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Shirin Gul

15 Level (0/195000 XP for level-up) Forest of Dreams Background Pheonix Fauna Race / Species / Heritage Chaotic Good Alignment
Peace Cleric/Fighter
Level 15
Hit Dice: 8/15
1d8+5 Class 1

STR
13
+1
DEX
20
+5
CON
20
+5
INT
10
+0
WIS
22
+6
CHA
20
+5
133
Hit Points
+10
Initiative (DEX)
17
Armor Class (AC)
+5
Prof. Bonus
30 walk/fly
Speed (walk/run/fly)
Spellcasting ...
+11 Attack mod
WIS Ability
+6 Abi Mod
19 Save DC
+10 Expertise Bonus
+5 Proficiency Bonus
+1 Strength
+5 Dexterity
+10 Constitution
+0 Intelligence
+11 Wisdom
+10 Charisma
saving throws
+5 Acrobatics DEX
+11 Animal Handling WIS
+0 Arcana INT
+1 Athletics STR
+5 Deception CHA
+0 History INT
+16 Insight WIS
+5 Intimidation CHA
+0 Investigation INT
skills
+11 Medicine WIS
+0 Nature INT
+11 Perception WIS
+12 Performance CHA
+10 Persuasion CHA
+0 Religion INT
+10 Sleight of Hand DEX
+5 Stealth DEX
+6 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
From Adora With Love (Longbow) +13 DEX 1d8+1+5 piercing
 ranged (150/600 ft.), heavy, two-handed
Mace +1 STR 1d6+1 bludgeoning
 simple, melee
Attacks

Spell Book

Class Features

Implement of Peace
You gain proficiency in the Insight, Performance, or Persuasion skill (your choice).

Bonus Cantrip
When you choose the light domain at 1st level, you gain the light cantrip if you don't already know it. This cantrip doesn't count against the number of cleric cantrips you know.

Emboldening Bond
You can forge an empowering bond among people who are at peace with one another. As an action, you choose a number of willing creatures within 30 feet of you (this can include yourself) equal to your proficiency bonus. You create a magical bond among them for 10 minutes or until you use this feature again. While any bonded creature is within 30 feet of another, the creature can roll a d4 and add the number rolled to an attack roll, an ability check, or a saving throw it makes. Each creature can add the d4 no more than once per turn.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Protective Bond
At 6th level the bond you forge between people helps them protect each other. When a creature affected by your Emboldening Bond feature is about to take damage, a second bonded creature within 30 feet of the first can use its reaction to teleport to an unoccupied space within 5 feet of the first creature. The second creature then takes all the damage instead.

Warding Flare
Also at 1st level, you can interpose divine light between yourself and an attacking enemy. When you are attacked by a creature within 30 feet of you that you can see, you can use your reaction to impose disadvantage on the attack roll, causing light to flare before the attacker before it hits or misses. An attacker that can't be blinded is immune to this feature.

Improved Flare
Starting at 6th level, you can also use your Warding Flare feature when a creature that you can see within 30 feet of you attacks a creature other than you.

You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.

Channel Divinity: Balm of Peace
You can use your Channel Divinity to make your very presence a soothing balm. As an action, you can move up to your speed, without provoking opportunity attacks, and when you move within 5 feet of any other creature during this action, you can restore a number of hit points to that creature equal to 2d6 + your Wisdom modifier (minimum of 1 hit point). A creature can receive this healing only once whenever you take this action.

Beginning at 6th level, you can use your Channel Divinity twice between rests.

Channel Divinity: Radiance of the Dawn
Starting at 2nd level, you can use your Channel Divinity to harness sunlight, banishing darkness and dealing radiant damage to your foes.

As an action, you present your holy symbol, and any magical darkness within 30 feet of you is dispelled. Additionally, each hostile creature within 30 feet of you must make a Constitution saving throw. A creature takes radiant damage equal to 2d10 + your cleric level on a failed saving throw, and half as much damage on a successful one. A creature that has total cover from you is not affected.

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.

Beginning at 6th level, you can use your Channel Divinity twice between rests.

Blessed Strikes
You are blessed with divine might in battle. When a creature takes damage from one of your cantrips or weapon attacks, you can also deal 1d8 radiant damage to that creature. Once you deal this damage, you can't use this feature again until the start of your next turn.

Fighting Style - Archery
You gain a +2 bonus to attack rolls you make with ranged weapons.

Second Wind
You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level.

Once you use this feature, you must finish a short or long rest before you can use it again.

Action Surge
Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action.

Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.

Weapon Bond
At 3rd level, you learn a ritual that creates a magical bond between yourself and one weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. The weapon must be within your reach throughout the ritual, at the conclusion of which you touch the weapon and forge the bond.

Once you have bonded a weapon to yourself, you can't be disarmed of that weapon unless you are incapacitated. If it is on the same plane of existence, you can summon that weapon as a bonus action on your turn, causing it to teleport instantly to your hand.

You can have up to two bonded weapons, but can summon only one at a time with your bonus action. If you attempt to bond with a third weapon, you must break the bond with one of the other two.

Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

The number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class.

War Magic
Beginning at 7th level, when you use your action to cast a cantrip, you can make one weapon attack as a bonus action.

Indomitable
Beginning at 9th level, you can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can't use this feature again until you finish a long rest.
You can use this feature twice between long rests starting at 13th level and three times between long rests starting at 17th level.


Feats

Sharpshooter
You have mastered ranged weapons and can make shots that others find impossible. You gain the following benefits:

  • Attacking at long range doesn't impose disadvantage on your ranged weapon attack rolls.
  • Your ranged weapon attacks ignore half cover and three-quarters cover.
  • Before you make an attack with a ranged weapon that you are proficient with, you can choose to take a -5 penalty to the attack roll. If the attack hits, you add +10 to the attack's damage.

  • War Caster
    You have practiced casting spells in the midst of combat, learning techniques that grant you the following benefits:

  • You have advantage on Constitution saving throws that you make to maintain your concentration on a spell when you take damage.
  • You can perform the somatic components of spells even when you have weapons or a shield in one or both hands.
  • When a hostile creature's movement provokes an opportunity attack from you, you can use your reaction to cast a spell at the creature, rather than making an opportunity attack. The spell must have a casting time of 1 action and must target only that creature.

  • Skill Expertise
    You have honed your proficiency with particular skills, granting you the following benefits:

  • Increase one ability score of your choice by 1, to a maximum of 20.
  • You gain proficiency in one skill of your choice.
  • You gain expertise with one skill you are proficient with, which means your proficiency bonus is doubled for any ability check you make with it. The skill you choose must be one that isn't already benefiting from a feature, such as Expertise, that doubles your proficiency bonus.


  • Racial


    Pheonix Fauna
    +2 DEX
    +2 CON

    Flame Affinity
    You are resistant to Fire damage and have vulnerability to Cold damage

    Iridescence Flames
    As an action, you can activate your flames. Your feathers turn a bright vibrant red, the flashes of fire blossoms with a low roar into an explosion of colored fire. Each creature in a 20-foot radius sphere centered on that point are affected by the colored fires effect, this fire spreads around corners. All affected creatures need to succeed Dexterity saving throws or take 1d6+ your Constitution modifier in fire damage on failure or half as much on success. This increases to by 1d6 at 5th level (2d6) and gain by another 1d6 at 11th level (3d6) and then again at 17th level. This ability can be used once, and refreshes upon completing a long rest.

    Flight
    As a bonus action, you can channel the fire within, to create wings of flame. You gain a fly speed equal your movement speed. This effect last for 1 minute, at level 5 this duration increases to 1 hour, at level 11, the effects become permanent. This ability can be used once, and refreshes upon completing a long rest.

    Bodily Flame
    Your body is always warm to the touch. As a bonus action you can give off a glow of light of either a warm orange or in the color of your subrace. This glow sheds 30ft of bright light and further 30ft of dim light. You can end this glow as a free action.

    Protocol Phoenix - Reincarnation
    Once per week if Shirin dies in true combat she can revive, recovering all her hit points and spell slots.


    Dragon - Ishtar


    +2 Dexterity
    +1 Wisdom
    Proficiency in Perception, Performance

    Arcana Hearts
    After a short or long rest, you may channel the power of your Heart to form a bond with an ally. You and an ally gain Max HP based off your Level + Prof + that ally's Prof Mod.

  • Bonded by Heart: Whenever a bonded ally takes a critical hit within 30 feet of you. You may, as a reaction, switch places with them and magically take that damage instead. While using this ability, you gain DR to this damage based off the Max Hp your ally gained from Arcana Hearts. You may do this twice per long rest.

  • Bonded By Soul: Whenever a bonded ally fails a Saving Throw within 30 feet of you. You may, as a reaction, pay 10 hit points to grant them a reroll and add 1/3 of the Max Hp your ally gained from Arcana Hearts to the Roll. You may do this twice per long rest.

  • A Bond of Adoration
    After a long rest, you channel the bonds you share with others to protect the ones you love. Each of your allies gain a Heart Dice that can be used as an Action, Bonus Action, or during a Death Save that can give them the following effects

  • Action: Heal for 1d12 + Your Level and remove 3 Paranoia or 3 Exhaustion.

  • Bonus Action - Heal for 1d6 + Proficiency and remove Curses, Corruption, or 1 Debuff.

  • Death Save - At the start of your turn, roll the Death Save at advantage and add 1d4 to the Roll, or if you're going to Suffer True Death, Corruption, or Assimilation that condition is removed.

  • Reaction - On failure on a save or taking a hit from an enemy; Heal 1d4+ half of your proficiency modifier rounded down, then gain AC and a bonus to saves based on the d4 rolled, and gain resistance to the first damage type dealt to you until the beginning of your next turn.

  • Ishtar's Heartling
    You gain access to Ishtar's Exclusive bath areas that will be able to heal you of all ailments. Additionally, you learn the Language of the the Desert, Arabel.

    Blessings of Ishtar
    Whenever you do a Rite (Weddings, Vows, or Blessing of Child) for Love, Friendship, Bonds, or Ect. You will gain a reward from Ishtar.

    A Lover's Touch
    Whenever you Heal an Ally with Abilities or Healing spells with a range of touch. You can, as a reaction, double the healing received and give an ally an additional Heart Dice. You can do this 3 times per Long Rest.

    Fast Heartbeat
    The love and adoration you share to your allies granting them invigorated movement. Allies with Heart Dice gain +10 Movement Speed and whenever an ally uses a Heart Dice, you regain hit points based on your Wisdom or Charisma modifier.

    Heart Strike
    You gain the ability to infuse your weapon attacks with the love of Ishtar. Whenever you critically hit a hostile creature until the start of your next turn you, that target has disadvantage on any attack roll that isn't against you, and when that target hits you with an attack, the ally under Arcana Hearts gains a Heart Dice. You can use this twice per short rest.

    With Hearts of Flow
    At the Beginning of every Dawn you gain X Heart Dice; Where X is your Wis or Cha Mod; you can give out to Allies as a Bonus Action or, Item Interaction when healing them with a spell or Class Feature. You are under the affects of Fast Heartbeat while you have these Dice and, can use them as normal while in Archon of Love.

    Disclaimer: Once the Heart Dice are used you don't get them back until next Dawn.



    (Dragon Vow) Archon of Love
    As an action, you gain celestial wings and bond all your allies with the Power of Love. This form grants you a flying speed of 30 ft for one minute. If you already have a flying speed, you are then given a 60 ft fly speed instead. While in this form, whenever you heal an ally that is downed or has an ailment, this healing grants them a Heart Dice if they don't already have one. Whenever a Heart Dice is used by an ally, you gain a Heart Dice. If you have Heart Dice when you cast a healing spell, you can add the effect of the Heart Dice to the healing (This still requires the action or bonus action to use it). This vow can be used once per long rest.

  • You Must Carry On: If an ally would die within 60 feet of you while your under Archon of Love. You may spend a Heart Dice to cast Gentle Repose as a reaction and remove all Aliments.

  • Love Never Dies: Your blessing revives a creature at the moment of its death. As a reaction; You use that Ally's Heart Dice; to prevent the target from dying and restore Hit Points to the target equal to Xd8 (Where X is your Level) plus your Wisdom or Charisma modifier. You can't use breath of life if the triggering effect was disintegrate or a Death Effects Like Assimilation or True Death. This can be used once per long rest.

  • Features & Traits
    Starting Equipment

    Mace
    Scale Mail
    Crossbow & 20 bolts
    Priest's Pack
  • a backpack
  • a blanket
  • 10 candles
  • a tinderbox
  • an alms box
  • 2 blocks of incense
  • a censer
  • vestments
  • 2 days of rations
  • a waterskin.
  • Shield
    Holy Symbol


    Attuned

    From Adora with Love
    +1 Wonderous Set (Quiver + Longbow)
    Aspect of Ishtar
    Empire Attunement: Cards of The Heart
    Class Attunement: Cleric


    True Strike: Your critical range is increased from 19 to 20.

    Love Arrow: Arrows in this quiver get enchanted by the power of Love, by your choice you can make the arrows enchanted with love do an extra 1d8 radiant damage or do no damage and heal by a 1d6+half your level.(rounded up), you gain a number of these arrows equal to your wisdom modifier + proficiency. Regaining uses upon a short rest or long rest.
    In case of using the arrows on an ally or willing creature, their AC is reduced by the amount that is your Wisdom modifier for the purposes of hitting and on a miss the arrow can be rerolled to hit an enemy within 5ft.

    Love has no Restrictions: All your arrows can go through one creature and hit another time to a second creature that is lined behind the first creature and in 40ft range. If a critical hit would happens with a love arrow that heals, it automatically heals the second target by the same amount.

    Heart Burst: Upon a critical hit with a Love Arrow you may choose one of the following effects a number of times equal to your proficiency modifier. Replenishing on a short or long rest.

  • If its an enemy, half the damage inflicted heals your allies in a 10 foot radius as temp hp.

  • If its an ally, give them resistance to the next damage they take till the start of your next turn.

  • Delivered Love: As part of you weapon attack you can choose to add a spell that you can cast of a spell level equal to your proficiency to the arrow as a bonus action, and activate it at will from the time it used with the bow until it hits its objective. Spells with range of Touch or Self work when hitting a creature and for that creature but following as if they were the casters if its a willing creature. You can do this up to 2 times per long rest.

    Love is War: As an action you may expend your channel divinity to hit a creature with rose quartz arrow, embedding it in them, the following effects are applied. The creature takes additional 4d8 radiant-psychic "duo" damage and any creature that hits them gains health equal to your Wisdom+Charisma modifier once during their turn. This lasts until the end of your next turn.

    Rosa Flosa Maria
    Aspect of Belladonna
    Special and Power Attunement
    Studded Leather Armor or Idol Clothing


    ---------------------------

    Power Attunement: This can be only Attuned once you have 18 Wisdom. Once attuned, you gain proficiency in Charisma Saves and One Charisma Skill. If you are already Proficient in the Skill chosen; you gain +2 to the chosen skill.

    Pétale du père: During true combat, at the start of your turn you gain 1 stack of “Épines enflammées” to a max of 5. When you are hit with a Weapon or Spell Attack a flaming thorn is sent back to the attacker dealing fire damage equal to your current stacks of “Épines enflammées” plus your proficiency.

    Charité: Those affected by your Emboldening bond gain magical dr [excluding vorpal, ethereal, astral] equal to your proficiency modifier while any bonded creature is within 30 feet of each other.

    Ballade de roses: When you are concentrating spirit guardians (on yourself you can as an action perform a dance causing the armor to release flaming rose petals and augments its effects: You release flaming petals that float around you in a 20 foot radius; you can designate any number of creatures you can see to be unaffected by it. When a creature enters the aura for the first time on a turn or starts its turn there, that creature can heal Xd8 + X. Where X is equal to “Épines enflammées”. This form lasts for 1 Minute or ended as a bonus action by the wielder; once this ability ends you take one level of exhaustion and lose all stacks of “Épines enflammées”; this ability refreshes at dawn.

     

    Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0 Money
    Cleric Spellcasting
    Wizard Spellcasting (Eldritch Knight)

    Spellbook.
    Spellcasting
    Armor: Light armor, medium armor, heavy armor, shields
    Weapons: Simple, martial
    Skills: Medicine, Insight, Perception, Persuasion, Performance, Animal Handling
    Languages: Common, Primordial, Arabel

    Languages & Proficiencies
    I'm a hopeless romantic, always searching for that 'special someone'.

    Personality Traits
    Love is for everyone, regardless of race, gender or social standing.

    Ideals
    My parents inspired me to follow my heart and walk my own path.

    Bonds
    Sometimes my desire to see the best in people comes at my own detriment.

    Flaws
    Lovebird searching for her soulmate.

    Shirin was born to two fathers, who were able to have her thanks to the rites of Ishtar. As she grew, inspired by her parents love for each other and the joy her birth had brought them, Shirin decided her path laid with the Lady of Love.

    She grew up loved, but sheltered, and because of her odd bird-like features sometimes had difficulty making friends among other children her age.

    Her father Reza, a knight of the Rose Guard, taught her from an early age how to wield a bow and handle herself in combat.

    In-character knowledge


    Born from love and given life in the realm of Adora, the special circumstances of Shirin's birth lead Ishtar to put her under Znaniye's protection after she passed her trial to become a hunter.

    She is one of two pheonix fauna, alongside Li Min Fenghuang.



    Build
    1. Cleric [Spellcasting, Domain Features]
    2. Fighter [Fighting Style, Second Wind]
    3. Fighter [Action Surge]
    4. Fighter [Eldritch Knight]
    5. Fighter [Extra Attack]
    6. Fighter [ASI/Feat]
    7. Cleric [Channel Divinity - Balm of Peace]
    8. Cleric [Channel Divinity (2/rest), Protective Bond]
    9. Fighter [Indomitable]

    Trial Reward: +2 CON, proficiency in CON saves
    4th Level ASI: +2 WIS, Sharpshooter
    Ambrosia Boon: Bonus Feat - War Caster
    6th Level Fighter: Feat - Skill Expert
  • +1 CHA



  • Slight of Hands proficiency



  • Insight Expertise



  • Cascada Dean boon
  • Gain hit points equal to CHA score



  • Add CHA bonus to any healing spells



  • Reward from Valstrax Hunt
  • +2 to WIS cap



  • 8th Level ASI: +2 WIS, Alert
    Shirin's Dragon Wings
  • As a bonus action you can, if you already have a flight speed, activate dragon wings to add another 30ft to that flight speed.


  • Notes


    ™ & © Wizards of the Coast - D & D 5e Character Sheet v2.07, made by Tillerz - Updated: 2023-05-29
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