Shadow Lee

Feline shifter cleric of Selene.

Description:

Name: Shadow Lee of clan Hiroshima

Age:22
Ht:6’2"
Wt:200lbs
Eye Color: Golden amber, has green around the slits.
hair/fur Color: Black with slight navy blue highlights.
Build: athletic: muscles on a slightly bulky frame. but has a lean graceful movement and look to him.

Bonds:Clan Hiroshima- his home, a roaming band of traders. often considered outsiders

Hp: 11/22Level: 4 Cleric Exp:300
Gold: 15 Silver 39
Hit dice-3
Notes: Inspiration(0)

Ac: 17
Initiative: 2
speed: 30
Proficiency: +2
Spell Dc 12 (8
wis+prof)
Spell Atk-+4
spells-lv0-4, lv1-4,Lv2-3
(4lv1, 3lv2 slots avaible)

stats Modifier Saves
Strength: 13 +1 +1
Dexterity: 14 +2 +2
Constitution: 12 +2 +2
Intelligence: 8 -1 -1
Wisdom: 14 +2 +4
Charisma 14 +2 +4

Skills

acrobatics (dex) +2
animal handling (Wis) +2
arcana (int) -1
athletics (str) +1
deception (cha) +2
history (int) -1
insight (Wis) +4
intimidation (cha) +2
investigation (int) -1
medicine (Wis) +4
Nature (int) -1
Perception (Wis) +2
Performance (cha) +2
Persuasion (cha) +4
religion (int) +1
sleight of hand (dex) +2
stealth (dex) +2
survival (Wis) +2

Passive wisdom(perception) 12

L a n g u a g e s . Elvish, Common

W e a p o n .Simple

A r m o r . Light, Medium, Shields

Items:
Weapon:
Mace 1d6 Bl (str mod)
Light Hammer 1d4 bl Thrown (20/60) (1) (str mod)

Armor:
Chain shirt Ac 13(max dex +2)
Shield +2

Other:
Amulet (holy symbol of Selene)
backpack,
blanket, 10 candles
a tinderbox
alms box,
2 blocks of incense,
censer,
vestments,
2 days of rations,
waterskin.
Leather-wokers tools,
Jelwers kit
Herbalism kit.
4 flask of oil (whale)
canteen
Medical kit(8 uses)
minor potion of healing (2d4+2)
T o o l s :Herbalism Kit

Treasure and other carried items:
Guild Ring- resistance Mind reading and silent communication (telepathic)(100ft range)

Feats and special abilities:
Healer
You are an able physician, allowing you to mend wounds quickly and get your allies back in the fight. You gain the following benefits:

When you use a healer’s kit to stabilize a dying creature, that creature also regains 1 hit point.

As an action, you can spend one use of a healer’s kit to tend to a creature and restore 1d6 + 4 hit points to it, plus additional hit points equal to the creature’s maximum number of Hit Dice. The creature can’t regain hit points from this feat again until it finishes a short or long rest.

Racial abilities: Shiftier

Shifter Traits Shifters are descended from humans and lycanthropes. Although they cannot fully change to animal form, they can take on animalistic features by a process they call shifting. As a shifter, you have the following racial traits. Ability Score Increase. Your Dexterity score increases by 1. Size. Shifters are about the same size as humans. Your size is Medium. Speed. Your base walking speed is 30 feet. Darkvision. Your lycanthropic heritage grants you the ability to see in dark 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. Shifting. On your turn, you can shift as a bonus action. Shifting lasts for 1 minute or until you end it on your turn as a bonus action. While shifting, you gain temporary hit points equal to your level + your Constitution bonus (minimum of 1). You also gain a feature that depends on your shifter subrace, described below. You must finish a short or long rest before you can shift again.

Subrace- Longtooth As a longtooth shifter, you are a ferocious combatant. Ability Score Increase. Your Strength score increases by 1. Shifting Feature. While shifting, you can make a bite attack as an action. This is a melee weapon attack that uses Strength for its attack roll and damage bonus and deals 1d6 piercing damage. If this attack hits a target that is your size or smaller, the target is also grappled.

Spell-casting:As a conduit for divine power, you can cast cleric spells.
Wa r d in g F l a r e
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.
You can use this feature a number o f times equal to
your W isdom modifier (a minimum o f once). You regain
all expended uses when you finish a long rest.

C h a n n e l D i v i n i t y : R a d ia n c e o f t h e D a w n
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 o f 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..

Spells:
Cantrips

Sacred flame
Evocation
cantrip
Casting Time:1 action
Range:60 feet
Components:V, S
Duration: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).

Light: Evocation cantrip
Casting Time: 1 action
Range: Touch
Components: V, M (a firefly or phosphorescent moss)
Duration: 1 hour
You touch one object that is no larger than 10 feet in any
dimension. Until the spell ends, the object sheds bright
light in a 20-foot radius and dim light for an additional
20 feet. The light can be colored as you like. Completely
covering the object with something opaque blocks the
light. The spell ends if you cast it again or dismiss it
as an action.
If you target an object held or worn by a hostile
creature, that creature must succeed on a Dexterity
saving throw to avoid the spell.

Resistance: Abjuration cantrip
Casting Time: 1 action
Range: Touch
Components: V, S, M (a miniature cloak)
Duration: Concentration, up to 1 minute
You touch one willing creature. Once before the spell
ends, the target can roll a d4 and add the number
rolled to one saving throw o f its choice. It can roll
the die before or after m aking the saving throw. The
spell then ends.

Thaumaturgy: Transmutation cantrip
Casting Time: 1 action
Range: 30 feet
Components: V
Duration: Up to 1 minute
You manifest a minor wonder, a sign o f supernatural
power, within range. You create one o f 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 harmless tremors in the ground for 1
minute.
• You create an instantaneous sound that originates
from a point o f your choice within range, such as a
rumble o f thunder, the cry o f a raven, or ominous
whispers.
• You instantaneously cause an unlocked door or window
to fly open or slam shut.
• You alter the appearance o f your eyes for 1 minute.
If you cast this spell multiple times, you can have up to
three o f its 1-minute effects active at a time, and you can
dismiss such an effect as an action.

Mending: Transmutation cantrip
Casting Time: 1 minute
Range: Touch
Components: V, S, M (two lodestones)
Duration: 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 o f the
former damage.
This spell can physically repair a magic item
or construct, but the spell can’t restore magic to
such an object.

Level 1
Bless
1st-level enchantment
Casting Time:1 action
Range:30 feet
Components:V, S, M (a sprinkling of holy water)
Duration:Concentration, up to 1 minute

You bless up to three creatures of your choice within range. Whenever a target makes an attack roll or a saving throw before the spell ends, the target can roll a d4 and add the number rolled to the attack roll or saving throw.

At Higher Levels.When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.

Detect magic
1st-level divination
Casting Time:1 action
Range:Self
Components:V, S
Duration:Concentration, up to 10 minutes

For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any.

The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

Cure Wounds:1st-level evocation
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Instantaneous
A creature you touch regains a number o f hit points
equal to 1d8 + your spellcasting ability modifier. This
spell has no effect on undead or constructs.
At Higher Levels. When you cast this spell using a
spell slot o f 2nd level or higher, the healing increases by
1d8 for each slot level above 1st.

Burning Hands:1st-level evocation
Casting Time: 1 action
Range: Sel f (15-foot cone)
Components: V, S
Duration: Instantaneous
As you hold your hands with thumbs touching and
fingers spread, a thin sheet o f flames shoots forth from
your outstretched fingertips. Each creature in a 15-foot
cone must make a Dexterity saving throw. A creature
takes 3d6 fire damage on a failed save, or half as much
damage on a successful one.
The fire ignites any flammable objects in the area that
aren’t being w orn or carried.
At Higher Levels. When you cast this spell using a
spell slot o f 2nd level or higher, the damage increases by
1d6 for each slot level above 1st

Faerie faire:1st-level evocation
Casting Time: 1 action
Range: 60 feet
Components: V
Duration: Concentration, up to 1 minute
Each object in a 20-foot cube within range is outlined in
blue, green, or violet light (your choice). Any creature in
the area when the spell is cast is also outlined in light if
it fails a Dexterity saving throw. For the duration, objects
and affected creatures shed dim light in a 10-foot radius.
Any attack roll against an affected creature or object
has advantage if the attacker can see it, and the affected
creature or object can’t benefit from being invisible.

Level 2
Scorching ray
2nd-level evocation
Casting Time:1 action
Range:120 feet
Components:V, S
Duration:Instantaneous

You create three rays of fire and hurl them at targets within range. You can hurl them at one target or several.

Make a ranged spell attack for each ray. On a hit, the target takes 2d6 fire damage.

At Higher Levels.When you cast this spell using a spell slot of 3rd level or higher, you create one additional ray for each slot level above 2nd.

Flaming sphere
2nd-level conjuration
Casting Time:1 action
Range:60 feet
Components:V, S, M (a bit of tallow, a pinch of brimstone, and a dusting of powdered iron)
Duration:Concentration, up to 1 minute

A 5-foot-diameter sphere of fire appears in an unoccupied space of your choice within range and lasts for the duration. Any creature that ends its turn within 5 feet of the sphere must make a Dexterity saving throw. The creature takes 2d6 fire damage on a failed save, or half as much damage on a successful one.

As a bonus action, you can move the sphere up to 30 feet. If you ram the sphere into a creature, that creature must make the saving throw against the sphere’s damage, and the sphere stops moving this turn.

When you move the sphere, you can direct it over barriers up to 5 feet tall and jump it across pits up to 10 feet wide. The sphere ignites flammable objects not being worn or carried, and it sheds bright light in a 20-foot radius and dim light for an additional 20 feet.

At Higher Levels.When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.

Hold person
2nd-level enchantment
Casting Time:1 action
Range:60 feet
Components:V, S, M (a small, straight piece of iron)
Duration:Concentration, up to 1 minute

Choose a humanoid that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target.

At Higher Levels.When you cast this spell using a spell slot of 3rd level or higher, you can target one additional humanoid for each slot level above 2nd. The humanoids must be within 30 feet of each other when you target them.

Gentle repose
2nd-level necromancy
Casting Time:1 action
Range:Touch
Components:V, S, M (a pinch of salt and one copper piece placed on each of the corpse’s eyes, which must remain there for the duration)
Duration:10 days

You touch a corpse or other remains. For the duration, the target is protected from decay and can’t become undead.

The spell also effectively extends the time limit on raising the target from the dead, since days spent under the influence of this spell don’t count against the time limit of spells such as raise dead.

Prayer of healing
2nd-level evocation
Casting Time:10 minutes
Range:30 feet
Components:V
Duration:Instantaneous

Up to six creatures of your choice that you can see within range each regain hit points equal to 2d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.

At Higher Levels.When you cast this spell using a spell slot of 3rd level or higher, the healing increases by 1d8 for each slot level above 2nd.

Bio:

Shadow Lee

Dungeons and Dragons 5E Miscellanea ShadowLee