User Tools

Site Tools


games:academy_of_magic:students:sheila

Sheila Donovan

5' 2“, beautiful, brown haired, green eyed.

Primary Class: Cleric 6th level

Secondary Class: Sorcerer 3rd level

HP 63 AC 19 Init +2

Str 14 Dex 15 Con 14* Int 13 Wis 20* Cha 14*

Inspiration: 1

Proficiency: +3

Skill Proficiencies

  • Acrobatics (Dex): +2 Dex +0 Prof +0 Expert +0 Training
  • Animal Handling (Wis): +5 Wis +0 Prof +0 Expert +0 Training
  • Arcana (Int): +1 Int +3 Prof +0 Expert +0 Training
  • Athletics (Str): +2 Str +0 Prof +0 Expert +0 Training
  • Deception (Cha): +2 Cha +3 Prof +0 Expert +0 Training
  • History (Int): +1 Int +3 Prof +0 Expert +0 Training
  • Insight (Wis): +5 Wis +3 Prof +0 Expert +0 Training
  • Intimidation (Cha): +2 Cha +0 Prof +0 Expert +0 Training
  • Investigation (Int): +1 Int +3 Prof +0 Expert +0 Training
  • Medicine (Wis): +5 Wis +0 Prof +0 Expert +0 Training
  • Nature (Int): +1 Int +0 Prof +0 Expert +0 Training
  • Perception (Wis): +5 Wis +0 Prof +0 Expert +0 Training
  • Performance (Cha): +2 Cha +0 Prof +0 Expert +0 Training
  • Persuasion (Cha): +2 Cha +3 Prof +0 Expert +0 Training
  • Religion (Int): +1 Int +3 Prof +0 Expert +0 Training
  • Sleight of Hand (Dex): +2 Dex +0 Prof +0 Expert +0 Training
  • Stealth (Dex): +2 Dex +3 Prof +0 Expert +0 Training
  • Survival (Wis): +5 Wis +0 Prof +0 Expert +0 Training
  • Technology (Int): +1 Int +0 Prof +0 Expert +0 Training

Tool Proficiencies

  • Alchemist's supplies.

Spell Slots

  • 4 x 1st level cleric
  • 3 x 2nd level cleric
  • 3 x 3rd level cleric
  • 4 x 1st level sorcerer
  • 2 x 2nd level sorcerer

Prepared Spells

  • Maximum of 10 cleric spells

Elf Racial Characteristics

Your elf character has a variety of natural abilities, the result of thousands of years of elven refinement.

  • Ability Score Increase: Your Dexterity score increases by 2.
  • Age: Although elves reach physical maturity at about the same age as humans, the elven understanding of adulthood goes beyond physical growth to encompass worldly experience. An elf typically claims adulthood and an adult name around the age of 100 and can live to be 750 years old.
  • Size: Elves range from under 5 to over 6 feet tall and have slender builds. Your size is Medium.
  • Speed: Your base walking speed is 30 feet.
  • Darkvision: Accustomed to twilit forests and the night sky, 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.
  • Keen Senses: You have proficiency in the Perception skill.
  • Fey Ancestry: You have advantage on saving throws against being charmed, and magic can’t put you to sleep.
  • Trance: Elves don’t need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is “trance.”) While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.
  • Languages: You can speak, read, and write Common and Elvish. Elvish is fluid, with subtle intonations and intricate grammar. Elven literature is rich and varied, and their songs and poems are famous among other races. Many bards learn their language so they can add Elvish ballads to their repertoires.

High Elf Traits

  • Ability Score Increase: Your Intelligence score increases by 1.
  • Proficiency: You can choose one skill or tool proficiency. Your proficiency bonus is doubled for any ability check you make that uses this chosen proficiency.
  • Cantrip: You know one cantrip of your choice from the wizard spell list. Intelligence is your spellcasting ability for it.
  • Extra Language: You can speak, read, and write one extra language of your choice. Sheila knows Gnomish.

Character Background: Investigator

  • Skills: Investigation, Insight
  • Languages: Celestial, Infernal
  • Feature: Watcher's Eye. Your experience in enforcing the law, and dealing with lawbreakers, gives you a feel for local laws and criminals. You can easily find the local outpost of the watch or a similar organization, and just as easily pick out the dens of criminal activity in a community, although you’re more likely to be welcome in the former locations rather than the latter.

Cleric Class Features

As a cleric you gain the following class features.

Hit Points

  • Hit Dice: 1d8 per cleric level
  • Hit Points at 1st Level: 8 + Constitution modifier
  • Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per cleric level after 1st

Proficiencies

  • Armor: Light armor, medium armor, shields
  • Weapons: All simple weapons
  • Tools: None
  • Saving Throws: Wisdom, Charisma
  • Skills: Persuasion, Religion

Spellcasting

As a conduit for divine power, you can cast cleric spells.

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 cleric spells of 1st 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.

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.

Harness Divine Power

At 2nd level, 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.

Divine Domain: Life

At 1st level, you choose a domain shaped by your choice of Deity and the gifts they grant you. Your choice grants you domain spells and other features when you choose it at 1st level. It also grants you additional ways to use Channel Divinity when you gain that feature at 2nd level, and additional benefits at 6th, 8th, and 17th levels.

Bonus Proficiency

When you choose this domain at 1st level, you gain proficiency with heavy armor.

Disciple of Life

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.

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.

Blessed Healer

Beginning at 6th level, the healing spells you cast on others heal you as well. When you cast a spell of 1st level or higher that restores hit points to a creature other than you, you regain hit points equal to 2 + the spell's level.

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 to the target. When you reach 14th level, the extra damage increases to 2d8.

Supreme Healing

Starting at 17th level, when you would normally roll one or more dice to restore hit points with a spell, you instead use the highest number possible for each die. For example, instead of restoring 2d6 hit points to a creature, you restore 12.

Sorcerer Class Benefits

As a sorcerer, you gain the following class features.

Hit Points

  • Hit Dice: 1d6 per sorcerer level
  • Hit Points at 1st Level: 6 + your Constitution modifier
  • Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per sorcerer level after 1st

Proficiencies

  • Armor: None
  • Weapons: Daggers, darts, slings, quarterstaffs, light crossbows
  • Tools: None
  • Saving Throws: Constitution, Charisma
  • Skills: Deception, History

Spellcasting

An event in your past, or in the life of a parent or ancestor, left an indelible mark on you, infusing you with arcane magic. This font of magic, whatever its origin, fuels your spells.

Cantrips

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

Spell Slots

The Sorcerer table shows how many spell slots you have to cast your sorcerer spells of 1st level and higher. To cast one of these sorcerer 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.

For example, if you know the 1st-level spell burning hands and have a 1st-level and a 2nd-level spell slot available, you can cast burning hands using either slot.

Spells Known of 1st Level and Higher

You know two 1st-level spells of your choice from the sorcerer spell list.

The Spells Known column of the Sorcerer table shows when you learn more sorcerer spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level.

Additionally, when you gain a level in this class, you can choose one of the sorcerer spells you know and replace it with another spell from the sorcerer spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability

Charisma is your spellcasting ability for your sorcerer spells, since the power of your magic relies on your ability to project your will into the world. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a sorcerer spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Charisma modifier

Spell attack modifier = your proficiency bonus + your Charisma modifier

Spellcasting Focus

You can use an arcane focus as a spellcasting focus for your sorcerer spells.

Metamagic

At 3rd level, you gain the ability to twist your spells to suit your needs. You gain two of the following Metamagic options of your choice. You gain another one at 10th and 17th level.

You can use only one Metamagic option on a spell when you cast it, unless otherwise noted.

  • Careful Spell. When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell's full force. To do so, you spend 1 sorcery point and choose a number of those creatures up to your Charisma modifier (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell.
  • Distant Spell. When you cast a spell that has a range of 5 feet or greater, you can spend 1 sorcery point to double the range of the spell. When you cast a spell that has a range of touch, you can spend 1 sorcery point to make the range of the spell 30 feet.
  • Empowered Spell. When you roll damage for a spell, you can spend 1 sorcery point to reroll a number of the damage dice up to your Charisma modifier (minimum of one). You must use the new rolls. You can use Empowered Spell even if you have already used a different Metamagic option during the casting of the spell.
  • Extended Spell. When you cast a spell that has a duration of 1 minute or longer, you can spend 1 sorcery point to double its duration, to a maximum duration of 24 hours.
  • Heightened Spell. When you cast a spell that forces a creature to make a saving throw to resist its effects, you can spend 3 sorcery points to give one target of the spell disadvantage on its first saving throw made against the spell.
  • Quickened Spell. When you cast a spell that has a casting time of 1 action, you can spend 2 sorcery points to change the casting time to 1 bonus action for this casting.
  • Seeking Spell. If you make an attack roll for a spell and miss, you can spend 2 sorcerer points to reroll the d20, and you must use the new roll. You can use Seeking Spell even if you have already used a different Metamagic option during the casting of the spell.
  • Subtle Spell. When you cast a spell, you can spend 1 sorcery point to cast it without any somatic or verbal components.
  • Transmuted Spell. When you cast a spell that deals a type of damage from the following list, you can spend 1 sorcery point to change that damage type to one of the other listed types: acid, cold, fire, lightning, poison, thunder.
  • Twinned Spell. When you cast a spell that targets only one creature and doesn't have a range of self, you can spend a number of sorcery points equal to the spell's level to target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip). To be eligible, a spell must be incapable of targeting more than one creature at the spell's current level. For example, magic missile and scorching ray aren't eligible, but ray of frost and chromatic orb are.

Sorcerous Origin: Divine Magic

Your link to the divine allows you to learn spells normally associated with the cleric class. When your Spellcasting feature lets you learn a sorcerer cantrip or a sorcerer spell of 1st level or higher, you can choose the new spell from the cleric spell list or the sorcerer spell list. You must otherwise obey all the restrictions for selecting the spell, and it becomes a sorcerer spell for you.

In addition, choose an affinity for the source of your divine power: good, evil, law, chaos, or neutrality. You learn an additional spell based on that affinity, Cure Wounds. It is a sorcerer spell for you, but it doesn't count against your number of sorcerer spells known. If you later replace this spell, you must replace it with a spell from the cleric spell list.

Favored by the Gods

Starting at 1st level, divine power guards your destiny. If you fail a saving throw or miss with an attack roll, you can roll 2d4 and add it to the total, possibly changing the outcome.

Once you use this feature, you can’t use it again until you finish a short or long rest.

Font of Magic

At 2nd level, you tap into a deep wellspring of magic within yourself. This wellspring is represented by sorcery points, which allow you to create a variety of magical effects.

  • Sorcery Points. You have 2 sorcery points, and you gain more as you reach higher levels, as shown in the Sorcery Points column of the Sorcerer table. You can never have more sorcery points than shown on the table for your level. You regain all spent sorcery points when you finish a long rest.
  • Flexible Casting. You can use your sorcery points to gain additional spell slots, or sacrifice spell slots to gain additional sorcery points. You learn other ways to use your sorcery points as you reach higher levels.
  • Creating Spell Slots. You can transform unexpended sorcery points into one spell slot as a bonus action on your turn. The Creating Spell Slots table shows the cost of creating a spell slot of a given level. You can create spell slots no higher in level than 5th. Any spell slot you create with this feature vanishes when you finish a long rest.
  • Converting a Spell Slot to Sorcery Points. As a bonus action on your turn, you can expend one spell slot and gain a number of sorcery points equal to the slot's level.

Creating Spell Slots

Spell Slot Level Sorcery Point Cost
1st 2
2nd 3
3rd 5
4th 6
5th 7

College Stats

Dorm: Witherspoon Hall

  • Normal-Quality: Students living here are granted a Modest Lifestyle throughout their stay.
  • Calm: Students living here do not have to deal with noisy conditions, making studying easier.
  • Comfortable: The dorms are reasonably comfortable, making for less frequent negative dorm events.
  • Standard Finances: Students who stay here on scholarship or sponsorship receive 50 gold pieces at the start of each semester. Other students must pay 500 gold pieces per semester.

Gained Abilities

  • Party Dynamics: Teaches Teamwork (Wis check to coordinate actions together as a party, etc.) Taught by Professor Mavinda Sharpbeak.
  • Common Tongues: Introduction to languages (Int check to determine what a language is if they don't already know)
  • Introduction to Magical Theory: Learning the basics of magic and how to practice it, providing basic knowledge in cantrips and magical understanding. (Provides the Magic Initiate feat.)
  • Remedial Stealth: Provides Proficiency in Stealth.
  • Alchemy and You: Provides Proficiency in Alchemist's Tools.

Current Classes

  • Party Dynamics II (Int roll to identify creature)
  • Precision Casting (Spell Sniper feat)
  • Healing the Masses (+1 to healing spells)
  • Remedial Technology (Prof in Technology)
  • Basic Medicine (Prof in Medicine)

Extracurriculars

  • Dead Languages Society (Athletics, History)
  • Student-Mages of Faith (Insight, Religion)

Friendships, Beloveds, and Rivalries

Possessions

Money

  • 2866 gold
  • Bank of Alshira: $18,578

Standard Items

  • A guard uniform from Malone
  • A horn
  • A set of manacles
  • Light crossbow and 20 bolts
  • Priest's pack
  • Shield
  • Holy symbol
  • Traveler's clothes
  • Cleric in a Bottle - Acolyte (Healing Potion)
  • Hooded lantern full of oil
  • College robes
  • College scarf
  • College tunic
  • College knit hat
  • Fine clothing
  • Dagger
  • Cauterizing torch
  • Perfume vial
  • Heated cloak

Special Items

Student ID card (Security)

Great Library card

Academy Pennant: A pennant symbolizing the character's skill area, this pennant proudly glows when waved, illuminating a 10 foot area in bright light and a further 10 foot area in dim light.

Student Tablet. These specialized student tablets allow you to review materials from your courses. You can use this as reference material up to three times per day, gaining a d4 bonus to an ability check related to your current courses, rolled after your d20 is rolled but before its outcome is declared. In addition, if you study the primer at the end of a long rest, you can choose one 1st-level spell from any spell list. Before you finish your next long rest, you can cast the chosen spell once without a spell slot if you are holding the primer. Your spellcasting ability for this spell is your choice of Intelligence, Wisdom, or Charisma.

Mirrored Sunglasses. These sunglasses are ballistic-proofed, though they can be knocked off, and provide resistance to blinding and immunity to gaze attacks while worn; in addition, the mirror reflection may reflect the gaze attack back on the user!

Amulet of the Devout +1

Periapt of Wound Closure

Chainmail +1

Mace +1

Mace of the Mechanist (Mace of Smiting)

Wand of negation (7 charges; casts Dispel Magic at 6th level)

Backup Battery (200 units Power)

Interface cable

Belford Medal of Heroism (+1 to Charisma checks against Belfordians)

SoulPhone

Upgrades
  • Emergency Exit
  • Phone of Holding (3,000 lb)
  • Phone of Banking
  • Instaportal
  • Teleportal
  • Remote Portal Access
Apps

Bank of Alshira Professional

Powers and Abilities

Natural Magic

Unlike your regular spells, spells from cantrips are known from memory and can be cast as often as you feel like. You have 3 cantrips from being a Cleric, 1 cantrip from being a High Elf, 4 cantrips from being a Sorcerer, and 2 cantrips from Magic Initiate.

  • Guidance
  • Light
  • Sacred Flame
  • Spare the Dying
  • Message
  • Minor Illusion
  • Mage Hand
  • Prestidigitation
  • Fire Bolt
  • Thunderclap

You also can cast one 1st level spell of your choice once per day, from Magic Initiate.

  • Expeditious Retreat: This spell allows you to move at an incredible pace. When you cast this spell, and then as a bonus action on each of your turns until the spell ends (10 minutes), you can take the Dash action.

Divine Magic

1st Level Spells (4 slots)

  • Bless
  • Cure Wounds
  • Detect Magic
  • Guiding Bolt
  • Healing Word

2nd Level Spells (3 slots)

  • Lesser Restoration
  • Spiritual Weapon
  • Hold Person
  • Enhance Ability
  • Augury

3rd Level Spells (3 slots)

  • Beacon Of Hope
  • Revivify
  • Dispel Magic
  • Clairvoyance
  • Remove Curse
  • Spirit Guardians

Sorcerous Magic

1st Level Spells (4 slots)

  • Chaos Bolt
  • Sleep
  • Cure Wounds

2nd Level Spells (2 slots)

  • Lesser Restoration
  • Crown of Madness

Common Attacks

Mace +1: +5 to hit, 1d6+3 bludgeoning damage

Firebolt: +3 to hit, 1d10 fire damage

Cure Wounds: 1d8+5 (Wis)+2+1(Disciple of Life: 2 + spell level)

Spiritual Weapon: +8 to hit, 1d8+5 damage. Sheila's spiritual weapon is a stylized flamingo cane.

Sacred Flame: DC 16 Dex save, 1d8 radiant damage

games/academy_of_magic/students/sheila.txt · Last modified: 2024/02/09 16:30 by wizardofaus_doku

Donate Powered by PHP Valid HTML5 Valid CSS Driven by DokuWiki