Pont

Pont

Mental characteristics

Gender Identity

Male

Cleric trying to do his best.

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Alignment
Neutral Good
Age
30
Children
Gender
Male
Eyes
Red
Hair
Red
Skin Tone/Pigmentation
Brown
Height
5'2"
Weight
120

Pont

Fire Genasi Race
Badlands | Wendigo Soul Origin
Travel Cleric 8 | Planeswalker Fire Class & Level
Neutral Good Alignment
Wondox Deity
The Inquisition Faction
Requisition Officer | QM Rank/Position
8 Loyalty
Company

Strength 10
+0
Dexterity 16
+3
constitution 16
+3
intelligence 12
+1
wisdom 16
+3
charisma 11
+0
Total Hit Dice 8
Hit Die
1d8+3
+3 proficiency bonus
+2 Strength
+5 Dexterity
+5 Constitution
+3 Intelligence
+8 Wisdom
+5 Charisma
saving throws
+3 Acrobatics
+3 Animal Handling
+1 Arcana
+3 Athletics
+0 Deception
+1 History
+6 Insight
+0 Intimidation
+1 Investigation
+6 Martial
+6 Medicine
+1 Nature
+3 Perception
+0 Performance
+0 Persuasion
+1 Religion
+3 Sleight of Hands
+3 Stealth
+3 Survival
skills

 
24
MV
0
Prestige
1
Attunement Slots
19
Armor Class
87
Hit Points
+3
Initiative
70
Speed
WeaponAttackDamage
Dagger 1d20+6 1d4+1d8+3
Silvered Ordesian Foil 1d20+6 1d4+1d8+3
Attacks
Proficiencies

Armor: Light Armor, Medium Armor, Shields, Badlands Tribal Armor(Academy)
Saving Throws: Wisdom, Charisma
Skills: Athletics(Lip Service), Insight, Martial(Loyalty), Medicine
Tools: Calligrapher's Supplies(Academy), Disguise Kit(Faction), Poisoner's Kit(Faction)
Weapons: Simple Weapons

 

MV Calculations

1 MV from Session on 9/2/20
4 MV from Session on 9/9/20
1 MV from Session on 9/18/20
3 MV from Session on 9/25/20
1 MV from Session on 10/8/20
1 MV from Session on 10/15/20
1 MV from Session on 10/22/20
3 MV from Session on 11/5/20
1 MV from Session on 11/21/20
1 MV from Session on 11/28/20
3 MV from Session on 12/5/20
3 MV from Session on 1/17/21
1 MV from Session on 1/29/21
1 MV from Session on 2/5/21
4 MV from Session on 2/12/21
=======================
29 MV Total

 

Loyalty Benefits

Loyalty 1: +1 HP; Fury of the Light
Loyalty 2: +1 HP; Service to the White Pantheon (The Seven)
Loyalty 3: +1 HP
Loyalty 4: +1 HP
Loyalty 5: +1 HP
Quartermaster: +5 HP

 

Planeswalker Fire abilities

Saving throw DC for Planeswalker: Fire abilities is 8 + Your Proficiency + Your Spellcasting Modifier + Your Prestige


Tier 1: Level 4

You gain the following abilities:

Flame Walker: As a bonus action, you can choose to take irresistible fire damage equal to your class level to alter your spells to deal fire damage instead of other types of damage if they do not already deal fire damage. This change applies to instantaneous spells or the initial cast and can only be active during true combat.


Fiery Escape: As an action, you can dash 15 ft, leaving a wall of fire in your wake. The flames reach 20 ft high and have a 5 ft width. Any who attempt to cross the flames must make a Dexterity saving throw. If they fail, they take 1d8 fire damage and are unable to cross. If they succeed, they only take half the damage and make it through the flames. You may do this once per short rest/long rest.

Prestige effect: The damage increases by 1d8 for each level of prestige you have.

Tier 2: Level 8

You gain the following abilities:

Accelerant: Fire damage caused by you or a source created by you deal an additional 2 points of damage. This damage can only be added to the spell’s damage once per round on the target of your choice.

Prestige effect: The damage is increased by one for each level of prestige you have.

Hateful Retribution: For the first time you are hit on each round, the source of the damage makes a Dexterity Saving roll equal to your Planeswalker Fire DC. On failure, they are dealt 1d10 fire damage.

 

Proficiences
Wisdom

Cantrips: Guidance, Sacred Flame, Word of Radiance, Toll the Dead
Level 1: Bless, Comprehend Languages(Travel), Cure Wounds, Longstrider(Travel)
Level 2: Animal Messenger(Travel), Hold Person, Lesser Restoration, Misty Step(Travel), Silence, Spiritual Weapon
Level 3: Create Food and Water(Travel), Dispel Magic, Mass Healing Word, Remove Curse, Spirit Guardians, Tongues(Travel)
Level 4: Death Ward, Dimension Door(Travel), Mordenkainen's Private Sanctum(Travel)

 

Constitution

Cantrips: Produce Flame(Race)
Level 1: Burning Hands(Race)

 

Spellcasting
Equipped

Masterwork Badlands Tribal Armor
Dagger
Silvered Dagger
Shield
Holy Symbol of Wondox
Holy Symbol of The Seven
A set of fine clothes
Inquisitorial Badge

 

Bandolier 1

Potion of Speed x 1
Potion of Invulnerability x 1
Potion of Heroism x 1

 

Bandolier 2

Potion of Supreme Healing x 2
Scroll of Inflict Wounds x 1

 

Backpack

Scroll of Inflict Wounds x 1
Potion of Healing x 1
Scroll of Misty Step x 1
Scroll of Inflict Wounds x 1
Disguise Kit
Poisoner's Kit
Jackal Plushie x 1
Healer's Kit x 1
Calligrapher's Supplies x 1
Scroll of Inflict Wounds x 1
Rations x 10
1 Crafting Tokens
1831 gp
Explorer' Pack

 

Circlet of the Cruel King

Circlet of the Cruel King
Tier 2 Mission Reward
Wondrous (Circlet) - Major Rare (3,000gp) - Crippling Attunement

This twisted ornate crown made of jagged black iron is fashioned into a circlet of pain, the spines on the inside embedding themselves into the head of the attuned. Once worn by a vicious ruler, this crown was a symbol of tyranny and corruption for the people who lived under them

When you unattune from this item, you have to pull the spikes from your head, creating a wicked scar that will stick with you for the rest of your days. You have disadvantage on Charisma based skill checks and appear as evil when effects that would detect your alignment are cast or used. This does not change your alignment.

Your Charisma score increases by 2, up to a maximum equal to your ability score cap.

Shadow's Memory. The shadow of the old king looms over you, feeding you new dark powers. When you are in dim light or darkness you deal an additional 1d4 necrotic damage on weapon attacks or damaging cantrips you hardcast.

Regal Visage. As an action, you can take on a regal appearance, appearing more beautiful and imposing than before. You gain a +2 bonus to all Charisma skill checks you make for the next minute. In addition, if you use an effect which requires a saving throw against being charmed by you whilst under the effects of this feature, the creature has disadvantage on the saving throw. You can do this once, regaining the use after finishing a long rest.

Disturbed Mind. The blood of the old tyrant flows through you now, a magical warrior it seems, as whenever you succeed on a saving throw against being frightened or charmed, you can use your reaction to regain a 1st level spell slot. You can do this twice, regaining both uses after finishing a long rest.

This item is Glorybound.

 

Ring of Almandine Writings

Ring (Wondrous) - Major Rare (2200gp?)- Attunement "A bronze ring, set with an almandine gemstone in the shape of a book." Whenever you would use a scroll to cast a spell, you may roll a 1d4. If the result of the roll of the 1d4 is 4 or higher, the scroll does not become destroyed after it’s used. If you are proficient with Calligrapher’s tools, Whenever you would use a scroll to cast a spell, you may roll a 1d4+1. If the result of the roll of the 1d4+1 is 4 or higher, the scroll does not become destroyed after it’s used. A Signature of Spells: If you are proficient in the Arcana skill, whenever you have casted 4 or more non-cantrip spells, you may use a bonus action to summon a wisp. When you summon this wisp, the next successful spell of your choice that a creature cast, the spell gains +4 to it’s attack roll (if it has one) and additionally deals 1d4 damage of a damage type of your choice between a damage type of acid, cold, fire, force, lightning, necrotic, psychic, radiant, or thunder damage to the target of the spell. (if there are multiple targets of the spell, it is one creature that was affected by the spell of your choice.) This item has one use of this ability and you may regain the use of this ability when you finish a short or long rest.

 

Grasp of the Superior(Attuned)

Grasp of the Superior
+1 Studded Leather Armor - Minor Very Rare (3500gp) - Attunement
This was once a standard uniform of the guards of Xian Tor, empowered by proximity to the obelisk to which the Elven Governor had bound his soul. The once faded leather has taken an ethereal silver hue, and its presence is palpable.

You gain proficiency in the Investigation skill. If you are already proficient, you instead gain a +2 bonus to Intelligence (Investigation) checks.

Will Be Done: As an action you can call upon the will of the Elven Guards that bound their souls to force another to submit. You cast the Command spell at first level with this armor, with the Command of 'Kneel'. The DC of this spell is determined by the highest of your Intelligence, Wisdom, or Charisma. You can do this two times, regaining spent uses after completing a short or long rest.

Superior of Mind and Body: As a reaction to failing a Dexterity or Intelligence saving throw, you can choose to instead succeed. Once you do so, you cannot do so again until you finish a long rest.
[Base Material, Enchantment, Enhancement]

 

Equipment
The Inquisition
Faction
Mad Man
Stat Array
Circlet of the Cruel King unattunement effect

Disadvantage on Charisma based skill checks and appear as evil when effects that would detect your alignment are cast or used.

 

Race

ASI: +2 Con +1 Int
Size: Medium
Speed: 60 ft
Languages: Common and Ignan
Darkvision: 60 ft, darkvision is in shades of red
Fire Resistance
Reach to the Blaze: You know the produce flame cantrip. Once you reach 3rd level, you can cast the burning hands spell once with this trait as a 1st-level spell, and you regain the ability to cast it this way when you finish a long rest. Constitution is your spellcasting ability for these spells.
Seal of Fire: You increase your walking speed by 30. If you should deal fire damage, the damage is increased by 2, this applies only once per source.

 

Faction

A set of fine clothes, Healer's Kit, Disguise Kit, Poisioner's Kit
Improve Starting Equipment: 2 Bandoliers, 3 Potions of Healing, Antitoxin
Attribute Cap Increase: +2 Charisma, This boosts the maximum of an ability score but not the score itself
Tool Proficiencies: Disguise Kit, Poisioner's Kit
Inquisitorial Badge: This silver piece of metal, which is often time imbued with the additional symbol of the individual's deity, represents not only their mark of membership, but serves as a slightly enchanted magical object, allowing the individual to gain advantage on a single insight roll once per long rest. This is only able to be used to specifically detect deception.
Fury of the Light: Once per mission or act of a campaign, a member of the Inquisition may call upon the light to empower their next attack. This must be decided to be used at the start of the turn in which you wish to use it. It empowers the next attack, that if it hits, is considered a critical hit. If the attack misses, the effect is wasted. if this is used against a target without the evil alignment the effect is wasted. This may only be used on an effect with an attack roll.
Service to the White Pantheon: Gain a 2nd Lip Service and Church Boon from a deity that is in the White Pantheon (The Seven: +1 Wis, Proficiency in Martial)

 

Origin

Badlands: +10 to max HP, +2 bonus to all saving throws
Wendigo Soul: Whenever an enemy you can see within 10ft rolls a 1 on a d20 roll, you are healed for 3 hit points as you feed on the misfortune of others.

 

Class

Prepared Spells = Wisdom modifier + Cleric Level
Traveler's Grace: You gain a +10 to your base movement speed.
Swift Shape: You may dash or disengage as a bonus action a number of times per day equal to your Wisdom modifier. You regain all uses of this ability when you finish a long rest.
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: Twisting Paths: As an action, you may present your holy symbol and cause yourself and up to two other allies within 60 ft. of you to change places in any order you wish. This is a teleport effect and each of the spaces occupied must be able to be occupied by the creature place there.
Enduring Stride: At 6th level, you have advantage on saving throws to avoid exhaustion from travel. Additionally, once per long rest when you would gain a point of exhaustion, you may choose to negate it.
Divine Strike: At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 damage of the same type dealt by the weapon to the target. When you reach 14th level, the extra damage increases to 2d8.

 

Class/Racial Features & Traits