User Tools

Site Tools


rpg:oota:characters:ozthus

Ozthus Enri

Ozthus is a tiefling cleric of Helm. He has a younger sister, Tiraleh, whereabouts unknown. His parents, Kindness and Salxius, own and operate both a forge and a bakery out of the family home. Ozthus is currently dating Sarith Kzekarit, a Drow warrior.

“I retreated from society after a life-altering event.”

That is how Ozthus explains why he is only now arriving to most towns in the region. He will discuss his past, if inquired upon, though it's clear doing so brings up bad memories.

As a child, he was blinded in one eye by a group of human children in the village that he and his family lived near. As he neared his teenage years, a scuffle with one of his tormentors resulted in one of his horns being snapped off at the base.

Frightened, bloodied, and angry, the young Tiefling fled his home, eventually finding his way to a remote chapel dedicated to Helm, where he began to study, first out of a desire to prove that he wasn't the monster his tormentors thought him to be, then out of a desire to learn more.

As he learned, practiced, grew, and prayed, he came to realize that perhaps, the way to prove he wasn't a monster was to forgive his tormentors, and lend his strength to those in need. Thus, he vowed to protect the weak, and fight for those who, like him, were treated poorly for superfluous reasons.

Once he had learned as much as the clerics and priests at the chapel had been able to teach him, he parted ways with the chapel, promising to visit if he was in the area. He then made his way to an affiliated monastery, where he continued his training and learning.

Upon receiving the head monk's blessing, Ozthus left to help spread the word of Helm, being an example of what the deity represented through his own actions and words.

Ozthus Enri

  • Chaotic Good
  • Tiefling
  • Size: Medium
  • Cleric L4
  • Light Domain
  • Hermit Background
  • HP: 30
  • AC: 18
  • Proficiency Bonus: +2

Proficiencies & Languages

  • Armor: Light and medium armor, shields
  • Weapons: Simple weapons
  • Tools: Herbalism kit
  • Languages: Common, Infernal, Dwarvish
  • Senses: Darkvision (60 feet)
  • Passive Perception: 14
  • Movement: 30 feet
Stats STR 12 (+1) DEX 14 (+2) CON 14 (+2) INT 15 (+2) WIS 18 (+4) CHA 18 (+4)
Saves STR +1 DEX +2 CON +2 INT +2 WIS +6 CHA +6

Equipment:

  • Rapier [Attack Bonus +3] 1d8+1/B
  • Light Crossbow [Attack Bonus +4] 1D8+4/P
  • Hooves [Attack Bonus +3] 2/B or S
  • Scale Mail
  • explorer’s pack
  • Herbalism kit
  • quiver (20 bolts)
  • Scroll case stuffed full of notes
  • Winter Blanket
  • Set of Commoner's Clothes
  • Shield
  • Holy Symbol
  • Pouch

Coins and Treasure

  • 3gp

Feats:

  • War Caster

Prerequisite: The ability to cast at least one spell.

You have practiced casting spells in the midst of combat, learning techniques that grant you the following benefits:

  • You have advantage on Constitution saving throws that you make to maintain your concentration on a spell when you take damage.
  • You can perform the somatic components of spells even when you have weapons or a shield in one or both hands.
  • When a hostile creature's movement provokes an opportunity attack from you, you can use your reaction to cast a spell at the creature, rather than making an opportunity attack. The spell must have a casting time of 1 action and must target only that creature.

Tiefling Traits

Tieflings share certain racial traits as a result of their infernal descent.

Languages You can speak, read, and write Common and Infernal

Ability Score Increase Your Intelligence score increases by 1, and your Charisma score increases by 2.

Age Tieflings mature at the same rate as humans but live a few years longer.

Alignment Tieflings might not have an innate tendency toward evil, but many of them end up there. Evil or not, an independent nature inclines many tieflings toward a chaotic alignment.

Size Tieflings are about the same size and build as humans. Your size is Medium.

Speed Your base walking speed is 30 feet.

Darkvision Thanks to your infernal heritage, 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.

Hellish Resistance You have resistance to fire damage.

Infernal Legacy You know the thaumaturgy cantrip. When you reach 3rd level, you can cast the hellish rebuke spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the darkness spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.

Light Domain Cleric Traits

Hit Points

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

Proficiencies

  • Armor: Light armor, medium armor, shields
  • Weapons: Simple weapons
  • Tools: None
  • Saving Throws: Wisdom, Charisma
  • Skills: Choose two from History, Insight, Medicine, Persuasion, and Religion

Equipment You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a mace or (b) a warhammer (if proficient)
  • (a) scale mail, (b) leather armor, or © chain mail (if proficient)
  • (a) a light crossbow and 20 bolts or (b) any simple weapon
  • (a) a priest’s pack or (b) an explorer’s pack
  • A shield and a holy symbol

Divine Domain Choose one domain related to your deity: Knowledge, Life, Light, Nature, Tempest, Trickery, or War. The Life domain is detailed at the end of the class description and provides examples of gods associated with it. See the Player’s Handbook for details on all the domains.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.

Domain Spells 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.

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.

Ability Score Improvement When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can 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.

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

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, as shown in the Destroy Undead table.

Destroy Undead Table

Cleric Level Destroys Undead of CR …
5th 1/2 or lower
8th 1 or lower
11th 2 or lower
14th 3 or lower
17th 4 or lower

Divine Intervention Beginning at 10th level, you can call on your deity to intervene on your behalf when your need is great.

Imploring your deity’s aid requires you to use your action. Describe the assistance you seek, and roll percentile dice. If you roll a number equal to or lower than your cleric level, your deity intervenes. The DM chooses the nature of the intervention; the effect of any cleric spell or cleric domain spell would be appropriate.

If your deity intervenes, you can’t use this feature again for 7 days. Otherwise, you can use it again after you finish a long rest.

At 20th level, your call for intervention succeeds automatically, no roll required.

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.

Light Domain

Gods of light — including Helm, Lathander, Pholtus, Branchala, the Silver Flame, Belenus, Apollo, and Re-Horakhty — promote the ideals of rebirth and renewal, truth, vigilance, and beauty, often using the symbol of the sun. Some of these gods are portrayed as the sun itself or as a charioteer who guides the sun across the sky. Others are tireless sentinels whose eyes pierce every shadow and see through every deception. Some are deities of beauty and artistry, who teach that art is a vehicle for the soul’s improvement. Clerics of a god of light are enlightened souls infused with radiance and the power of their gods’ discerning vision, charged with chasing away lies and burning away darkness.

Light Domain Features

Cleric LevelFeature
1stExpanded Spell List, Bonus Cantrip, Warding Flare
2ndChannel Divinity: Radiance of the Dawn
6thImproved Flare
8thPotent Spellcasting
17thCorona of Light

Light Domain Spells

Spell LevelSpells
1stburning hands, faerie fire
3rdflaming sphere, scorching ray
5thdaylight, fireball
7thguardian of faith, wall of fire
9thflame strike, scrying

Bonus Cantrip When you choose this domain at 1st level, you gain the light cantrip if you don’t already know it.

Warding Flare 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 of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.

Channel Divinity: Radiance of the Dawn 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 of 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.

Improved Flare Starting at 6th level, you can also use your Warding Flare feature when a creature that you can see within 30 feet of you attacks a creature other than you.

Potent Spellcasting Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.

Corona of Light Starting at 17th level, you can use your action to activate an aura of sunlight that lasts for 1 minute or until you dismiss it using another action. You emit bright light in a 60-foot radius and dim light 30 feet beyond that. Your enemies in the bright light have disadvantage on saving throws against any spell that deals fire or radiant damage.

Hermit Features

Hermit

You lived in seclusion — either in a sheltered community such as a monastery, or entirely alone — for a formative part of your life. In your time apart from the clamor of society, you found quiet, solitude, and perhaps some of the answers you were looking for.

  • Skill Proficiencies: Medicine, Religion
  • Tool Proficiencies: Herbalism Kit
  • Languages: One of your choice
  • Equipment: A holy symbol (a gift to you when you entered the priesthood), a prayer book or prayer wheel, 5 sticks of incense, vestments, a set of common clothes, and a pouch containing 15 gp.

Life of Seclusion What was the reason for your isolation, and what changed to allow you to end your solitude? You can work with your DM to determine the exact nature of your seclusion, or you can choose or roll on the table below to determine the reason behind your seclusion.

“I retreated from society after a life-altering event.”

Feature: Discovery The quiet seclusion of your extended hermitage gave you access to a unique and powerful discovery. The exact nature of this revelation depends on the nature of your seclusion. It might be a great truth about the cosmos, the deities, the powerful beings of the outer planes, or the forces of nature. It could be a site that no one else has ever seen. You might have uncovered a fact that has long been forgotten, or unearthed some relic of the past that could rewrite history. It might be information that would be damaging to the people who or consigned you to exile, and hence the reason for your return to society.

Suggested Characteristics

Some hermits are well suited to a life of seclusion, whereas others chafe against it and long for company. Whether they embrace solitude or long to escape it, the solitary life shapes their attitudes and ideals. A few are driven slightly mad by their years apart from society.

Personality Trait

  • I am utterly serene, even in the face of disaster.
  • I feel tremendous empathy for all who suffer.

Ideal

  • My gifts are meant to be shared with all, not used for my own benefit.
  • Self-Knowledge. If you know yourself, there’s nothing left to know.

Bond

  • I entered seclusion to hide from the ones who might still be hunting me. I must someday confront them.

Flaw

  • Now that I've returned to the world, I enjoy its delights a little too much.

Ozthus has a serious sweet tooth, and his over-indulgences are almost always in the form of candies and chocolates, though the occasional sweet pastry has been known to fall victim to him.

rpg/oota/characters/ozthus.txt · Last modified: 2020/05/31 08:23 by 50.82.172.135

Donate Powered by PHP Valid HTML5 Valid CSS Driven by DokuWiki