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20:24, 4th May 2024 (GMT+0)

Jayliegh Maplecord

  Basic Information 

 Character Name  : Jayliegh Maplecord       Height : 5'2"
 Character Race  : Human                    Weight : 140
 Background      : Guild Crafter            Age    : 63
 Alignment       : Chaotic Good             Eyes   : Orange
 Deity           : Unnamed God of the Forge Hair   : Short-trimed Steel Grey
 Total Level     : 2                        Size   : Medium
 Current XP      : 0                        Speed  : 30

  Character Class Information 

 Level  1 Class : Cleric(Forge Domain)
 Level  2 Class : Cleric
 Level  3 Class :
 Level  4 Class :
 Level  5 Class :

 Background : Guild Artisan

  Proficiencies- Insight, Persuasion, Glassblower Tools, Dwarven Language

  Guild Membership- As an established and respected member of a guild, you can rely on certain benefits that membership provides. Your fellow guild members will provide you with lodging and food if necessary, and pay for your funeral if needed. In some cities and towns, a guildhall offers a central place to meet other members of your profession, which can be a good place to meet potential patrons, allies, or hirelings.

Guilds often wield tremendous political power. If you are accused of a crime, your guild will support you if a good case can be made for your innocence or the crime is justifiable. You can also gain access to powerful political figures through the guild, if you are a member in good standing. Such connections might require the donation of money or magic items to the guild's coffers.

You must pay dues of 5 gp per month to the guild. If you miss payments, you must make up back dues to remain in the guild's good graces.

  Ability Scores 

 Strength     : 14 (+2)     13 point buy + 1 racial + 0 level + 0 misc
 Dexterity    : 9  (-1)      8 point buy + 1 racial + 0 level + 0 misc
 Constitution : 15 (+2)     14 point buy + 1 racial + 0 level + 0 misc
 Intelligence : 13 (+1)     12 point buy + 1 racial + 0 level + 0 misc
 Wisdom       : 16 (+3)     15 point buy + 1 racial + 0 level + 0 misc
 Charisma     : 11 (+0)     10 point buy + 1 racial + 0 level + 0 misc

 Carry Capacity   : 210 lbs.    Str x 15
 Lift, Drag, Push : 420 lbs.    Str x 30

  Inspiration 


 Personality Traits : I want to push the Limits. Even the limits of reality.
 Ideals : A legacy shines the greatest when put to use.
 Bonds  : The Merchant Guild is part of my legacy, and I won't let it be tarnished.
 Flaws  : A challenge given implies you think I can't do it. I will show you otherwise.

  Combat Statistics 

 Hit Points    : 17         Current HP : 17
 Proficiency   : +2         Temp HP    : 0
 Initiative    : -1         Total HD   : 2d8

 Death Saves
 Successes : [-],[-],[-]
 Failures  : [-],[-],[-]

 Base Melee    : +4     2 Prof + 2 Str + 0 misc
 Base Ranged   : +1     2 Prof - 1 Dex + 0 misc
 Base Spell    : +5     2 Prof + 3 Wis + 0 misc

 Armor Class   : 14     14 armor + 0 shield + 0 Dex + 0 misc
 *Disadvantage on Stealth rolls

  Senses 

 Passive Perception     : 13    10 + 0 prof + 3 Wis + 0 misc
 Passive Investigation  : 11    10 + 0 prof + 1 Int + 0 misc
 Passive Insight        : 15    10 + 2 prof + 3 Wis + 0 misc

 Other Senses: NA

  Saving Throws 

 Strength     : +2    0 prof + 2 Str + 0 misc
 Dexterity    : -1    0 prof - 1 Dex + 0 misc
 Constitution : +2    0 prof + 2 Con + 0 misc
 Intelligence : +1    0 prof + 1 Int + 0 misc
 Wisdom       : +5    2 prof + 3 Wis + 0 misc
 Charisma     : +2    2 prof + 0 Cha + 0 misc

  Class Abilities and Features 

 Armor   : Light armor, medium armor, shields, heavy armor(forge domain)
 Weapons : All simple weapons
 Tools   : Smith's Tools(forge domain)

 Saving Throws : Wisdom, Charisma
 Skill Prof.   : History, Medicine

  Skills and Languages 

 [C] Means a character gained Proficiency from Class
 [B] Background [R] Race [T] Trained

 [ ] Acrobatics         : -1    0 prof - 1 Dex + 0 misc
 [ ] Animal Handling    : +3    0 prof + 3 Wis + 0 misc
 [ ] Arcana             : +1    0 prof + 1 Int + 0 misc
 [ ] Athletics          : +2    0 prof + 2 Str + 0 misc
 [ ] Deception          : +0    0 prof + 0 Cha + 0 misc
 [C] History            : +3    2 prof + 1 Int + 0 misc
 [B] Insight            : +5    2 prof + 3 Wis + 0 misc
 [ ] Intimidation       : +0    0 prof + 0 Cha + 0 misc
 [ ] Investigation      : +1    0 prof + 1 Int + 0 misc
 [C] Medicine           : +5    2 prof + 3 Wis + 0 misc
 [ ] Nature             : +1    0 prof + 1 Int + 0 misc
 [ ] Perception         : +3    0 prof + 3 Wis + 0 misc
 [ ] Performance        : +0    0 prof + 0 Cha + 0 misc
 [B] Persuasion         : +2    2 prof + 0 Cha + 0 misc
 [ ] Religion           : +1    0 prof + 1 Int + 0 misc
 [ ] Sleight of Hand ^  : -1    0 prof - 1 Dex + 0 misc
 [ ] Stealth            : -1    0 prof - 1 Dex + 0 misc (Disadv with armor)
 [ ] Survival           : +3    0 prof + 3 Wis + 0 misc

 Languages : Common, Dwarven, Elf

  Feats 



  Race & Class Features 


Cleric Spellcasting: Cantrips, Wisdom based, Ritual Casting, Focus Casting, Prepared spellcaster(Wisdom modifier + your cleric level), regains spells after long rest.

Blessing of the Forge
At the end of a long rest, you can touch one nonmagical object that is a suit of armor or a simple or martial weapon. Until the end of your next long rest or until you die, the object becomes a magic item, granting a +1 bonus to AC if it’s armor or a +1 bonus to attack and damage rolls if it’s a weapon.

Once you use this feature, you can’t use it again until you finish a long rest.

Channel Divinity
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, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you 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 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.

Channel Divinity: Artisan's Blessing
You conduct an hour-long ritual that crafts a nonmagical item that must include some metal: a simple or martial weapon, a suit of armor, ten pieces of ammunition, a set of tools, or another metal object. The creation is completed at the end of the hour, coalescing in an unoccupied space of your choice on a surface within 5 feet of you.

The thing you create can be something that is worth no more than 100 gp. As part of this ritual, you must lay out metal, which can include coins, with a value equal to the creation. The metal irretrievably coalesces and transforms into the creation at the ritual’s end, magically forming even nonmetal parts of the creation.

The ritual can create a duplicate of a nonmagical item that contains metal, such as a key, if you possess the original during the ritual.


  Money and Equipment 

 Armor     : Ring Mail

 Weapon    : Spear
 Weapon    :

 Other Equipment : Smith's Tools, Explorer's Pack, Divine Focus(A hollow ceramic ball that rattles when shaken)

 Uncommon Magic Item:
 Uncommon Magic Item:
 Rare Magic Item:

 Money : 300 gp + 30 from denying main weapon

  Magic 

 5 Prepared Spells     +5 Spell Attack Modifier     13 Spell Save DC

 Cantrips
    Known: Mending, Sacred Flame, Thaumaturgy

 Level 1 (3/3 Slots Available)
    Known: (Domain)Identify, (Domain)Searing Smite, Cure Wounds*, Detect Magic*, Shield of Faith*, Bless*, Bane*

 Level 2
    Known:

 Level 3
    Known:

* Means prepared
Background:

   Jayliegh Daylight, born to two well to do merchants, took quick to the forge. The noisy chaos and heat was simply her element. It was no wonder then that she joined with merchant guild herself when she came of majority. And traveled away from her farm town to Dene to hone her craft. Hard work under a tough mentor pushed her skills beyond the forging of common farmtools, into a master of glass and steel. And during her time living in Dene she met a student of the Academy, Varn Maplecord. A clever sort, full of stories and candied complements. They returned to Jayliegh's birthplace together, working with each other at her own personal smithery. He worked the counter and managed the coin, she pumped iron. In time they decided to rear children, sweet Havrol, darling Kareena, and trouble Serena. Jayliegh raised them with vigor, and they took after her in most ways. Varn could only laugh all the way, "I married you, why not be happy with more crazed smiths?".
  The buisness hummed along, the children went off, and then Vern got sick. It was a slow thing, and Vern's friends he had called to help from academy would only stare at him with grim faces. The funeral was in spring, the sun and trees in bloom. The children stayed till the fall, a true comfort and reminder of the joys of life. And in the winter she cleaned the attic. In it's depths, Jayliegh found a small lacquered box. Inside was a strange ceramic ball that rattled as she shook it, and a note. "A gift from the forge, to forger. Love, Varn". It emanated a strange power that felt so warm. Climbing out of the attic she gazed over the old storefront, and wandered into the forge. Dust covered everything, she hadn't made anything in so long. She set the artifact to the table and set to work. It was far from her best work, but a solid piece of ring mail in just her size. As the winter came to a close she set out for Dene for the second time. Jayliegh had always wondered exactly what adventurers got up to, but as the wagon to Dene rocked her back and forth, she could only feel that it'd be better than waiting for someone who wasn't coming back.