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Velztor Moonglow in Dungeons & Dragons 5e

Velztor Moonglow

Cleric (Ultha) 3 Class & Level
Background
Half-Elf Race
Neutral Good Alignment

Strength 8
-1
Dexterity 10
+0
constitution 12
+1
intelligence 14
+2
wisdom 16
+3
charisma 16
+3
Total Hit Dice 3
Hit Die 1d8+1
2 proficiency bonus
13 Passive perception
-1 Strength
0 Dexterity
1 Constitution
2 Intelligence
5 Wisdom
5 Charisma
saving throws
0 Acrobatics
3 Animal Handling
5 Arcana
-1 Athletics
3 Deception
4 History
7 Insight
3 Intimidation
2 Investigation
3 Medicine
2 Nature
7 Perception
3 Performance
5 Persuasion
5 Religion
0 Sleight of Hands
0 Stealth
3 Survival
skills
11
AC
19
Hit Points
0
Initiative
30
Speed
Common, Elvish, Dwarvish, Draconic, V'kah (the Tongue of the Ancients)

Light Armor, Medium Armor, Shield

Simple Weapons
Proficiencies
WeaponAttack RollDamage RollDamage Type
Mace 1d20+1 1d6-1 Bludgeoning
Sling 1d20+2 1d4 Bludgeoning
Attacks
Spellcasting Class: Cleric
Spellcasting Ability: Wisdom
Spell Save DC: 13
Spell Attack Bonus: 5
Spellcasting

  • Mace

  • Sling

  • Leather Armor

  • Shield

  • Backpack

  • Bedroll

  • Mess Kit

  • Tinderbox

  • 10 Torches

  • 10 Days of Rations

  • Waterskin

  • 50ft of Hempen Rope

  • Thieves Tools

  • 2 Ornate Boxes

  • Token of Light: This simple gold coin has the image of a lit candle on one end, and an extinguished, melted one on the other. Written in the margins near the lit candle is the word Talvouhs, in V’kah script, which means ‘light’. When this word is spoken, the side with the lit candle emits light as if the cantrip Light were cast on the face. On the margins next to the extinguished candle is V’kah runes reading Vorok, which means “darkness”. If this word is spoken, the light is extinguished.

  • 2 Potions of Healing

  • 3 doses of Ettercap Poision

  • Scroll of Warding Bond

Equipment

Personality Traits

Ideals

Bonds

Flaws
Darkvision: Thanks to your elf blood, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Fey Ancestry: You have advantage on saving throws against being charmed, and magic can't put you to sleep.

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.

  • 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.

  • Knowledge of the Ages: As an action, you choose one skill or tool. For 10 minutes, you have proficiency with the chosen skill or tool.




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