Jean-Lee "Gucci" Challenges-Debicourt de Ia Terre des Romances aux Rivalieux-Quandamouzieres Sur Vantera-aux Alpes Maritimes
Level 4 Human (Half-Dwarven) Cleric
Up to date after exp 92
|STR: 14||DEX: 13||CON: 14||INT: 11||WIS: 12||CHA: 19|
|HP: 33||AC: 17 (w. Splint Mail)||Save Proficiencies: WIS, CHA||Corruption: 4|
|Passive Perception: 13||Passive Investigation: 10||Speed: 30||Height: 4’9"||Weight: 140 lbs.|
|Armor and Weapon Proficiencies:||All Armor||All Weapons|
|Attunement Slots:||1. Danger Room||2. Dancing Shoes||3. Whisperplate|
|Perception||+3||From Good Good Party Boy|
|Perform (dance only)||+8||From Dancing Shoes|
|Stealth||+3||From Good Good Party Boy|
|Alchemist’s Supplies (Int)||+2||From Good Good Party Boy (making drugs)|
|Tailor’s Tools (Dex)||+3||From Good Good Party Boy|
|Greataxe||+4||Melee||1d12+2 slashing||N/A||Main-hand. Heavy. Two-Handed.|
|Longbow||+3||Ranged (150/600)||1d8+1 piercing||N/A||2h. Heavy. Ammunition|
- Great Weapon Master: On your turn, when you score a crit or reduce a creature to 0 hp w a melee weapon, make one melee weapon attack as a bonus action. Before making a melee attack with a heavy weapon, can choose to take -5 penalty to hit for +10 damage.
- War Domain: When you use the attack action, can make one weapon attack as a bonus action. 3/long rest.
- Channel Divinity: Guided Strike: When you make an attack roll, you can use your Channel Divinity to gain a +10 bonus to the roll. You make this choice after you see the roll, but before the DM says whether the attack hits or misses. (1/short rest)
- Toughness: +2 hp/level’
Everything of Light: Your glowing everything of light allows you to channel the blessing of Miaar. They have four modes:
Superhigh power (this expedition only): Visual Stealth always impossible. It hurts to look at you, but noooooot quite to the point of disadvantage.
High power is when he glows super bright all the time and there’s really nothing to be done about it, disadvantage to stealth, and stealth is impossible in the dark. If you’re in low power, high power triggers when you spend light points from your light reservoir, and stays bright for 1 hour after the effect of the light point has finished.
Low power, a Mutecloak can mitigate some of the glow, So he gets disadvantage to stealth in the dark, and if he rolls 5 or lower the cloak slips and he’s automatically visible. After this expedition, this is the default mode.
No power, almost completely dark except for tiny occasional flickers that a Mutecloak completely covers. Once your light reservoir has less than 5 light points in it, you enter this mode.
Light Reservoir: As a Chosen of Miaar, you carry some of Miaar’s light inside you, always. Your light reservoir’s maximum capacity is equal to the sum of your wisdom and charisma scores. You can have up to this many light points in your light reservoir, and the only way to refill your light reservoir (by default) is to go to a temple of Miaar among the Asha under the Grey Hills.
Arms of Searing Bright: You can spend 4 light points to add +1d8 radiant damage to a melee weapon attack of yours that hits.
Miaar’s Steadfastness: You are immune to having your memory tampered with in any way, and have advantage on checks to remember anything you experience from this point on.
Bask in My Radiance: Swap Wis and Cha, then +2 Cha. All cleric powers (including spellcasting) that were keyed off of Wis are now keyed off of Cha.
Light is My Domain: Gain the full powers of the Light domain
March Like It’s a Runway: +5 feet movement speed always, and can create a runway of light to allow allies to ignore difficult terrain when walking within 60’ behind you for 1 hour using 1 light point. Allies can only get on the lightway if they strut like they’re fiiiiine bitches.
Divine Mission: Must complete a 50 point crafting project to build a temple to Miaar. Can take no other downtime activities until it’s done. (complete!)
You have also gained the following miracle for this expedition (until he gives it back):
Walls of Light: By channeling the radiance of Miaar uninterrupted for 5 minutes, you can create a Wall of Light (that functions like the wizard spell Wall of Force, see PHB, except its duration is 1 month). You can have any number of these Walls in existence at one time as long as they are all created on the expedition.
From 92: disadvantage on next initiative roll
- Sacred Flame
- 4 (1st), 2 (2nd) slots/long rest
- Divine Favour
- Shield of Faith
- Healing Word
- Detect Magic
- Blindness/Deafness or Enhance Ability
- Magic Weapon
- Spiritual Weapon