • 2 days of rations 4 lbs
      • A waterskin 5 lbs when full
    • Common Clothes 3 lbs
    • Belt Pouch 1/2 lb
  • Stored Equipment:
  • Lifestyle:

Other Important Individuals


Last Updated