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10:21, 27th April 2024 (GMT+0)

Gilant (5e)

Gilant, Level 11 Githyanki Arcana Domain Cleric
Alignment: Neutral with Lawful and Good Tendencies
Age: 17 years old, Height 6'2" Weight 174lb.
Yellowish-brown skin tone, red hair, and black eyes

Initiative: +2 Speed: 30ft Vision: Normal
HP: 83/83  Hit Dice: 11x(1d8+3).
Base Stats:
STR 10(+0) DEX 14(+2) CON 16(+3) INT 12(+1) WIS 20(+5) CHA 10(+0)
AC: 22 (13 Spell-woven Robes + 5 Wisdom Modifier + 4 'Spring-spike Shield +2')
Prof Bonus: +4
Save Proficiencies: Con (3+4=7), Wis (4+4=8), Cha(0+4=4)
Resistant to: Psychic Damage
Str Melee/Thrown Mod: 4+0= +4 (Assuming proficient)
Dex Finesse/Ranged Mod: 4+2= +6 (Assuming proficient)
Spell DC: [8+Proficiency+Wis+1(Staff of the Devout)]=18
Spell Attack: [Proficiency + Wis+ 1(Staff of the Devout)]=+10

Armor Proficiencies: Light Armor, Medium Armor, Shields
Weapon Proficiencies: All Simple
Languages Spoken: Common, Gith (Dialect of Deep Speech), Draconic
Tool Proficiencies: Herbalism Kit
Feats: Magic Initiate (Druid) [Shilleglah, Guidance, Good Berry], Telekinetic [Wisdom], Resilient (Constitution)
Trained Skills: Religion (+5), Medicine (+9), Arcana (+5), Perception (+9), Survival (+9)

Acquired Advanced Fighting Style: Advanced Simplicity (Gilant inflicts a critical hit on a roll of 19 or 20 when attacking with a simple weapon.)

Boon from saving Toril from the Crystal Vines: Once per day after a short rest can use Harness Divine Power to mimic the effects of Arcane Recovery, plus targets of Channel Divinity have disadvantage on their saves.

Astral Knowledge: Gilant can mystically access a reservoir of experiences of entities connected to the Astral Plane. Whenever Gilant finishes a long rest, he gains proficiency in one skill of his choice and one weapon or tool of his choice as Gilant momentarily projects his consciousness into the Astral Plane. These proficiencies last until the end of his next long rest. Current Proficiency Choices: Acrobatics & Carpentry
Githyanki Psionics: Gilant knows the Mage Hand cantrip, and the hand is invisible when he casts the cantrip with this trait. Starting at the 3rd level, Gilant can cast the Jump spell with this trait. Starting at the 5th level, Gilant can also cast the Misty Step spell with it. Once Gilant casts either Jump or Misty Step with this trait, he can't cast that spell with it again until he finishes a long rest. Gilant can also cast either of those spells using any spell slots he has of the appropriate level. Wisdom is Gilant's spellcasting ability for these spells when he casts them with this trait. None of these spells require spell components when Gilant casts them with this trait.
Psychic Resilience: Gilant has resistance to psychic damage.

Cleric Features
Spellcasting: Gilant uses Wisdom as his spellcasting stat. Gilant can ritually cast a cleric spell with the ritual tag if he has that spell prepared. Gilant can use a holy symbol or other divine symbols as a spellcasting focus for his spells.

Divine Domain: Arcane Domain
Arcane Initiate: Gilant gains proficiency in the Arcana Skill, and can cast Booming Blade and Chilling Touch as cleric spells.

Spells:
Arcana Domain Spells (These spells are automatically readied.)
1st: Detect Magic, Magic Missile
2nd: Magic Weapon, Nystul's Magic Aura
3rd: Dispel Magic, Magic Circle
4th: Arcane Eye, Leomund's Secret Chest
5th: Planar Bindings, Teleportation Circle

Additional spells granted to spell list due to Quandrix Background: (These spells can be readied even if they are not on the cleric spell list.)
1st: Entangle, Guiding Bolt
2nd: Enlarge/Reduce, Vortex Warp
3rd: Aura of Vitality, Haste
4th: Control Water, Freedom of Movement
5th: Circle of Power, Passwall

Cantrips:
Racial: Mage Hand (Invisible and no components required, 60ft range)
Magic Initiate (Druid): Shilleglah & Guidance
Arcana Domain: Booming Blade (+2d8 thunder on hit and 3d8 thunder if target moves) & Chilling Touch (3d8 Necrotic)
Cleric 1 Sacred Flame (3d8 Radiant @ lvl 11)
Cleric 2 Toll the Dead (3d8 or 2d12 necrotic if already injured)
Cleric 3 Mending
Cleric 4 Spare the Dying

Spellslots: 4/4 1st level, 3/3 2nd level, 3/3 3rd Level, 3/3 4th Level, 2/2 5th Level, and 1/1 6th Level Spell slots
Spells readied (Wisdom Modifier 5 + Cleric Level 11 = 16 chosen from available spell list at the end of a long rest.)
Racial: Jump, Misty Step
Magic Initiate Druid: Goodberry
1 Cure Wounds
2 Healing Word
3 Entangle
4 Bless
5 Spiritual Weapon
6 Vortex Warp
7 Aid
8 Spirit Guardians
9 Revivify
10 Protection from Energy
11 Mass Healing Word
12 Banishment
13 Stone Shape
14 Summon Celestial
15 Circle of Power
16 Blade Barrier

Channel Divinity (x2)
At 2nd level, you gain the ability to channel divine energy directly from your deity, using that energy to fuel magical effects. You start with two such effects: Turn Undead and an effect determined by your domain. Some domains grant you additional effects as you advance in levels, as noted in the domain description. Undead of CR 1 or less is automatically destroyed when Gilant uses this ability.

When you use your Channel Divinity, you choose which effect to create. You must then finish a short or long rest to use your Channel Divinity again.

Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your cleric spell save DC.

Beginning at 6th level, you can use your Channel Divinity twice between rests, and beginning at 18th level, you can use it three times between rests. When you finish a short or long rest, you regain your expended uses.

Channel Divinity: Turn Undead
As an action, Gilant presents his holy symbol and speaks a prayer censuring the undead. Each undead that can see or hear Gilant within 30 feet of him 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 Gilant as it can, and it can't willingly move to a space within 30 feet of him. 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.

Harness Divine Power
At 2nd level, Gilant can expend a use of his Channel Divinity to fuel his spells. As a bonus action, Gilant touches his holy symbol, utters a prayer, and regains one expended spell slot, the level of which can be no higher than half Gilant's proficiency bonus (rounded up) [Currently 2nd level is maximum]. The number of times Gilant can use this feature is based on the level he has reached in this class: 2nd level, once; 6th level, twice; and 18th level, thrice. Gilant regains all expended uses when he finishes a long rest.

Channel Divinity: Arcane Abjuration:: As an action, Gilant can present his holy symbol and one celestial, elemental, fey, or fiend of Gilant's choice that is within 30ft of him must make a Wisdom saving throw, provided that the creature can see or hear Gilant. 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 Gilant as it can, and it can't willingly end its move in a space within 30 feet of Gilant. It also can't take reactions. For its action, it can only use 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.
After Gilant reaches 5th level, when a creature fails its saving throw against Gilant's Arcane Abjuration feature, the creature is banished for 1 minute (as in the Banishment spell, no concentration required) if it isn't on its plane of origin and its challenge rating is at or below a certain threshold, as shown on the Arcane Banishment table.

Arcane Banishment
Cleric Level Banishes Creatures of CRÂ…
5th 1/2 or lower
8th 1 or lower

11th 2 or lower
14th 3 or lower
17th 4 or lower


Spell Breaker When Gilant resorts hit points to an ally with a spell of 1st level or higher, he can also end one spell of his choice on that creature. The level of the spell he ends must be equal to or lower than the level of the spell slot used to cast the healing spell.

Potent Spellcasting When Gilant adds his Wisdom modifier (+5) to the damage he deals with any cleric cantrip.

Divine Intervention Imploring your deity's aid requires you to use your action. Describe the assistance you seek, and roll percentile dice. If you roll a number equal to or lower than your cleric level (11), your deity intervenes. The DM chooses the nature of the intervention; the effect of any cleric spell or cleric domain spell would be appropriate. If your deity intervenes, you can't use this feature again for 7 days. Otherwise, you can use it again after you finish a long rest.
At 20th level, your call for intervention succeeds automatically, no roll required.

Background: Quandrix Strixhaven Student
Feature: Expanded Spell list, see above.

Traits:
Ideals:
Bond:
Flaw:

Telekinetic Push: As a bonus action, Gilant can telekinetically shove one creature Gilant can see within 30ft of him. When he does so the target must succeed on a Strength saving throw (DC 8 + Proficiency Bonus, 4 + Wisdom, 5 = 17) or be moved 5 feet toward or away from you. A creature can willingly fail this save.

Armor: Half-Plate & Shield
Weapons:
Quarterstaff Of the Devoute (Shilleglah cantrip changes it to +10 to hit, 1d8+6 magical bludgeoning damage)
Dagger (+6 to hit, 1d4+2 pricing damage, can be thrown 20/60ft)

Equipment: (Weight Carried 101/150lbs)
Everbright Lantern (Attached to Backpack when not in use, 2lb) [Common magical item, This Bullseye lantern contains a magical crystal shard that sheds light comparable to that produced by a continual flame spell. An everbright lantern sheds light in a 120-foot cone; the closest 60ft is bright light, and the farthest 60ft is dim light. A shutter on the lantern can be closed or opened as an action to block or reveal the light.]
Half-Plate (Worn, 40lb, disadvantage on stealth)
Shield with Holy Symbol Emblem (Carried, 6lb)
Quarterstaff (Held, 4lb)
Dagger (Carried in a sheath, 1lb)
Holy Symbol Amulet (Worn -lb)
Bandoleer (2lb, worn) [Containing 6 Smokesticks (-lb)]
Travers Clothes (Worn, 2lb, weight not counted when worn)
Belt Pouch, 1 (Worn 0.5lb) [Plauge Mask (1lb), 2 Herbal Poultices (0.5lb each), Filtered Mask (1lb), Goggles (-), Spyglass (1lb), 4/6lb]
Belt Pouch, 2 (Worn, 0.5lb)[Tinderbox (1lb), Healer's Kit (3lb), 2 Sinda Berry Flasks (1lb each), 6/6lb]
Backpack (Worn, 5lb) [Bedroll (7lb), 5 Flasks of Oil (1lb for each one pint flask), 2 Healer Kits (3lb each) 18/30lb internal; Waterskin (5lb), Everbright Lantern (2lb, when not in use) 7/15lb external]
Water-resistant Satchel (3lb) [Fishing Tackle (4lb), 0/15lb]

Starting Funds: 10gp, 13sp