Morningstar - +4 to hit, 1d8 piercing Hand Crossbow - +4 to hit, 1d6 piercing, 30/120 ft. 20/20 Arrows Chain Shirt - AC = 13 + DEX (max 2) Shield- AC + 2 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, and a waterskin Sage Gear- A bottle of black ink, a quill, and a small knife
Souls Collected -2/5
Spells
Lv I
Spell list
Mending
Thaumaturgy
Sacred Flame
Chill touch (2 targets)
Command
Inflict Wounds
Ray of Sickness
False Life
Chill Touch
Cantrip, 1 action, 120 feet, 1 round
You create a ghostly, skeletal hand in the space of two creature within range. Make a ranged spell attack against the creatures to assail them with the chill of the grave. On a hit, the targets take 1d8 necrotic damage, and they can’t regain hit points until the start of your next turn. Until then, the hand clings to the targets. If you hit an undead target, it also has disadvantage on attack rolls against you until the end of your next turn. This spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Command
1st-level, 1 action, 60 feet, 1 round
You speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. The spell has no effect if the target is undead, if it doesn’t understand your language, or if your command is directly harmful to it. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.
False Life
1st-level, 1 action, Self, 1 hour
Bolstering yourself with a necromantic facsimile of life, you gain 1d4 + 4 temporary hit points for the duration. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you gain 5 additional temporary hit points for each slot level above 1st.
Inflict Wounds
1st-level, 1 action, Touch, Instantaneous
Make a melee spell attack against a creature you can reach. On a hit, the target takes 3d10 necrotic damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.
Mending
Cantrip, 1 minute, Touch, Instantaneous
This spell repairs a single break or tear in an object you touch, such as a broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage. This spell can physically repair a magic item or construct, but the spell can’t restore magic to such an object.
Ray of Sickness
1st-level, 1 action, 60 feet, Instantaneous
A ray of sickening greenish energy lashes out toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 2d8 poison damage and must make a Constitution saving throw. On a failed save, it is also poisoned until the end of your next turn. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.
Sacred Flame
Cantrip, 1 action, 60 feet, Instantaneous
Flame-like radiance descends on a creature that you can see within range. The target must succeed on a Dexterity saving throw or take 1d8 radiant damage. The target gains no benefit from cover for this saving throw. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Thaumaturgy
Cantrip, 1 action, 30 feet, Up to 1 minute
You manifest a minor wonder, a sign of supernatural power, within range. You create one of the following magical effects within range:
• Your voice booms up to three times as loud as normal for 1 minute.
• You cause flames to flicker, brighten, dim , or change color for 1 minute.
• You cause harm less tremors in the ground for 1 minute.
• You create an instantaneous sound that originates from a point of your choice within range, such as a rumble of thunder, the cry of a raven, or ominous whispers.
• You instantaneously cause an unlocked door or window to fly open or slam shut.
• You alter the appearance of your eyes for 1 minute.
If you cast this spell multiple times, you can have up to three of its 1-minute effects active at a time, and you can dismiss such an effect as an action.
Feats
Researcher
When you attempt to learn or recall a piece of lore, if you do not know that information, you often know where and from whom you can obtain it. Usually, this inform ation comes from a library, scriptorium , university, or a sage or other learned person or creature. Your DM might
rule that the knowledge you seek is secreted away in an almost in accessible place, or that it simply cannot be found. Unearthing the deepest secrets of the multiverse can require an adventure or even a whole campaign.
Shield Master
You use shields not just for protection but also for offense. You gain the following benefits while you arew ielding a shield:
• If you take the Attack action on your turn, you can use a bonus action to try to shove a creature within 5 feet of you with your shield.
• If you aren’t incapacitated, you can add your shield’s AC bonus to any Dexterity saving throw you make against a spell or other harmful effect that targets only you.
• If you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you can use your reaction to take no damage if you succeed on the saving throw, interposing your shield between yourself and the source of the effect.
Sounds good. And Lydia is female. I figured with the big cloak and armor that the image might be androgenous enough to be used for either. I didn't zoom into the face enough to check.
Also it still won't let me post as my character for some reason. I don't even have the drop down menu to select the character. It's not a big deal, but I definitely looked for it.