Skill |
Ability |
Score
|
Acrobatics |
DEX |
|
Animal Handling |
WIS |
|
Arcana |
INT |
+4
|
Athletics |
STR |
|
Deception |
CHA |
|
History |
INT |
+4
|
Insight |
WIS |
|
Intimidation |
CHA |
|
Investigation |
INT |
|
Medicine |
WIS |
|
Nature |
INT |
|
Perception |
WIS |
+4
|
Performance |
CHA |
|
Persuasion |
CHA |
|
Religion |
INT |
+4
|
Sleight of Hand |
DEX |
|
Stealth |
DEX |
+2 (disadv due to armor)
|
Survival |
WIS |
|
|
Languages
- Ubrekti
- Origin
- Halfling Bonus
Class and Background Abilities
- Armor: Light armor, medium armor, shields
- Weapons: All simple weapons
- Cleric Domain: Grave
- Circle of Mortality: At 1st level, when you would normally roll one or more dice to restore hit points with a spell to a creature at 0 hit points, you instead use the highest number possible for each die.
- Eyes of the Grave: At 1st level, as an action, you can open your awareness to magically detect undead. Until the end of your next turn, you know the location of any undead within 60 feet of you that isn't behind total cover and that isn't protected from divination magic. This sense doesn't tell you anything about a creature's capabilities or identity. You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a long rest.
- Arcane Recovery: Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your wizard level (rounded up), and none of the slots can be 6th level or higher.
- Arcane Tradition: Theurgy (Life (or possibly Knowledge or Light) domain)
- Arcane Initiate: Beginning at 2nd level, whenever you gain a wizard level, you can replace one of the wizard spells you add to your spellbook with a cleric domain spell for your chosen domain. The spell must be of a level for which you have spell slots.
If you add all of your domain spells to your spellbook, you can subsequently add any spell from the cleric spell list instead. The spell must still be of a level for which you have spell slots.
Any cleric spell you gain from this feature is considered a wizard spell for you, but other wizards can't copy cleric spells from your spellbook into their own spellbooks.
- Channel Arcana: At 2nd level, you gain the ability to channel arcane energy to fuel magical effects. You start with two such effects: Divine Arcana and the Channel Divinity option granted at 2nd level by your chosen domain. You employ that Channel Divinity option by using your Channel Arcana ability. When you use your Channel Arcana, you choose which effect to create. You must then finish a short or long rest to use your Channel Arcana again. Some Channel Arcana effects require saving throws. When you use such an effect, the save DC equals your wizard spell save DC. Beginning at 6th level, you can use your Channel Arcana twice between rests
- Channel Divinity: Preserve Life - Starting at 2nd level, 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.
- Divine Arcana: As a bonus action, you make the next spell you cast gains a +2 bonus to any attack roll you make for it or to its saving throw DC, as appropriate.
Race Abilities
- Raised on the water: You have advantage on all checks made to swim and to hold your breath.
- Halfling Luck: When you roll a 1 on the d20 for an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.
- Brave: You have advantage on saving throws against being frightened.
- Halfling Nimbleness: You can move through the space of any creature that is of a size larger than yours.
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