Eurynome

Short Rest    Long Rest
Half-Siren
  • bookmark_add Size: Medium
  • bookmark_add Speed: 30 feet, 30 feet swim
  • bookmark_add Darkvision: 60 feet
  • bookmark_add Languages: You can speak, read, and write Aquan, Common, and 1 language of your choice.
  • bookmark_add Amphibious: You can breathe air and water.
  • bookmark_add Alluring Voice: You gain proficiency in Persuasion and have advantage on saving throws against being charmed.
  • bookmark_add Siren's Blood: You know the Shape Water cantrip. (Charisma is your spell casting ability)
  • bookmark_add Siren's Blood: You can cast Charm Person (1-st level) once per long rest (Charisma is your spell casting ability)
  • bookmark_add Ability Score Increase: Your Charisma Score increases by 1, and you choose one other ability to increases by 1.
Cleric
  • bookmark_add Channel Divinity: At 2nd level, you gain the ability to channel divine energy directly from your deity, using that energy to fuel magical Effects. You start with two such effects: Turn Undead and an effect determined by your domain. Some domains grant you additional Effects as you advance in levels, as noted in the domain description.
    • bookmark_addBeginning at 6th level, you can use your Channel Divinity twice between rests.
  • bookmark_add 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.
    • bookmark_addDestroy Undead: Starting at 5th level, when an undead of CR 1/2 or lower fails its saving throw against your Turn Undead feature, the creature is instantly destroyed.
  • bookmark_add Ability Score Improvement: When you reach 4th level you can gain a feat, increase one ability score of your choice by 2, or you can increase two Ability Scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
  • bookmark_add Skills: Choose two from History, Insight, Medicine, Persuasion, and Religion.
  • bookmark_add Harness Divine Power (optional): You can expend a use of your Channel Divinity to fuel your spells. As a bonus action, you touch your holy symbol, utter a prayer, and regain one expended spell slot, the level of which can be no higher than half your proficiency bonus (rounded up).

    The number of times you can use this feature is based on the level you’ve reached in this class: 2nd level, once; 6th level, twice; and 18th level, thrice. You regain all expended uses when you finish a long rest.
  • bookmark_add Cantrip Versatility (optional): Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can replace one cantrip you learned from this class’s Spellcasting feature with another cantrip from the cleric spell list.
  • bookmark_add Blessed Strikes (optional): Replaces the Divine Strike or Potent Spellcasting feature

    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.
  • bookmark_add Spellcasting: As a conduit for divine power, you can cast cleric spells.
    • bookmark_addCantrips: At 1st level, you know three cantrips of your choice from the cleric spell list. You learn one additional cleric cantrips of your choice at 4th and 10th level.
    • bookmark_addPreparing and Casting Spells: To cast a spells of 1st level and higher, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.

      You prepare the list of cleric spells that are available for you to cast, choosing from the cleric spell list. When you do so, choose a number of cleric spells equal to your Wisdom modifier + your cleric level (minimum of one spell). The spells must be of a level for which you have spell slots.

      You can change your list of prepared spells when you finish a long rest. Preparing a new list of cleric spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.
    • bookmark_addSpell Casting Ability: Wisdom is your spellcasting ability for your cleric spells. The power of your spells comes from your devotion to your deity. You use your Wisdom whenever a cleric spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a cleric spell you cast and when making an attack roll with one.

      Spell save DC = 8 + your proficiency bonus + your Wisdom modifier
      Spell attack modifier = your proficiency bonus + your Wisdom modifier
    • bookmark_addRitual Casting: You can cast a cleric spell as a ritual if that spell has the ritual tag and you have the spell prepared.
    • bookmark_addSpell Casting Focus: You can use a holy symbol (found as an item) as a spellcasting focus for your cleric spells.
Twilight Domain
  • bookmark_add Twilight Domain Spells: Cleric Level | Spells
    1st | Faerie Fire, Sleep
    3rd | Moonbeam, See Invisibility
    5th | Aura of Vitality, Leomund's Tiny Hut
    7th | Aura of Life, Greater Invisibility
    9th | Circle of Power, Mislead
  • bookmark_add Bonus Proficiencies: At 1st level, you gain proficiency with martial weapons and heavy armor.
  • bookmark_add Eyes of Night: Starting at 1st level, You can see through the deepest gloom. You have darkvision out to a range of 300 feet. In that radius, you can see in dim light as if it were bright light and in darkness as if it were dim light.

    As an action, you can magically share the darkvision of this feature with willing creatures you can see within 10 feet of you, up to a number of creatures equal to your Wisdom modifier (minimum of one creature). The shared darkvision lasts for 1 hour. Once you share it, you can't do so again until you finish a long rest, unless you expend a spell slot of any level to share it again.
  • bookmark_add Vigilant Blessing: At 1st level, the night has taught you to be vigilant. As an action, you give one creature you touch (including possibly yourself) advantage on the next initiative roll the creature makes. This benefit ends immediately after the roll or if you use this feature again.
  • bookmark_add Channel Divinity: Twilight Sanctuary: At 2nd level, you can use your Channel Divinity to refresh your allies with soothing twilight.

    As an action, you present your holy symbol, and a sphere of twilight emanates from you. The sphere is centered on you, has a 30-foot radius, and is filled with dim light. The sphere moves with you, and it lasts for 1 minute or until you are incapacitated or die. Whenever a creature (including you) ends its turn in the sphere, you can grant that creature one of these benefits:

    -You grant it temporary hit points equal to 1d6 plus your cleric level.
    -You end one effect on it causing it to be charmed or frightened.
  • bookmark_add Steps of Night: Starting at 6th level, you can draw on the mystical power of night to rise into the air. As a bonus action when you are in dim light or darkness, you can magically give yourself a flying speed equal to your walking speed for 1 minute. You can use this bonus action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
  • bookmark_add 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 radiant damage.
Sailor
  • bookmark_add Skill Proficiencies: Athletics, Perception
  • bookmark_add Tool Proficiencies: Navigator's tools, vehicles (water)
  • bookmark_add Equipment: A belaying pin (club), silk rope (50 feet), a lucky charm such as a rabbit foot or a small stone with a hole in the center (or you may roll for a random trinket on the Trinkets table in chapter 5), a set of common clothes, and a belt pouch containing 10 gp.
  • bookmark_add Ship's Passage: When you need to, you can secure free passage on a sailing ship for yourself and your adventuring companions. You might sail on the ship you served on, or another ship you have good relations with (perhaps one captained by a former crewmate). Because you're calling in a favor, you can't be certain of a schedule or route that will meet your every need. Your Dungeon Master will determine how long it takes to get where you need to go. In return for your free passage, you and your companions are expected to assist the crew during the voyage.
  • bookmark_add Suggested Characteristics: Sailors can be a rough lot, but the responsibilities of life on a ship make them generally reliable as well. Life aboard a ship shapes their outlook and forms their most important attachments.
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