Theodeus of the Yellow Angels

Season:
Forgotten Realms
Race:
Human
Class:
Cleric/ Druid
Background:
Sage
Lifestyle:
Modest
Current Level:
16
Total GP:
29290.8
Total Downtime:
55
Tag:
T3
Faction:
Order of the Gauntlet
Faction Rank:
Whitehawk (rank 3)
Magic Item Count:
3
Magic Item Limit:
6
Dryad's Cloak (Cloak of Protection),
Sentinel Shield,
Eldritch Claw Tattoo,
Cloak of Displacement,
Amulet of Health,
+3 Quarterstaff,
Brazier of Commanding Fire Elementals,
Instrument of the Bards (Cli Lyre),
Mace of Terror,
Bronze Griffon Figurine of Wondrous Power,
Rope of Entanglement,
+1 Moon Sickle,
+3 Amulet of the Devout,
Carpet of Flying "Shadowfell Ornithopter",
Lichen Mantle,
Boots of Levitation,
Ghost Step Tattoo (Language: Deep Speech),
Candle of Invocation,
Dwarven Thrower,
Cube of Force,
Daern's Instant Fortress,
Cape of the Mountebank,
Belt of Dwarvenkind,
Vicious Trident,
Ring of Lightning Resistance,
Ring of X-ray Vision,
Horn of Blasting,
Animated Shield,
Dwarven Half Plate Armor,
Ring of Acid Resistance,
Staff of Withering,
+2 Longsword,
Wand of Polymorph,
Rod of Hellish Flames

Log Entries

Date Played ▼ Adventure Title Session Levels GP Downtime Magic Items
2022-12-27 11:48 Trade Log 20.3 Show Trade Log

Sold:
Warhammer + 7,5
Light Crossbow +12.5 GP
20x Crossbow Bolts +0,5 GP

Purchased:
Quarterstaff -0.2 GP

2022-12-27 11:47 Character creation 505 50 Show

Race: Tasha's Custom Lineage
Point buy:
STR: 10 DEX: 14 CON: 08 INT: 14 WIS: 15 CHA: 10
Ability Score Increase: WIS +2
Creature Type
You are a humanoid. You determine your appearance and whether you resemble any of your kin.
Size You are Small or Medium (your choice).
Feat You gain one feat of your choice for which you qualify.
Shadow Touched:
Increase your Wisdom by 1, to a maximum of 20.
You learn the Invisibility spell and one 1st-level spell of your choice (Inflict Wounds). The 1st-level spell must be from the illusion or necromancy school of magic. You can cast each of these spells without expending a spell slot. Once you cast either of these spells in this way, you can't cast that spell in this way again until you finish a long rest. You can also cast these spells using spell slots you have of the appropriate level. The spells' spellcasting ability is the ability increased by this feat.
Variable Trait You gain one of the following options of your choice: (b) proficiency in one skill of your choice. (Acrobatic)
Languages. You can speak, read, and write Common and one other language (Celestial)


Background: Hermit
Skill Proficiencies: Medicine, Religion
Tool Proficiencies: Herbalism kit
Languages: One of your choice (Elvish)
Equipment: A scroll case stuffed full of notes from your studies or prayers, a winter blanket, a set of common clothes, an herbalism kit, and 5 gp


Class: Cleric
Hit Dice: 1d8
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per Cleric level after 1st
Proficiencies
Armor: light armor, medium armor, shields
Weapons: simple weapons
Saving Throws: Wisdom, Charisma
Skills: Insight, Persuasion
Skill Swap: Persuation -> Perception
Starting Equipment
(b) a warhammer (if proficient)
(a) scale mail
(a) a light crossbow and 20 bolts
(b) an explorer's pack
A shield and a holy symbol

Twilight Domain
Bonus Proficiencies
1st-level Twilight Domain feature
You gain proficiency with martial weapons and heavy armor.

Date Played ▼ Adventure Title Tier Session ACP TCP Downtime Renown
2022-12-27 11:48 Trade Log Show Trade Log

Sold:
Warhammer + 7,5
Light Crossbow +12.5 GP
20x Crossbow Bolts +0,5 GP

Purchased:
Quarterstaff -0.2 GP

2022-12-27 11:47 Character creation 50 Show

Race: Tasha's Custom Lineage
Point buy:
STR: 10 DEX: 14 CON: 08 INT: 14 WIS: 15 CHA: 10
Ability Score Increase: WIS +2
Creature Type
You are a humanoid. You determine your appearance and whether you resemble any of your kin.
Size You are Small or Medium (your choice).
Feat You gain one feat of your choice for which you qualify.
Shadow Touched:
Increase your Wisdom by 1, to a maximum of 20.
You learn the Invisibility spell and one 1st-level spell of your choice (Inflict Wounds). The 1st-level spell must be from the illusion or necromancy school of magic. You can cast each of these spells without expending a spell slot. Once you cast either of these spells in this way, you can't cast that spell in this way again until you finish a long rest. You can also cast these spells using spell slots you have of the appropriate level. The spells' spellcasting ability is the ability increased by this feat.
Variable Trait You gain one of the following options of your choice: (b) proficiency in one skill of your choice. (Acrobatic)
Languages. You can speak, read, and write Common and one other language (Celestial)


Background: Hermit
Skill Proficiencies: Medicine, Religion
Tool Proficiencies: Herbalism kit
Languages: One of your choice (Elvish)
Equipment: A scroll case stuffed full of notes from your studies or prayers, a winter blanket, a set of common clothes, an herbalism kit, and 5 gp


Class: Cleric
Hit Dice: 1d8
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per Cleric level after 1st
Proficiencies
Armor: light armor, medium armor, shields
Weapons: simple weapons
Saving Throws: Wisdom, Charisma
Skills: Insight, Persuasion
Skill Swap: Persuation -> Perception
Starting Equipment
(b) a warhammer (if proficient)
(a) scale mail
(a) a light crossbow and 20 bolts
(b) an explorer's pack
A shield and a holy symbol

Twilight Domain
Bonus Proficiencies
1st-level Twilight Domain feature
You gain proficiency with martial weapons and heavy armor.

Date Played ▼ Adventure Title Session XP GP Downtime Renown Magic Items
2022-12-27 11:48 Trade Log 20.3 Show Trade Log

Sold:
Warhammer + 7,5
Light Crossbow +12.5 GP
20x Crossbow Bolts +0,5 GP

Purchased:
Quarterstaff -0.2 GP

2022-12-27 11:47 Character creation 505 50 Show

Race: Tasha's Custom Lineage
Point buy:
STR: 10 DEX: 14 CON: 08 INT: 14 WIS: 15 CHA: 10
Ability Score Increase: WIS +2
Creature Type
You are a humanoid. You determine your appearance and whether you resemble any of your kin.
Size You are Small or Medium (your choice).
Feat You gain one feat of your choice for which you qualify.
Shadow Touched:
Increase your Wisdom by 1, to a maximum of 20.
You learn the Invisibility spell and one 1st-level spell of your choice (Inflict Wounds). The 1st-level spell must be from the illusion or necromancy school of magic. You can cast each of these spells without expending a spell slot. Once you cast either of these spells in this way, you can't cast that spell in this way again until you finish a long rest. You can also cast these spells using spell slots you have of the appropriate level. The spells' spellcasting ability is the ability increased by this feat.
Variable Trait You gain one of the following options of your choice: (b) proficiency in one skill of your choice. (Acrobatic)
Languages. You can speak, read, and write Common and one other language (Celestial)


Background: Hermit
Skill Proficiencies: Medicine, Religion
Tool Proficiencies: Herbalism kit
Languages: One of your choice (Elvish)
Equipment: A scroll case stuffed full of notes from your studies or prayers, a winter blanket, a set of common clothes, an herbalism kit, and 5 gp


Class: Cleric
Hit Dice: 1d8
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per Cleric level after 1st
Proficiencies
Armor: light armor, medium armor, shields
Weapons: simple weapons
Saving Throws: Wisdom, Charisma
Skills: Insight, Persuasion
Skill Swap: Persuation -> Perception
Starting Equipment
(b) a warhammer (if proficient)
(a) scale mail
(a) a light crossbow and 20 bolts
(b) an explorer's pack
A shield and a holy symbol

Twilight Domain
Bonus Proficiencies
1st-level Twilight Domain feature
You gain proficiency with martial weapons and heavy armor.