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<blockquote data-quote="FitzTheRuke" data-source="post: 7094332" data-attributes="member: 59816"><p><strong>Lucien "Loosh" Chemlow</strong></p><p>Neutral Good Human Tempest Cleric Level 4</p><p></p><p></p><p><strong>AC</strong> 16 (Chain)</p><p><strong>HP</strong> 27/27</p><p><strong>Hit Dice</strong> (1d8+1) 4/4</p><p></p><p></p><p><strong>Spell Slots</strong> 1st Level 4/4; 2nd Level 3/3 (LR)</p><p><strong>Channel Divinity</strong> 1/1 (SR)</p><p><strong>Wrath of the Storm</strong> 2/2 (LR)</p><p></p><p></p><p><strong>Attacks</strong></p><p><strong>Halberd</strong>+5 for 1d10+3 Slashing Damage, Melee Reach 10'</p><p><strong>Polearm Master Feat</strong> - Bonus Action - Butt-End +5 for 1d4+3 Bludgeoning Damage, Melee Reach 10'; Reaction (when an enemy moves to within your reach) - Make an opportunity attack.</p><p><strong>Sacred Flame</strong> dc12 Dex ST or 1d8 Radiant Damage, Spell Range 60'</p><p><strong>Wrath of the Storm</strong> Reaction when hit in melee; 2d8 Lightning or Thunder Damage (dc12 Dex Save for Half) </p><p></p><p></p><p>[sblock=Skills, Abilities, & Class Features]</p><p><strong>Str</strong> 16(+3) <strong>Dex</strong> 10(+0) <strong>Con</strong> 12(+1) <strong>Int</strong> 10(+0) <strong>Wis</strong> 14(+2) <strong>Cha</strong> 12(+1)</p><p></p><p></p><p><strong>Skills</strong></p><p>Athletics +5</p><p>Deception +3</p><p>Insight +4</p><p>Medicine +4</p><p>Perception +4 (Passive 14)</p><p>Stealth +0 (Disadvantage)</p><p></p><p></p><p>Wisdom Saves +5 </p><p>Charisma Saves +3</p><p></p><p></p><p>Navigator's Tools</p><p>Vehicles (Water)</p><p></p><p></p><p><strong>Languages</strong></p><p>Common & Primordial</p><p></p><p></p><p><strong>Class Abilities</strong></p><p>Cleric 1 Spellcasting, Rituals, Holy Focus, Tempest Domain, Tempest Spells (Fog Cloud & Thunderwave)</p><p>Cleric 1 <strong>Wrath of the Storm</strong> - <em>Reaction (when a creature you can see within 5 feet of you hits you with an attack)</em> - that creature takes 2d8 lightning or thunder damage (your choice, Dexterity ST for half damage) (Wis Mod (2) per Long Rest)</p><p>Cleric 2 <strong>Channel Divinity</strong>: Turn Undead or Destructive Wrath (1 per Short Rest)</p><p>-<strong>Destructive Wrath</strong> - When you roll lightning or thunder damage, you can use your Channel Divinity to deal maximum damage,instead of rolling.</p><p>-<strong>Turn Undead</strong> - <em>Action</em> - Each undead that can see or hear you within 30 feet of you must make a Wisdom ST or be 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.</p><p>Cleric 3 Spellcasting - +1x 1st level slot & 2x 2nd level slots. Tempest Spells (Gust of Wind & Shatter)</p><p>Cleric 4 Spellcasting - +1 2nd level slot.</p><p>Cleric 4 Feat - War Caster - You have advantage on Con Saves to maintain Concentration when you take damage. You can cast Somatic spells with weapons or shield in hand. Reaction (when a creature provokes an opportunity attack from you) - You cast a spell at the creature. The spell must have a casting time of 1 action and must target only that creature. </p><p>[/sblock]</p><p></p><p></p><p>[sblock=Spells & Cantrips]</p><p>Spell Attack +4, Save dc12</p><p>Slots (1st Level) 4/4, (2nd Level) 3/3 </p><p></p><p></p><p><strong>Cantrips</strong></p><p><strong>Light</strong> - An object you touch (that is no larger than 10 feet in any dimension) sheds bright light in a 20-foot radius and dim light for an additional 20 feet for 1 hour. The light can be colored as you like. Covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action. If you target an object held or worn by a hostile creature, that creature must make a Dexterity ST to avoid the spell. (VM)</p><p><strong>Resistance</strong> - <em>Concentration</em> - A creature you touch can add 1d4 to one ST of its choice (chosen after the roll is made) before the spell ends or 1 minute passes. (VSM)</p><p><strong>Sacred Flame</strong> - A creature within 60 feet of you must succeed on a Dexterity ST or take 1d8 radiant damage. The target cannot benefit from cover. Higher Levels - An additional 1d8 damage when you reach levels 5, 11, and 17. (VS)</p><p></p><p></p><p><strong>Level 1 Spells Prepared</strong></p><p><strong>Bane</strong> - <em>Concentration</em> - Up to 3 creatures you choose within 30 feet must make a Charisma ST or they must subtract a d4 to all attack rolls and STs for 1 minute. Higher Levels - An additional target for each slot above 1st. (VSM)</p><p><strong>Cure Wounds</strong> A living creature you touch regains hit points equal to 1d8 + your SCAM (2). Higher Levels - An extra 1d8 HP for each slot above 1st. (VS)</p><p><strong>Fog Cloud</strong> - <em>Concentration</em> -You create a 20-foot radius sphere of fog within 120 feet of you. The area is heavily obscured for 1 hour or until a strong wind disperses it. Higher Levels - An additional 20 feet to the radius for each slot above 1st. (VS)</p><p><strong>Healing Word</strong> - <em>Bonus Action</em> - A living creature within 60 feet regains HP equal to 1d4 plus your SCAM. Higher Levels - An extra 1d4 HP for each slot above 1st. (V)</p><p><strong>Inflict Wounds</strong> - Make a melee spell attack against a creature you can reach. On a hit, the target takes 3d10 necrotic damage. Higher Levels - An Extra 1d10 damage for each slot above 1st. (VS)</p><p><strong>Thunderwave</strong> - Each creature within a 15-foot cube originating from you takes 2d8 thunder damage and is pushed 10 feet away from you (Constitution ST for half damage, no push). Also, unsecured objects in the area are pushed 10 feet and the spell can be heard from up to 300 feet away. Higher Levels - An additional 1d8 for each slot above 1st. (VS)</p><p></p><p></p><p><strong>Level 2 Spells Prepared</strong></p><p><strong>Enhance Ability</strong> - <em>Concentration</em> - A creature you touch gains one of the following enhancements for 1 hour. Higher Levels - An additional target for each slot above 2nd. (VSM)</p><p> - <strong>Bear’s Endurance</strong> - The target has advantage on Con checks and 2d6 Tem HP (lost when the spell ends).</p><p> - <strong>Bull’s Strength<strong> - The target has advantage on Str checks, and his or her carrying capacity doubles.</strong></strong></p><p> <strong><strong>- <strong>Cat’s Grace</strong> - The target has advantage on Dex checks and takes no damage from falling 20 feet or less if not incapacitated.</strong></strong></p><p> <strong><strong>- <strong>Eagle’s Splendor</strong> - The target has advantage on Cha checks.</strong></strong></p><p> <strong><strong>- <strong>Fox’s Cunning</strong> - The target has advantage on Int checks.</strong></strong></p><p> <strong><strong>- <strong>Owl’s Wisdom</strong> The target has advantage on Wis checks.</strong></strong></p><p><strong><strong><strong>Gust of Wind</strong> - <em>Concentration</em>Each creature that starts its turn in a line 60 feet long and 10 feet wide must succeed on a Strength ST be pushed 15 feet away from you in a direction following the line for 1 minute. Creatures in the line must spend 2 feet for every 1 foot moved when moving closer to you. The gust disperses gas or vapor, and it extinguishes candles, torches, and similar unprotected flames in the area. Protected flames, such as those of lanterns, dance wildly and have a 50% chance to extinguish. As a bonus action, you can change the direction of the line. (VSM)</strong></strong></p><p><strong><strong><strong>Shatter</strong> - Each creature in a 10-foot-radius sphere within 60 feet takes 3d8 thunder damage (Constitution ST for half damage). A creature made of stone, crystal, or metal has disadvantage on the save. A nonmagical object that isn't being worn or carried takes the damage if it's in the spell's area. Higher Levels - An extra 1d8 damage for each slot above 2nd. (VSM)</strong></strong></p><p><strong><strong><strong>Spritual Weapon</strong> - Bonus Action - You create a floating, spectral weapon within 60 feet that lasts 1 minute or until you cast the spell again. When cast, you make a melee spell attack against a creature within 5 feet of the weapon. On a hit, the target takes 1d8 + your SCAM (2) force damage. As a bonus action each turn, move the weapon 20 feet and repeat the attack against a creature within 5 feet of it. Higher Levels - An extra 1d8 for every two slots above 2nd. (VS)</strong></strong></p><p><strong><strong>[/sblock]</strong></strong></p><p><strong><strong></strong></strong></p><p><strong><strong></strong></strong></p><p><strong><strong>[sblock=Equipment]</strong></strong></p><p><strong><strong>Chain Armour</strong></strong></p><p><strong><strong>Halberd (Boarding Pike, c'mon)</strong></strong></p><p><strong><strong>Explorer's Pack - Backpack, Bedroll, Mess Kit, Torches, Tinderbox, Rations, Waterskin, Rope</strong></strong></p><p><strong><strong>Tempest Holy Symbol Amulet</strong></strong></p><p><strong><strong>Common Clothes</strong></strong></p><p><strong><strong>Block & Tackle</strong></strong></p><p><strong><strong>Fishing Tackle</strong></strong></p><p><strong><strong>Portable Ram</strong></strong></p><p><strong><strong>15 gp[/sblock]</strong></strong></p><p><strong><strong></strong></strong></p><p><strong><strong></strong></strong></p><p><strong><strong>[sblock=Background]</strong></strong></p><p><strong><strong><strong>Sailor</strong> (Probably was a pirate, but he won't say)</strong></strong></p><p><strong><strong>Loosh was shipwrecked in a terrible storm. Alone on an island for a few years. Gozreh, god of the Storm, too pity on him, spared his life, and granted him power. Or so he says.</strong></strong></p><p><strong><strong></strong></strong></p><p><strong><strong></strong></strong></p><p><strong><strong><strong>Personality:</strong> I stretch the truth for the sake of a good story</strong></strong></p><p><strong><strong><strong>Ideal:</strong> People - I am commited to my mates, not to lofty ideals</strong></strong></p><p><strong><strong><strong>Bond:</strong> I will always miss the sea, but part of me is afraid to go back</strong></strong></p><p><strong><strong><strong>Flaw:</strong> I am easily distracted - most notably by weather[/sblock]</strong></strong></p></blockquote><p></p>
[QUOTE="FitzTheRuke, post: 7094332, member: 59816"] [b]Lucien "Loosh" Chemlow[/b] Neutral Good Human Tempest Cleric Level 4 [b]AC[/b] 16 (Chain) [b]HP[/b] 27/27 [b]Hit Dice[/b] (1d8+1) 4/4 [b]Spell Slots[/b] 1st Level 4/4; 2nd Level 3/3 (LR) [b]Channel Divinity[/b] 1/1 (SR) [b]Wrath of the Storm[/b] 2/2 (LR) [b]Attacks[/b] [b]Halberd[/b]+5 for 1d10+3 Slashing Damage, Melee Reach 10' [b]Polearm Master Feat[/b] - Bonus Action - Butt-End +5 for 1d4+3 Bludgeoning Damage, Melee Reach 10'; Reaction (when an enemy moves to within your reach) - Make an opportunity attack. [b]Sacred Flame[/b] dc12 Dex ST or 1d8 Radiant Damage, Spell Range 60' [b]Wrath of the Storm[/b] Reaction when hit in melee; 2d8 Lightning or Thunder Damage (dc12 Dex Save for Half) [sblock=Skills, Abilities, & Class Features] [b]Str[/b] 16(+3) [b]Dex[/b] 10(+0) [b]Con[/b] 12(+1) [b]Int[/b] 10(+0) [b]Wis[/b] 14(+2) [b]Cha[/b] 12(+1) [b]Skills[/b] Athletics +5 Deception +3 Insight +4 Medicine +4 Perception +4 (Passive 14) Stealth +0 (Disadvantage) Wisdom Saves +5 Charisma Saves +3 Navigator's Tools Vehicles (Water) [b]Languages[/b] Common & Primordial [b]Class Abilities[/b] Cleric 1 Spellcasting, Rituals, Holy Focus, Tempest Domain, Tempest Spells (Fog Cloud & Thunderwave) Cleric 1 [b]Wrath of the Storm[/b] - [i]Reaction (when a creature you can see within 5 feet of you hits you with an attack)[/i] - that creature takes 2d8 lightning or thunder damage (your choice, Dexterity ST for half damage) (Wis Mod (2) per Long Rest) Cleric 2 [b]Channel Divinity[/b]: Turn Undead or Destructive Wrath (1 per Short Rest) -[b]Destructive Wrath[/b] - When you roll lightning or thunder damage, you can use your Channel Divinity to deal maximum damage,instead of rolling. -[b]Turn Undead[/b] - [i]Action[/i] - Each undead that can see or hear you within 30 feet of you must make a Wisdom ST or be 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. Cleric 3 Spellcasting - +1x 1st level slot & 2x 2nd level slots. Tempest Spells (Gust of Wind & Shatter) Cleric 4 Spellcasting - +1 2nd level slot. Cleric 4 Feat - War Caster - You have advantage on Con Saves to maintain Concentration when you take damage. You can cast Somatic spells with weapons or shield in hand. Reaction (when a creature provokes an opportunity attack from you) - You cast a spell at the creature. The spell must have a casting time of 1 action and must target only that creature. [/sblock] [sblock=Spells & Cantrips] Spell Attack +4, Save dc12 Slots (1st Level) 4/4, (2nd Level) 3/3 [b]Cantrips[/b] [b]Light[/b] - An object you touch (that is no larger than 10 feet in any dimension) sheds bright light in a 20-foot radius and dim light for an additional 20 feet for 1 hour. The light can be colored as you like. Covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action. If you target an object held or worn by a hostile creature, that creature must make a Dexterity ST to avoid the spell. (VM) [b]Resistance[/b] - [i]Concentration[/i] - A creature you touch can add 1d4 to one ST of its choice (chosen after the roll is made) before the spell ends or 1 minute passes. (VSM) [b]Sacred Flame[/b] - A creature within 60 feet of you must succeed on a Dexterity ST or take 1d8 radiant damage. The target cannot benefit from cover. Higher Levels - An additional 1d8 damage when you reach levels 5, 11, and 17. (VS) [b]Level 1 Spells Prepared[/b] [b]Bane[/b] - [i]Concentration[/i] - Up to 3 creatures you choose within 30 feet must make a Charisma ST or they must subtract a d4 to all attack rolls and STs for 1 minute. Higher Levels - An additional target for each slot above 1st. (VSM) [b]Cure Wounds[/b] A living creature you touch regains hit points equal to 1d8 + your SCAM (2). Higher Levels - An extra 1d8 HP for each slot above 1st. (VS) [b]Fog Cloud[/b] - [i]Concentration[/i] -You create a 20-foot radius sphere of fog within 120 feet of you. The area is heavily obscured for 1 hour or until a strong wind disperses it. Higher Levels - An additional 20 feet to the radius for each slot above 1st. (VS) [b]Healing Word[/b] - [i]Bonus Action[/i] - A living creature within 60 feet regains HP equal to 1d4 plus your SCAM. Higher Levels - An extra 1d4 HP for each slot above 1st. (V) [b]Inflict Wounds[/b] - Make a melee spell attack against a creature you can reach. On a hit, the target takes 3d10 necrotic damage. Higher Levels - An Extra 1d10 damage for each slot above 1st. (VS) [b]Thunderwave[/b] - Each creature within a 15-foot cube originating from you takes 2d8 thunder damage and is pushed 10 feet away from you (Constitution ST for half damage, no push). Also, unsecured objects in the area are pushed 10 feet and the spell can be heard from up to 300 feet away. Higher Levels - An additional 1d8 for each slot above 1st. (VS) [b]Level 2 Spells Prepared[/b] [b]Enhance Ability[/b] - [i]Concentration[/i] - A creature you touch gains one of the following enhancements for 1 hour. Higher Levels - An additional target for each slot above 2nd. (VSM) - [b]Bear’s Endurance[/b] - The target has advantage on Con checks and 2d6 Tem HP (lost when the spell ends). - [b]Bull’s Strength[b] - The target has advantage on Str checks, and his or her carrying capacity doubles. - [b]Cat’s Grace[/b] - The target has advantage on Dex checks and takes no damage from falling 20 feet or less if not incapacitated. - [b]Eagle’s Splendor[/b] - The target has advantage on Cha checks. - [b]Fox’s Cunning[/b] - The target has advantage on Int checks. - [b]Owl’s Wisdom[/b] The target has advantage on Wis checks. [b]Gust of Wind[/b] - [i]Concentration[/i]Each creature that starts its turn in a line 60 feet long and 10 feet wide must succeed on a Strength ST be pushed 15 feet away from you in a direction following the line for 1 minute. Creatures in the line must spend 2 feet for every 1 foot moved when moving closer to you. The gust disperses gas or vapor, and it extinguishes candles, torches, and similar unprotected flames in the area. Protected flames, such as those of lanterns, dance wildly and have a 50% chance to extinguish. As a bonus action, you can change the direction of the line. (VSM) [b]Shatter[/b] - Each creature in a 10-foot-radius sphere within 60 feet takes 3d8 thunder damage (Constitution ST for half damage). A creature made of stone, crystal, or metal has disadvantage on the save. A nonmagical object that isn't being worn or carried takes the damage if it's in the spell's area. Higher Levels - An extra 1d8 damage for each slot above 2nd. (VSM) [b]Spritual Weapon[/b] - Bonus Action - You create a floating, spectral weapon within 60 feet that lasts 1 minute or until you cast the spell again. When cast, you make a melee spell attack against a creature within 5 feet of the weapon. On a hit, the target takes 1d8 + your SCAM (2) force damage. As a bonus action each turn, move the weapon 20 feet and repeat the attack against a creature within 5 feet of it. Higher Levels - An extra 1d8 for every two slots above 2nd. (VS) [/sblock] [sblock=Equipment] Chain Armour Halberd (Boarding Pike, c'mon) Explorer's Pack - Backpack, Bedroll, Mess Kit, Torches, Tinderbox, Rations, Waterskin, Rope Tempest Holy Symbol Amulet Common Clothes Block & Tackle Fishing Tackle Portable Ram 15 gp[/sblock] [sblock=Background] [b]Sailor[/b] (Probably was a pirate, but he won't say) Loosh was shipwrecked in a terrible storm. Alone on an island for a few years. Gozreh, god of the Storm, too pity on him, spared his life, and granted him power. Or so he says. [b]Personality:[/b] I stretch the truth for the sake of a good story [b]Ideal:[/b] People - I am commited to my mates, not to lofty ideals [b]Bond:[/b] I will always miss the sea, but part of me is afraid to go back [b]Flaw:[/b] I am easily distracted - most notably by weather[/sblock][/b][/b] [/QUOTE]
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