Mobile. When Zachary uses the Dash action, difficult terrain doesn't cost him extra movement on that turn. Moreover, when he makes a melee attack against a creature, he doesn't provoke opportunity attacks from that creature for the rest of the turn, whether Zachary hits or not.
Spellcasting. Zachary is a 1st-level spellcaster. His spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). Zachary has the following cleric spells prepared:
Cantrips (at will): light, spare the dying, word of radiance
1st level (2 slots): cure wounds, fog cloud, protection from evil and good, shield of faith, thunderwave
Masterwork Scimitar. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) slashing damage.
Masterwork Sickle. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) slashing damage.
Masterwork Sickle (off-hand attack). Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 2 (1d4) slashing damage.
Wrath of the Storm (2/Day). When a creature within 5 ft. that Zachary can see hits him with an attack, he can use his reaction to cause the creature to make a DEX saving throw (DC 12) or it takes 9 (2d8) lightning or thunder damage (your choice), or half damage on success.
Description
Zachary is a 1st-level cleric of Kord (or Tempus, if not using the Greyhawk setting). His domain is the Tempest domain, and he has the Mobile feat.
Possessions
Chain shirt, masterwork rapier, masterwork sickle, wand of cure light wounds (Monte's Guide to Magic Items), pearl of power, noble's outfit, silver holy symbol, leather pouch containing 7 gp.
Version Notes
- Creation
- Fixed the Passive Perception.
Previous Versions
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4/11/2022 10:40:50 PM
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4/11/2022 10:47:33 PM
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