Table of Contents

Diego

Cleric 3 / Rogue 5 (Swashbuckler)

“Diego” is a 23 year old swashbuckler who has taken to the seafaring life. He was orphaned at a young age, and raised the rest of the way by a priory. He is slow to trust, and struggling with a lot of internal conflict that keeps him at a bit of arm's length from others.

He is however, very congenial and outwardly extroverted. He just doesn't let people in.

Personality Traits: Sees omens. Doesn't talk about past. Refuses to be a victim.

N/G

Bond: Henry

Ideals: Being the best captain and friend he can be

Flaw: Still has lingering shitty childhood issues

Languages: Common, Sylvan, “Spanish”, Thieves' Cant,

Str 8 (-1)
Dex 18 (+4)
Con 12 (+1)
Int 11 (+0)
Wis 18 (+4)
Cha 14 (+2)

AC 17 - 30 ft - +4 Initiative - +3 Proficiency Bonus - 54/54 HP DC 16 spells

Saves:
Str -1
Dex +7
Con +1
Int +3
Wis +4
Cha +2

Skills
Acrobatics +4 +3 prof +3 expert
Animal Handling +4
Arcana +0
Athletics -1
Deception +2
History +0
Insight +4 +3 prof
Intimidation +2
Investigation +0 +3 prof (Passive 18 Observant)
Medicine +4 +3 prof
Nature +0
Perception +4 (Passive 19 Observant)
Performance +2
Persuasion +2
Religion +3
Sleight of Hand +4
Stealth +4 +3 prof
Survival +4 +3 prof

Attacks:

+7 Dagger 1d4 + 4 piercing Finesse, light, thrown (range 20/60)
+7 Rapier 1d8 + 4 piercing Finesse
+8 Moontouched Rapier 1d8 + 4 + 1 magical piercing Finesse
Dex save Sacred Flame 2d8 radiant range 60 feet, target gains no benefit from cover
+7 Shortbow 1d6 + 4 piercing Ammunition (range 80/320), two-handed

Sneak Attack: 2d6 piercing

Proficiencies
Weapons: Simple, Hand Crossbows, Longswords, Rapiers, Shortswords
Armor: Medium, Shields, Light, Heavy
Tools: Thieves' Tools (expert; +6); Navigator's Tools

Features:

Cunning Action: Starting at 2nd level, your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.

Expertise: Expertise in Acrobatics and Thieves Tools.

Sneak Attack

Beginning at 1st level, you know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an Attack if you have advantage on the Attack roll. The Attack must use a Finesse or a ranged weapon.

You don't need advantage on the Attack roll if another enemy of the target is within 5 feet of it, that enemy isn't Incapacitated, and you don't have disadvantage on the Attack roll.

The amount of the extra damage increases as you gain levels in this class, as shown in the Sneak Attack column of the Rogue table.

Thieves Cant:

During your rogue training you learned thieves' cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows thieves' cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly.

In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves' guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run.

Heart of Darkness:

Those who look into your eyes can see that you have faced unimaginable horror and that you are no stranger to darkness. Though they might fear you, commoners will extend you every courtesy and do their utmost to help you. Unless you have shown yourself to be a danger to them, they will even take up arms to fight alongside you, should you find yourself facing an enemy alone.

Swashbuckler

(Xanathar's Guide to Everything)

Fancy Footwork

At 3rd level, during your turn, if you make a melee attack against a creature, that creature can't make opportunity attacks against you for the rest of your turn.

Rakish Audacity

Starting at 3rd level, you can give yourself a bonus to your initiative rolls equal to your Charisma modifier.

You also gain an additional way to use your Sneak Attack; you don't need advantage on the attack roll to use your Sneak Attack against a creature if you are within 5 feet of it, no other creatures are within 5 feet of you, and you don't have disadvantage on the attack roll. All the other rules for Sneak Attack still apply to you.

Clerical

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.

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.

Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your cleric spell save DC.

Beginning at 6th level, you can use your Channel Divinity twice between rests, and beginning at 18th level, you can use it three times between rests. When you finish a short or long rest, you regain your expended uses.

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.

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.

Channel Divinity: Preserve Life

Starting at 2nd level, you can use your Channel Divinity to heal the badly injured.

As an action, you present your holy symbol and evoke healing energy that can restore a number of hit points equal to five times your cleric level. Choose any creatures within 30 feet of you, and divide those hit points among them. This feature can restore a creature to no more than half of its hit point maximum. You can't use this feature on an undead or a construct.

Destroy Undead

Starting at 5th level, when an undead fails its saving throw against your Turn Undead feature, the creature is instantly destroyed if its challenge rating is at or below a certain threshold, currently CR 1/2.

Disciple of Life

You start with Heavy armor proficiency.

Also starting at 1st level, your healing spells are more effective. Whenever you use a spell of 1st level or higher to restore hit points to a creature, the creature regains additional hit points equal to 2 + the spell's level.

Each domain has a list of spells—its domain spells—that you gain at the cleric levels noted in the domain description. Once you gain a domain spell, you always have it prepared, and it doesn't count against the number of spells you can prepare each day.

If you have a domain spell that doesn't appear on the cleric spell list, the spell is nonetheless a cleric spell for you.

You gain domain spells at the cleric levels listed.

Life Domain Spells

Cleric Level - Spells

1st - bless, cure wounds

3rd - lesser restoration, spiritual weapon

5th - beacon of hope, revivify

7th - death ward, guardian of faith

9th - mass cure wounds, raise dead

Spellcasting: Wisdom (DC 16, +7 to hit), Prepared, Ritual, Holy Symbol

Observant: If you can see a creature’s mouth while it is speaking a language you understand, you can interpret what it’s saying by reading its lips.

Wisdom +1, Investigation Passive Bonus: 5, Perception Passive Bonus: 5

Cleric Feat: Ritual Caster

Can cast wizard ritual spells (some copied from Levity's spell book)

Ritual Book contains:

Level 1

Alarm

Comprehend Languages

Detect Magic

Find Familiar

Identify

Floating disk

Unseen Servant

Level 3

Water Breathing

Spellcasting

Cantrips At 1st level, you know three cantrips of your choice from the cleric spell list. You learn additional cleric cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Cleric table.

Spell Slots The Cleric table shows how many spell slots you have to cast your spells of lst level and higher. To cast one of these spells, 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.

For example, if you are a 3rd-level cleric, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell Cure Wounds, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.

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.

Spellcasting 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

Ritual Casting You can cast a cleric spell as a ritual if that spell has the ritual tag and you have the spell prepared.

Spellcasting Focus You can use a holy symbol as a spellcasting focus for your cleric spells.

Spells

Cantrips

Can cast four cantrips per day

• Guidance • Mending • Sacred Flame • Spare the Dying

1st Level

4 spells per day

Bless, Cure Wounds: Domain, always prepared

Prepared: Guiding Bolt, Healing Word, Detect Magic,

Available: • Bane • Bless • Command • Create or Destroy Water • Cure Wounds • Detect Evil and Good • Detect Magic • Detect Poison and Disease • Divine Favor • Guiding Bolt • Guiding Hand • Healing Word • Inflict Wounds • Protection from Evil and Good • Purify Food and Drink • Sanctuary • Shield of Faith

2nd level

3 spells per day

Lesser Restoration, Spiritual weapon (domain always prepared)

Prepared: healing prayer,find traps, Enhance ability

Available:

• Aid • Augury • Blindness/Deafness • Calm Emotions • Continual Flame • Enhance Ability • Find Traps • Gentle Repose • Hold Person • Lesser Restoration • Locate Object • Prayer of Healing • Protection from Poison • Silence • Spiritual Weapon • Warding Bond • Zone of Truth

3rd level

2 spells per day

Beacon of Hope, Revivify: Always prepared, domain spells

Prepared: • Animate Dead • Beacon of Hope • Bestow Curse • Clairvoyance • Create Food and Water • Daylight • Dispel Magic • Feign Death • Glyph of Warding • Magic Circle • Mass Healing Word • Meld into Stone • Protection from Energy • Remove Curse • Revivify • Sending • Speak with Dead • Spirit Guardians • Tongues • Water Walk

Inventory

Belt knife

Holy Amulet

Studded leather Armor

Rapiers, two, silvered

Moontouched Rapier: In darkness, the unsheathed blade sheds moonlight, which creates bright light out to 15 feet and dim light for an extra 15 feet past that; further, as it is not from a low-level spell, its light is impervious to Darkness magics. It also grants +1 to hit and damage.

Shortbow

Waterskin

Backpack

Holy water flask

Mess kit

Steel Mirror

Oil flash

10 days of rations

50 feet hemp rope

5 silver

Thieves' Tools

Tinderbox

13 torches

3 wooden stakes

Manacles

Hammer

Bedroll

Crowbar

Shark Tooth Necklace

Dragon scale

Gatorskin Pouch of Holding

Captain Jack’s Tricorn Hat The hat allows the wearer to cast the shape water cantrip at will. It also has 3 charges per day that allows the wearer to cast the following spells (using the wearer’s charisma as the spellcasting modifier); water breathing, water walk, wall of water. The hat regains 1d4 expended charges daily at dawn.

Leather longcoat and breeches (studded)

Fine Clothing

Book on Sailing

Maps and Charts

Shells from a shellycoat

Ships logbook

Candle of the Deep

Pot of Awakening

1 TP

Gold 600

300 gold in diamonds (for Revivify)

Bosson Tibbs, Diego's familiar

Bracelet from Henry:

Henry's duck: