Lex White is an male elf that lives in Arburg and works as a master cleric of the Temple of Life under the direct orders of the King of ArdenPelor and a member of the Dawnblessed.

Lex sacrificed himself to save Pelor from a ritual conducted by the Unknown aimed at destroying Pelor's channel to the material plane. He was later brought back to life on the 23rd of Sikor 1023 AE by his brother Norik, Princess Hildegard Rosenberg and others who performed a Divine Revival at the Temple of Life in Arburg.

Backstory

Early Years

Tell me where you see this character as a child? What does their home look like?

 

Who else is in the home? Any animals or pets?

 

And the area. Where is your home? Is it a village? A farm? A city? Something else

 

What does your family do to make money?

 

How religious are you and your family?

 

Tell me about a rumour you heard about the surrounding area.

 

Tell me a rumour you heard about one of your parents.

 

Tell me what you believe about yourself/what you think is your greatest attribute?

 

Tell me about your friends. (at least 2)

 

Tell me about your enemies / rivals. (at least 2)

 

The Maturing

What do you do for fun? What are your hobbies and pastimes?

 

What kind of work are you required to do? Do you have an apprenticeship? Or education?

 

Tell me about your teachers/mentors/masters. How was your relationship with them?

 

What are you interested in outside of your work or studies? What are your passions?

 

Which of the divine faiths have caught your attention and why?

 

Tell me a rumour about one of your rivals.

 

Tell me about a tragedy that you experienced.

 

What are your ambitions/life goals/dreams?

 

Clericspells Lvl 1

Burning Hands

1st-level evocation

Casting Time: 1 action
Range: Self (15-foot cone)
Components: V, S
Duration: Instantaneous

As you hold your hands with thumbs touching and fingers spread, a thin sheet of 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 worn or carried.

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

 

Command

1st-level enchantment

Casting Time: 1 action
Range: 60 feet
Components: V
Duration: 1 round

You speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. The spell has no effect if the target is undead, if it doesn't understand your language, or if your command is directly harmful to it.
Some typical commands and their effects follow. You might issue a command other than one described here. If you do so, the GM determines how the target behaves. If the target can't follow your command, the spell ends.
Approach. The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you.
Drop. The target drops whatever it is holding and then ends its turn.
Flee. The target spends its turn moving away from you by the fastest available means.
Grovel. The target falls prone and then ends its turn.
Halt. The target doesn't move and takes no actions. A flying creature stays aloft, provided that it is able to do so. If it must move to stay aloft, it flies the minimum distance needed to remain in the air.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.

 

Create or Destroy Water

1st-level transmutation

Casting Time: 1 action
Range: 30 feet
Components: V, S, M (a drop of water if creating water or a few grains of sand if destroying it)
Duration: Instantaneous

You either create or destroy water.
Create Water. You create up to 10 gallons of clean water within range in an open container. Alternatively, the water falls as rain in a 30-foot cube within range, extinguishing exposed flames in the area.
Destroy Water. You destroy up to 10 gallons of water in an open container within range. Alternatively, you destroy fog in a 30-foot cube within range.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you create or destroy 10 additional gallons of water, or the size of the cube increases by 5 feet, for each slot level above 1st.

 

Cure Wounds

1st-level evocation

Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Instantaneous

A creature you touch regains a number of 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 of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st.

 

Faerie Fire

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.

Clericspells Lvl 2

Blindness/Deafness

2nd-level necromancy

Casting Time: 1 action
Range: 30 feet
Components: V
Duration: 1 minute

You can blind or deafen a foe. Choose one creature that you can see within range to make a Constitution saving throw. If it fails, the target is either blinded or deafened (your choice) for the duration. At the end of each of its turns, the target can make a Constitution saving throw. On a success, the spell ends.

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

 

Continual Flame

2nd-level evocation

Casting Time: 1 action
Range: Touch
Components: V, S, M (ruby dust worth 50 gp, which the spell consumes)
Duration: Until dispelled

A flame, equivalent in brightness to a torch, springs forth from an object that you touch. The effect looks like a regular flame, but it creates no heat and doesn't use oxygen. A continual flame can be covered or hidden but not smothered or quenched.

 

Enhance Ability

2nd-level transmutation

Casting Time: 1 action
Range: Touch
Components: V, S, M (fur or a feather from a beast)
Duration: Concentration, up to 1 hour.

You touch a creature and bestow upon it a magical enhancement. Choose one of the following effects; the target gains that effect until the spell ends.
Bear's Endurance. The target has advantage on Constitution checks. It also gains 2d6 temporary hit points, which are lost when the spell ends.
Bull's Strength. The target has advantage on Strength checks, and his or her carrying capacity doubles.
Cat's Grace. The target has advantage on Dexterity checks. It also doesn't take damage from falling 20 feet or less if it isn't incapacitated.
Eagle's Splendor. The target has advantage on Charisma checks.
Fox's Cunning. The target has advantage on Intelligence checks.
Owl's Wisdom. The target has advantage on Wisdom checks.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature 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.

 

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.

 

Warding Bond

2nd-level abjuration

Casting Time: 1 action
Range: Touch
Components: V, S, M (a pair of platinum rings worth at least 50 gp each, which you and the target must wear for the duration)
Duration: 1 hour

This spell wards a willing creature you touch and creates a mystic connection between you and the target until the spell ends. While the target is within 60 feet of you, it gains a +1 bonus to AC and saving throws, and it has resistance to all damage. Also, each time it takes damage, you take the same amount of damage.
The spell ends if you drop to 0 hit points or if you and the target become separated by more than 60 feet. It also ends if the spell is cast again on either of the connected creatures. You can also dismiss the spell as an action.

Clericspells Lvl 3

Bestow Curse

3rd-level necromancy

Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Concentration, up to 1 minute

You touch a creature, and that creature must succeed on a Wisdom saving throw or become cursed for the duration of the spell. When you cast this spell, choose the nature of the curse from the following options:

  • Choose one ability score. While cursed, the target has disadvantage on ability checks and saving throws made with that ability score.
  • While cursed, the target has disadvantage on attack rolls against you.
  • While cursed, the target must make a Wisdom saving throw at the start of each of its turns. If it fails, it wastes its action that turn doing nothing.
  • While the target is cursed, your attacks and spells deal an extra 1d8 necrotic damage to the target.

A remove curse spell ends this effect. At the GM's option, you may choose an alternative curse effect, but it should be no more powerful than those described above. The GM has final say on such a curse's effect.

At Higher Levels. If you cast this spell using a spell slot of 4th level or higher, the duration is concentration, up to 10 minutes. If you use a spell slot of 5th level or higher, the duration is 8 hours. If you use a spell slot of 7th level or higher, the duration is 24 hours. If you use a 9th level spell slot, the spell lasts until it is dispelled. Using a spell slot of 5th level or higher grants a duration that doesn't require concentration.

 

Daylight

3rd-level evocation

Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: 1 hour

A 60-foot-radius sphere of light spreads out from a point you choose within range. The sphere is bright light and sheds dim light for an additional 60 feet.
If you chose a point on an object you are holding or one that isn't being worn or carried, the light shines from the object and moves with it. Completely covering the affected object with an opaque object, such as a bowl or a helm, blocks the light.
If any of this spell's area overlaps with an area of darkness created by a spell of 3rd level or lower, the spell that created the darkness is dispelled.

 

Dispel Magic

3rd-level abjuration

Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: Instantaneous

Choose one creature, object, or magical effect within range. Any spell of 3rd level or lower on the target ends. For each spell of 4th level or higher on the target, make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a successful check, the spell ends.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you automatically end the effects of a spell on the target if the spell's level is equal to or less than the level of the spell slot you used.

 

Fireball

3rd-level evocation

Casting Time: 1 action
Range: 150 feet
Components: V, S, M (a tiny ball of bat guano and sulfur)
Duration: Instantaneous

A bright streak flashes from your pointing finger to a point you choose within range and then blossoms with a low roar into an explosion of flame. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A target takes 8d6 fire damage on a failed save, or half as much damage on a successful one.
The fire spreads around corners. It ignites flammable objects in the area that aren't being worn or carried.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.

 

Mass Healing Word

3rd-level evocation

Casting Time: 1 bonus action
Range: 60 feet
Components: V
Duration: Instantaneous

As you call out words of restoration, up to six creatures of your choice that you can see within range regain hit points equal to 1d4 + 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 4th level or higher, the healing increases by 1d4 for each slot level above 3rd.

Clericspells Lvl 4

Banishment

4th-level abjuration

Casting Time: 1 action
Range: 60 feet
Components: V, S, M (an item distasteful to the target)
Duration: Concentration, up to 1 minute

You attempt to send one creature that you can see within range to another plane of existence. The target must succeed on a Charisma saving throw or be banished.
If the target is native to the plane of existence you're on, you banish the target to a harmless demiplane. While there, the target is incapacitated. The target remains there until the spell ends, at which point the target reappears in the space it left or in the nearest unoccupied space if that space is occupied.
If the target is native to a different plane of existence than the one you're on, the target is banished with a faint popping noise, returning to its home plane. If the spell ends before 1 minute has passed, the target reappears in the space it left or in the nearest unoccupied space if that space is occupied. Otherwise, the target doesn't return.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th.

 

Guardian of Faith

4th-level conjuration

Casting Time: 1 action
Range: 30 feet
Components: V
Duration: 8 hours

A Large spectral guardian appears and hovers for the duration in an unoccupied space of your choice that you can see within range. The guardian occupies that space and is indistinct except for a gleaming sword and shield emblazoned with the symbol of your deity.
Any creature hostile to you that moves to a space within 10 feet of the guardian for the first time on a turn must succeed on a Dexterity saving throw. The creature takes 20 radiant damage on a failed save, or half as much damage on a successful one. The guardian vanishes when it has dealt a total of 60 damage.

 

Locate Creature

4th-level divination

Casting Time: 1 action
Range: Self
Components: V, S, M (a bit of fur from a bloodhound)
Duration: Concentration, up to 1 hour

Describe or name a creature that is familiar to you. You sense the direction to the creature's location, as long as that creature is within 1,000 feet of you. If the creature is moving, you know the direction of its movement.
The spell can locate a specific creature known to you, or the nearest creature of a specific kind (such as a human or a unicorn), so long as you have seen such a creature up close--within 30 feet--at least once. If the creature you described or named is in a different form, such as being under the effects of a polymorph spell, this spell doesn't locate the creature.
This spell can't locate a creature if running water at least 10 feet wide blocks a direct path between you and the creature.

 

Wall of Fire

4th-level evocation

Casting Time: 1 action
Range: 120 feet
Components: V, S, M (a small piece of phosphorus)
Duration: Concentration, up to 1 minute

You create a wall of fire on a solid surface within range. You can make the wall up to 60 feet long, 20 feet high, and 1 foot thick, or a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. The wall is opaque and lasts for the duration.
When the wall appears, each creature within its area must make a Dexterity saving throw. On a failed save, a creature takes 5d8 fire damage, or half as much damage on a successful save.
One side of the wall, selected by you when you cast this spell, deals 5d8 fire damage to each creature that ends its turn within 10 feet of that side or inside the wall. A creature takes the same damage when it enters the wall for the first time on a turn or ends its turn there. The other side of the wall deals no damage.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th.

Clericspells Lvl 5

Flame Strike

5th-level evocation

Casting Time: 1 action
Range: 60 feet
Components: V, S, M (pinch of sulfur)
Duration: Instantaneous

A vertical column of divine fire roars down from the heavens in a location you specify. Each creature in a 10-foot-radius, 40-foot-high cylinder centered on a point within range must make a Dexterity saving throw. A creature takes 4d6 fire damage and 4d6 radiant damage on a failed save, or half as much damage on a successful one.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the fire damage or the radiant damage (your choice) increases by 1d6 for each slot level above 5th.

 

Geas

5th-level enchantment

Casting Time: 1 minute
Range: 60 feet
Components: V
Duration: 30 days

You place a magical command on a creature that you can see within range, forcing it to carry out some service or refrain from some action or course of activity as you decide. If the creature can understand you, it must succeed on a Wisdom saving throw or become charmed by you for the duration. While the creature is charmed by you, it takes 5d10 psychic damage each time it acts in a manner directly counter to your instructions, but no more than once each day. A creature that can't understand you is unaffected by the spell.
You can issue any command you choose, short of an activity that would result in certain death. Should you issue a suicidal command, the spell ends. You can end the spell early by using an action to dismiss it. A remove curse, greater restoration, or wish spell also ends it.

At Higher Levels. When you cast this spell using a spell slot of 7th or 8th level, the duration is 1 year. When you cast this spell using a spell slot of 9th level, the spell lasts until it is ended by one of the spells mentioned above.

 

Scrying

5th-level divination

Casting Time: 10 minutes
Range: Self
Components: V, S, M (a focus worth at least 1,000 gp, such as a crystal ball, a silver mirror, or a font filled with holy water)
Duration: Concentration, up to 10 minutes

You can see and hear a particular creature you choose that is on the same plane of existence as you. The target must make a Wisdom saving throw, which is modified by how well you know the target and the sort of physical connection you have to it. If a target knows you're casting this spell, it can fail the saving throw voluntarily if it wants to be observed.

Secondhand (you have heard of the target) +5
Firsthand (you have met the target) 0
Familiar (you know the target well) -5
Likeness or picture -2
Possession or garment -4
Body part, lock of hair, bit of nail, or the like -10

On a successful save, the target isn't affected, and you can't use this spell against it again for 24 hours.
On a failed save, the spell creates an invisible sensor within 10 feet of the target. You can see and hear through the sensor as if you were there. The sensor moves with the target, remaining within 10 feet of it for the duration. A creature that can see invisible objects sees the sensor as a luminous orb about the size of your fist.
Instead of targeting a creature, you can choose a location you have seen before as the target of this spell. When you do, the sensor appears at that location and doesn't move.


Clericspells Lvl 6

 

Word of Recall

6th-level conjuration

Casting Time: 1 action
Range: 5 feet
Components: V
Duration: Instantaneous

You and up to five willing creatures within 5 feet of you instantly teleport to a previously designated sanctuary. You and any creatures that teleport with you appear in the nearest unoccupied space to the spot you designated when you prepared your sanctuary (see below). If you cast this spell without first preparing a sanctuary, the spell has no effect.
You must designate a sanctuary by casting this spell within a location, such as a temple, dedicated to or strongly linked to your deity. If you attempt to cast the spell in this manner in an area that isn't dedicated to your deity, the spell has no effect.


Clericcantrips

Features, Traits and Skills

Active Features

Mask of the Wild You can attempt to hide even when you are only lightly obscoured by foliage, heavy rain, falling snow, mist, and other natural phenomena
Channel Divinity the DC equals your Cleric spell save DC.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. 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.
-Turn Undad 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.
-Destroy Undead (CR 2) fails its saving throw against Your Turn Undead feature, the creature is instantly destroyed.
-Radiance of the Dawn 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.
Ritual Casting can cast cleric spells as a ritual if that spell has the ritual tag an the spell is prepared
Warding flare When you receive a melee attack, you throw up your hand in a distracting manner and create a small flash of light. The attacking creature has disadvantage on the triggering attack. An attacker is immune to this effect if it does not rely on sight, as with blindsight, or can see through illusions, as with truesight. You can use this feature a number of times equal to your spellcasting modifier. regain after long rest
-Improved flare 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.
Divine Intervention you can call on your deity to intervene on your behalf as an 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.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.
False Identity You have created a second identity that includes documentation, established acquaintances, and disguises that allow you to assume that persona.
Additionally, you can forge documents including official papers and personal letters, as long as you have seen an example of the kind of document or the handwriting you are trying to copy.

Passive Features

Potent Spellcasting Add spellcasting modifire to the damage you deal with any cleric cantrip.
Dark vision 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
Fey Ancestry You have advantage on saves against being charmed, and magic can't put you to sleep.
Trance Elves meditate deeply, remaining semiconscious, for 4 hours a day in place of sleeping. You gain the same benefit that a human does from 8 hours of sleep.
Elemental adept (fire) Spells you cast ignore resistance to damage of the chosen type. In addition, when you roll damage for a spell you cast that deals damage of that type, you can treat any 1 on a damage die as a 2.You can select this feat multiple times. Each time you do so, you must choose a different damage type.
Scam I cheat at games of chance

 

 

Skills and Battlestats

Hit Point Maximum 82
Armor class 18 (+2)
Initiative +4
Speed 35
Passive Wisdom (Perception) 18
Attribut Wert Skill Wert

Strength

8 (-1)

  • Acrobatics (Dex)

+4
Dexterity 18 (+4)
  • Animal Handling (Wis)

+4
Costitution 14 (+2)
  • Arcana (Int)
-1
Intelligence 8 (-1)
  • Athletics (Str)
-1
Wisdom 18 (+4)
  • Deception (Dex)
+4
Charisma 10 (+0)
  • Histoty (Int)
-1
---------------------------------------------  
  • Insight (Wis)
+8
Strength (save) -1
  • Intimidation (Cha)
0
Dexterity (save) +4
  • Investigation (Int)
-1
Costitution (save) +2
  • Medicine (Wis)
+4
Intelligence (save) -1
  • Nature (Int)
-1
Wisdom (save) +8
  • Perception (Wis)
+8
Charisma (save) +4
  • Performance (Cha)
0
   
  • Persuasion (Cha)
+4
   
  • Religion (Int)
-1
   
  • Slight of Hand (Dex)
+8
   
  • Stealth (Dex)
+4
Proficiency Bonus +4
  • Survival (Wis)
+4

 

Inventory (work in progress)

Misc Potion
blood coin (19) potion of healing (2)
Celestal feather (9) Alchemist fire (2)
poison teeth (1) Flask of oil (3)
Jade dust Worth 4950 gp? Potion of climbing (1)
Saphir 50 gp potion of necro ressistance (1)
bloodstone (1)  
moonstone (2)  

 

Weapons Armor/Clothes Accessoires Consumables
Shortsword Studded leather Ring of Waterwalking* Rations (17)
Light Crossbow (Handschuh - Arcane focus) Ring of growth Torches (6)
Mace of Thunder Arrow Catching Shield Platinum ring x3 Candles (9)
Ice daggers x2 Boots of Leviatate*   Hampen rope (50ft)
daggers x2 Fine Clothes x2   Blocks of incense (2)
Staff of fire*     Waterskin