Kaihaku Iro

"Human" cleric with prematurely gray hair. He is wearing a white doctor's coat, a gray turtleneck sweater, and slacks (pants that aren't jeans). 
Adventures: 
Sugar Town
It's (Not) A Trap 
Mind Game
Tatiana's Revenge
It's Haunted, Isn't It?
Character Sheet: 
Kaihaku Iro
CLASS & LEVEL:
Cleric 14 (Domain of Knowledge)
RACE: Changeling
BACKGROUND:
Acolyte
PASSIVE WISDOM
(PERCEPTION) 15'''
PROFICIENCY
BONUS +5'''
STR 10 (+0), DEX 8 (-1), CON 14 (+2), INT 13 (+1), WIS 20 (+5), CHA 16 (+3), 
ARMOR CLASS (AC) 15
Armor Worn: Scale mail and shield
INITIATIVE -1
SPEED 30 ft.
HIT POINTS 140=14*d8+14*2Con
HIT DICE 14d8
Point
Buy: 15 Wis, 14 Con, 13 Cha, 12 Int, 10 Str, 8 Dex. '''
Changling
bonus +2 to Cha, +1 to Int
Level 4: +2 to Wis .  Level 8: +2 to
Wis.  Level 12:  + 1 to Wis and 1 to Cha. '''
Adventure
rewards:  Wis +1 forever from eating
gummy heart (Sugar Town)'''
Spell
Casting Modifier: 18 = 8 + proficiency of 5 + wisdom of 5'''
SAVING THROWS: +0 Strength Saves, -1 Dexterity Saves,   +2 Constitution Saves,  
+1 Intelligence Saves,  +10 Wisdom Saves *, +8 Charisma Saves *, * Prof. bonus added
'''
SKILLS
+0  Athletics (Str), -1  Acrobatics (Dex), -1  Sleight
of Hand (Dex), -1  Stealth (Dex) (Disadv.), +6  Arcana (Int) *, 
+11  History (Int) **, +1  Nature (Int), +11  Religion (Int) **, +1  Investigation (Int), +5  Animal
Handling (Wis)
+10  Insight (Wis) *
+10  Medicine (Wis) *
+5  Perception (Wis), +5  Survival (Wis), +3  Intimidation (Cha), 
+8  Deception (Cha) *, +3  Performance (Cha), +8  Persuasion (Cha) *, * Prof. bonus added
'''
PROFICIENCIES & LANGUAGES
Armor: light armor, medium
armor, shields
Weapons: simple weapons
Tools: none
Saving
Throws: 
Wisdom, Charisma
Skills: Arcana, Deception,
History, Insight, Medicine, Persuasion, Religion
Languages: Common, Dwarvish, Elvish,
Giant, Halfling, Orc, Celestial
'''
WEAPON & UNARMED ATTACKS
Basic Attack. One target per Attack
action.
Scythe: Melee
Weapon Attack: +6 to hit, reach 5 ft. Hit: 4(2d4)
slashing damage.
Magical
Sugar Dust Blowing Dart Stick: Melee.
11(2D6+3) magic damage. DC 16 Dex save or 3 turns of blind (from Sugar Town). 
Wind
Generating Pinwheel: 
3(1d6), +1  to hit and damage,
wind damage (elemental), worth 2750 gold (from Sugar Town).  
MAGIC & SPECIAL ATTACKS
Toll the
Dead. Cantrip. Ranged
Spell Attack: Targets creature within 60 feet that you can see. The target
must succeed on a Wisdom saving throw against 18 or take 1d8 (base, at level 14
it’s 3d8) necrotic damage. If the target is missing any of its hit points, it
instead takes 1d12 (base, at level 14 it’s 3d12) necrotic damage.  (damage increases again at level 17).  Cleric of Knowledge:  Starting
at 8th level, you add your Wisdom modifier (+5 at lvl 14) to the damage
you deal with any cleric cantrip.
'''
EQUIPMENT & TREASURE
Carried
Gear: 
o   
scale
mail (AC 14) 
o   
shield
(AC +2)
o   
white
medic’s coat
o   
set of
common clothes
o   
holy
symbol: amulet 
o   
prayer
book of surgical anatomy
o   
5
sticks of incense
o   
vestments
o   
two
lodestones
o   
an owl
feather
o   
a pearl
worth 100 gp
o   
a yew
leaf
o   
parchment
with a holy text written on it, 
o   
a bit
of bat fur, 
o   
diamond
dust worth 25 gold, 
o   
six nut
shells, 
o   
a vial
with ten dried snakes’ tongues, 
o   
a short
piece of fine copper wire,
o   
a jar
of vegemite, 
o   
monster
clay (wax moulding clay), 
o   
honeycomb,
o   
incense
worth at least 250 gp, 
o   
four
ivory strips worth at least 50 gp each, 
o   
sunburst
pendant worth 100 gold, 
o   
a small
straight piece of iron, 
o   
augury
bones worth 25 gold, 
o   
an
ointment for the eyes that costs 25 gp made from mushroom powder, saffron, and
fat.  
o   
Broom
of Flying
Broom of Flying: 
Rarity:
uncommon (300 gold value). This wooden broom, which weighs 3 pounds, functions
like a mundane broom until you stand astride it and speak its Command Word. It
then hovers beneath you and can be ridden in the air. It has a flying speed of
50 feet. It can carry up to 400 pounds, but its flying speed becomes 30 feet
while carrying over 200 pounds. The broom stops hovering when you land. 
You can
send the broom to travel alone to a destination within 1 mile of you if you
speak the Command Word, name the location, and are familiar with that place.
The broom comes back to you when you speak another Command Word, provided that
the broom is still within 1 mile of you. 
Healing Potions: 
1x Superior Healing Peanut Brittle: 4d4+8 or restore a spell slot of 1d8 value
(from Sugar Town). 
Lifting and Carrying: 180 lbs. max. carrying capacity; 360 lbs.
pushing or dragging (speed -5 ft.); 360 lbs. max. lift. 
Coins & Gems: 10 gold pieces (gp), one diamond worth 300 gold,
and two diamonds worth 1,000 gold each (a brown one and a gray one). 
'''
FEATURES, TRAITS & MORE
Alignment: Neutral. I will help
others, but avoid serious personal risks or loyalties that don't benefit me.
Changeling
Traits [UA Feb. 2015]'''
• Age:
34-years-old
• Medium
Size (5' 6", 165 lbs.)
• Shapechanger
(as action, polymorph into any humanoid of your size that you have seen, or
back into your true form; equipment worn or carried does not change, revert to
true form if killed)
Class
Features [PHB p. 57]'''
•
Ritual Casting
•
Blessing Of Knowledge (bonus languages, skill expertise)
•
Channel Divinity (2 uses betw. short or long rests)
•
Channel Divinity: Knowledge Of The Ages (10 min. proficiency with one skill or
tool)
•
Channel Divinity: Turn Undead (within 30 ft., Wisdom save or turned 1 min. or
until damaged)
•
Destroy Undead (CR 3 or lower)
•
Channel Divinity: Read Thoughts (60 ft., chance of Suggestion)
•
Channel Divinity: Potent Spellcastings (+ cantrip damage)
•
Divine Intervention (14% chance)
Spellcasting
[PHB p. 201]'''
Spell
Attack Modifier +10
Spell Save DC 18'''
Cantrips
Known:' Guidance,
Toll the Dead, Light, Spare the Dying, Mending''
Prepared
Spells'''
1st
Level (4 slots): Command*, Identify*, Bless, Cure Wounds, Shield of
Faith, Purify Food and Drink''
2nd
Level (3 slots): Augury*, Suggestion*, Spiritual Weapon, Hold Person, Enhance
Ability''
3rd
Level (3 slots): Nondetection*, Speak With Dead*, Spirit Guardians, Revivify,
Sending''
4th
Level (3 slots): Arcane Eye*, Confusion*, Banishment, Stone Shape, Control
Water''
5th
Level (2 slots): Legend Lore*, Scrying*, Dawn, Geas
6th
Level (1 slot): True Seeing
7th
Level (1 slot): Etherealness
* Spell is always prepared and does not count against number of prepared
spells.
Channel Divinity: Read Thoughts
At 6th
level, you can use your Channel Divinity to read a creature's thoughts. You can
then use your access to the creature's mind to command it.
As an
action, choose one creature that you can see within 60 feet of you. That
creature must make a Wisdom saving throw. If the creature succeeds on the
saving throw, you can't use this feature on it again until you finish a long
rest.
If the
creature fails its save, you can read its surface thoughts (those foremost in
its mind, reflecting its current emotions and what it ie actively thinking
about) when it is within 60 feet of you. This effect lasts for 1 minute.
During
that time, you can use your action to end this effect and cast the Suggestion spell
on the creature without expending a spell slot. The target automatically fails
its saving throw against the spell. 
Toll the Dead 
Necromancy,
Level: Cantrip, A spell from Xanathar's Guide To Everything, p.169, Casting
time: 1 Action, Range: 60 feet, Components: V, S, Duration: Instantaneous, You
point at one creature you can see within range, and the sound of a dolorous
bell fills the air around it for a moment. The target must succeed on a Wisdom
saving throw or take 1d8 necrotic damage. If the target is missing any of its
hit points, it instead takes 1d12 necrotic damage.
The
spell’s damage increases by one die when you reach 5th level (2d8 or 2d12),
11th level (3d8 or 3d12), and 17th level (4d8 or 4d12).
= Guidance =
Divination cantrip
Casting Time: 1
action, Range: Touch,
Components: V,
S, Duration: Concentration,
up to 1 minute
You touch one willing creature. Once before the spell ends, the
target can roll a d4 and add the number rolled to one ability check of its
choice. It can roll the die before or after making the ability check. The spell
then ends.
Spare The Dying
Cantrip necromancy, Casting Time: 1 action, Range: Touch,
Components: V S, Duration: Instantaneous, Classes: Cleric. You touch a living
creature that has 0 hit points. The creature becomes stable. This spell has no
effect on undead or constructs.
Mending
Cantrip transmutation, Casting Time: 1 minute, Range: Touch,
Components: V S M (Two lodestones), Duration: Instantaneous, Classes: Bard,
Cleric, Druid, Sorcerer, Wizard, This spell repairs a single break or tear in
an object you touch, such as a broken chain link, two halves of a broken key, a
torn cloak, or a leaking wineskin. As long as the break or tear is no larger
than 1 foot in any dimension, you mend it, leaving no trace of the former
damage. This spell can physically repair a magic item or construct, but the
spell can’t restore magic to such an object.
= 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.
Light
cantrip evocation, Casting Time: 1 action, Range: Touch,
Components: V M (A firefly or phosphorescent moss), Duration: 1 hour, Classes:
Bard, Cleric, Sorcerer, Wizard. You touch one object that is no larger than 10
feet in any dimension. Until the spell ends, the object sheds bright light in a
20-foot radius and dim light for an additional 20 feet. The light can be
colored as you like. Completely covering the object with something opaque
blocks the light. The spell ends if you cast it again or dismiss it as an
action. If you target an object held or worn by a hostile creature, that
creature must succeed on a Dexterity saving throw to avoid the spell.
= Bless =
1st-level enchantment
Casting Time: 1
action, Range: 30
feet, Components: V,
S, M (a sprinkling of holy water), Duration: Concentration,
up to 1 minute, You bless up to three creatures of your choice within range.
Whenever a target makes an attack roll or a saving throw before the spell ends,
the target can roll a d4 and add the number rolled to the attack roll or saving
throw. At Higher Levels. When
you cast this spell using a spell slot of 2nd level or higher, you can target
one additional creature 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. 
= Augury =
2nd-level divination (ritual)
Casting Time: 1
minute, Range:
Self, Components: V,
S, M (specially marked sticks, bones, or similar tokens worth at least 25 gp), Duration: Instantaneous,
By casting gem-inlaid sticks, rolling dragon bones, laying out ornate cards, or
employing some other divining tool, you receive an omen from an otherworldly
entity about the results of a specific course of action that you plan to take
within the next 30 minutes. The GM chooses from the following possible omens:
·        
Weal, for good results
·        
Woe, for bad results
·        
Weal and woe, for both good and bad results
·        
Nothing, for results that aren't especially good or bad
The spell doesn't take into account any possible circumstances that
might change the outcome, such as the casting of additional spells or the loss
or gain of a companion. 
If you cast the spell two or more times before completing your next long rest,
there is a cumulative 25 percent chance for each casting after the first that
you get a random reading. The GM makes this roll in secret.
= Identify =
1st level divination 
Casting
Time: 1 minute, Range: Touch, Components: V
S M (A pearl worth at least 100 gp and an owl feather)
Duration: Instantaneous, Classes: Bard, Wizard, You choose one
object that you must touch throughout the casting of the spell. If it is a
magic item or some other magic-imbued object, you learn its properties and how
to use them, whether it requires attunement to use, and how many charges it
has, if any. You learn whether any spells are affecting the item and what they
are. If the item was created by a spell, you learn which spell created it. If
you instead touch a creature throughout the casting, you learn what spells, if
any, are currently affecting it.
Shield Of Faith
1st
level abjuration
Casting Time:
1 bonus action, Range: 60 feet, Components: V S M (A small parchment with a bit
of holy text written on it), Duration: Up to 10 minutes, Classes: Cleric,
Paladin, A shimmering field appears and surrounds a creature of your choice
within range, granting it a +2 bonus to AC for the duration.
Purify Food
And Drink'''
1st
level transmutation 
Casting Time:
1 action, Range: 10 feet, Components: V S, Duration: Instantaneous, Classes:
Cleric, Druid, Paladin
All nonmagical food and drink within a 5-foot-radius sphere
centered on a point of your choice within range is purified and rendered free
of poison and disease.
= 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.
= 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.
= Spiritual Weapon =
2nd-level evocation
Casting Time: 1 bonus
action, 
Range: 60
feet, 
Components: V,
S, 
Duration: 1
minute
You create a floating, spectral weapon (for Kaihaku, a bell with a
handle) within range that lasts for the duration or until you cast this spell
again. When you cast the spell, you can make a melee spell attack against a
creature within 5 feet of the weapon. On a hit, the target takes force damage
equal to 1d8 + your spellcasting ability modifier. As a bonus action on
your turn, you can move the weapon up to 20 feet and repeat the attack against
a creature within 5 feet of it. The weapon can take whatever form you
choose. Clerics of deities who are associated with a particular weapon (as St.
Cuthbert is known for his mace and Thor for his hammer) make this spell's
effect resemble that weapon. At
Higher Levels. When you cast this spell using a spell slot
of 3rd level or higher, the damage increases by 1d8 for every two slot levels
above 2nd.
= Suggestion  =
LEVEL: 2nd. CASTING TIME: 1 Action. RANGE/AREA: 30 ft. COMPONENTS: V, M *, * - (a
snake's tongue and either a bit of honeycomb or a drop of sweet oil). 'DURATION:
'''
Concentration 8 Hours. SCHOOL:
Enchantment. ATTACK/SAVE. WIS
Save. DAMAGE/EFFECT Control
(...)
You suggest a course of activity (limited
to a sentence or two) and magically influence a creature you can see within
range that can hear and understand you. Creatures that can't be charmed are immune to this effect. The
suggestion must be worded in such a manner as to make the course of action
sound reasonable. Asking the creature to stab itself, throw itself onto a
spear, immolate itself, or do some other obviously harmful act ends the spell.
The target must make a Wisdom saving
throw. On a failed save, it pursues the course of action you described to the
best of its ability. The suggested course of action can continue for the entire
duration. If the suggested activity can be completed in a shorter time, the
spell ends when the subject finishes what it was asked to do.
You can also specify conditions that will
trigger a special activity during the duration. For example, you might suggest
that a knight give her warhorse to the first beggar she meets. If the condition
isn't met before the spell expires, the activity isn't performed. If you or any
of your companions damage the target, the spell ends.
 (note: Channel Divinity: Read Thoughts. 
A benefit of the cleric of knowledge class:  At 6th level, you can use your Channel
Divinity to read a creature's thoughts. You can then use your access to the
creature's mind to command it. As an action, choose one creature that you can
see within 60 feet of you. That creature must make a Wisdom saving throw. If
the creature succeeds on the saving throw, you can't use this feature on it
again until you finish a long rest. If the creature fails its save, you can
read its surface thoughts (those foremost in its mind, reflecting its current
emotions and what it ie actively thinking about) when it is within 60 feet of
you. This effect lasts for 1 minute.  During
that time, you can use your action to end this effect and cast the Suggestion spell
on the creature without expending a spell slot. The target automatically fails
its saving throw against the spell.)
= Spirit Guardians =
3rd
level.  You call forth spirits to protect
you. They flit around you to a distance of 15 feet for the Duration. If you are good or neutral, their spectral form appears angelic
or fey (your choice). If you are evil, they appear fiendish. When you cast this
spell, you can designate any number of creatures you can see to be unaffected
by it. An affected creature's speed is halved in the area, and when the
creature enters the area for the first time on a turn or starts its turn there,
it must make a Wisdom saving throw. On a failed save, the creature takes 3d8 radiant
damage (if you are good or neutral) or 3d8 necrotic damage (if you are evil).
On a successful save, the creature takes half as much damage.  At Higher Levels: When you cast this spell
using a spell slot of 4th level or higher, the damage increases by 1d8 for each
slot level above 3rd.
Sending
3rd
level evocation
Casting Time:
1 action, Range: Unlimited, Components: V S M (A short piece of fine copper
wire), Duration: 1 round, Classes: Bard, Cleric, Wizard, You send a short
message of twenty-five words or less to a creature with which you are familiar.
The creature hears the message in its mind, recognizes you as the sender if it
knows you, and can answer in a like manner immediately. The spell enables
creatures with Intelligence scores of at least 1 to understand the meaning of
your message. You can send the message across any distance and even to other
planes of existence, but if the target is on a different plane than you, there
is a 5 percent chance that the message doesn’t arrive. 
 Nondetection
3rd level abjuration
Casting
Time: 1 action, Range: Touch, Components: V
S M (A pinch of diamond dust worth 25 gp sprinkled over the target, which the
spell consumes), Duration: 8 hours, Classes: Bard,
Ranger, Wizard, For the duration, you hide a target that you touch from
divination magic. The target can be a willing creature or a place or an object
no larger than 10 feet in any dimension. The target can’t be targeted by any
divination magic or perceived through magical scrying sensors.
Revivify
3rd
level necromancy, Casting Time: 1 action, Range: Touch, Components: V S M (Diamonds
worth 300 gp, which the spell consumes), Duration: Instantaneous, Classes:
Cleric, Paladin. You touch a creature that has died within the last minute.
That creature returns to life with 1 hit point. This spell can’t return to life
a creature that has died of old age, nor can it restore any missing body parts.
= Arcane Eye =
4th level divination,
''
Casting
Time: 1 action, Range: 30 feet, Components: V
S M (A bit of bat fur), Duration: Up to 1 hour, Classes: Wizard,
You create an invisible, magical eye within range that hovers in the air for
the duration.
You mentally receive visual information from the eye, which has normal vision
and darkvision out to 30 feet. The eye can look in every direction.
As an action, you can move the eye up to 30 feet in any direction. There is no
limit to how far away from you the eye can move, but it can’t enter another
plane of existence. A solid barrier blocks the eye’s movement, but the eye can
pass through an opening as small as 1 inch in diameter. 
= Confusion =
4th level enchantment
Casting
Time: 1 action, Range: 90 feet
Components: V S M (Three nut shells), Duration: Up to 1 minute, Classes: Bard,
Druid, Sorcerer, Wizard, This spell assaults and twists creatures’ minds,
spawning delusions and provoking uncontrolled action. Each creature in a
10-foot-radius sphere centered on a point you choose within range must succeed
on a Wisdom saving throw when you cast this spell or be affected by it. An
affected target can’t take reactions and must roll a d10 at the start of each
of its turns to determine its behavior for that turn. d10 Behavior 1 The
creature uses all its movement to move in a random direction. To determine the
direction, roll a d8 and assign a direction to each die face. The creature
doesn’t take an action this turn. 2–6 The creature doesn’t move or take actions
this turn. 7–8 The creature uses its action to make a melee attack against a
randomly determined creature within its reach. If there is no creature within
its reach, the creature does nothing this turn. 9–10 The creature can act and
move normally. At the end of each of its turns, an affected target can make a
Wisdom saving throw. If it succeeds, this effect ends for that target.At
Higher Levels: When you cast this spell using a spell slot of 5th
level or higher, the radius of the Sphere increases by 5 feet for each slot
above 4th.
Banishment
4th level abjuration
Casting Time:
1 action, Range: 60 feet, Components: V S M (An item distasteful to the
target), Duration: Up to 1 minute, Classes: Paladin, Cleric, Sorcerer, Warlock,
Wizard, 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.
Stone Shape
4th
level transmutation
Casting Time:
1 action, Range: Touch, Components: V S M (Soft clay, which must be worked into
roughly the desired shape of the stone object), Duration: Instantaneous,
Classes: Cleric, Druid, Wizard, You touch a stone object of Medium size or
smaller or a section of stone no more than 5 feet in any dimension and form it
into any shape that suits your purpose. So, for example, you could shape a
large rock into a weapon, idol, or coffer, or make a small passage through a
wall, as long as the wall is less than 5 feet thick. You could also shape a
stone door or its frame to seal the door shut. The object you create can have
up to two hinges and a latch, but finer mechanical detail isn’t possible.
	
	
 
Control Water
4th
level transmutation
Casting Time:
1 action
Range: 300
feet
Components: V
S M (A drop of water and a pinch of dust)
Duration: Up
to 10 minutes
Classes:
Cleric, Druid, Wizard
Until the
spell ends, you control any freestanding water inside an area you choose that
is a cube up to 100 feet on a side. You can choose from any of the following
effects when you cast this spell. As an action on your turn, you can repeat the
same effect or choose a different one.
Flood. You cause the water level of all standing water in the area to
rise by as much as 20 feet. If the area includes a shore, the flooding water
spills over onto dry land.
If you choose
an area in a large body of water, you instead create a 20-foot tall wave that
travels from one side of the area to the other and then crashes down. Any Huge
or smaller vehicles in the wave’s path are carried with it to the other side.
Any Huge or smaller vehicles struck by the wave have a 25 percent chance of
capsizing.
The water
level remains elevated until the spell ends or you choose a different effect.
If this effect produced a wave, the wave repeats on the start of your next turn
while the flood effect lasts.
Part Water. You cause water in the area to move apart and create a trench. The
trench extends across the spell’s area, and the separated water forms a wall to
either side. The trench remains until the spell ends or you choose a different
effect. The water then slowly fills in the trench over the course of the next
round until the normal water level is restored.
Redirect
Flow. You cause flowing water in the area to
move in a direction you choose, even if the water has to flow over obstacles,
up walls, or in other unlikely directions. The water in the area moves as you
direct it, but once it moves beyond the spell’s area, it resumes its flow based
on the terrain conditions. The water continues to move in the direction you
chose until the spell ends or you choose a different effect.
Whirlpool. This effect requires a body of water at least 50 feet square and
25 feet deep. You cause a whirlpool to form in the center of the area. The
whirlpool forms a vortex that is 5 feet wide at the base, up to 50 feet wide at
the top, and 25 feet tall. Any creature or object in the water and within 25
feet of the vortex is pulled 10 feet toward it. A creature can swim away from
the vortex by making a Strength (Athletics) check against your spell save DC.
When a
creature enters the vortex for the first time on a turn or starts its turn
there, it must make a Strength saving throw. On a failed save, the creature
takes 2d8 bludgeoning damage and is caught in the vortex until the spell ends.
On a successful save, the creature takes half damage, and isn’t caught in the
vortex. A creature caught in the vortex can use its action to try to swim away
from the vortex as described above, but has disadvantage on the Strength
(Athletics) check to do so. The first time each turn that an object enters the
vortex, the object takes 2d8 bludgeoning damage; this damage occurs each round
it remains in the vortex.
Legend Lore
5th
level divination
Casting Time:
10 minutes, Range: Self, Components: V S M (Incense worth at least 250 gp,
which the spell consumes, and four ivory strips worth at least 50 gp each),
Duration: Instantaneous, Classes: Bard, Cleric, Wizard
Name or
describe a person, place, or object. The spell brings to your mind a brief
summary of the significant lore about the thing you named. The lore might
consist of current tales, forgotten stories, or even secret lore that has never
been widely known. If the thing you named isn’t of legendary importance, you
gain no information. The more information you already have about the thing, the
more precise and detailed the information you receive is.
The information you learn is accurate but might be couched in
figurative language. For example, if you have a mysterious magic axe on hand,
the spell might yield this information: “Woe to the evildoer whose hand touches
the axe, for even the haft slices the hand of the evil ones. Only a true Child
of Stone, lover and beloved of Moradin, may awaken the true powers of the axe,
and only with the sacred word Rudnogg on the lips.”
Scrying
5 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: Up to 10 minutes, Classes: Bard, Cleric, Druid, Warlock, Wizard, 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.
Knowledge           Save Modifier
Secondhand
(you have heard of the target)    +5
Firsthand
(you have met the target) +0
Familiar (you
know the target well) −5
Connection           Save Modifier
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. 
Dawn  
Page: 153 from Xanathar's Guide To Everything, Evocation, Level: 5,
Casting time: 1 Action, Range: 60 feet, Components: V, S, M (a sunburst pendant
worth at least 100 gp), Duration: Concentration, up to 1 minute, The light of
dawn shines down on a location you specify within range. Until the spell ends,
a 30-foot-radius.40-foot-high cylinder of bright light glimmers there. This
light is sunlight. When the cylinder appears, each creature in it must make a
Constitution saving throw, taking 4d10 radiant damage on a failed save, or half
as much damage on a successful one. A creature must also make this saving throw
whenever it ends its turn in the cylinder. If you’re within 60 feet of the
cylinder, you can move it up to 60 feet as a bonus action on your turn.
Geas'''
5th
level enchantment, Casting Time: 1 minute, Range: 60 feet, Components: V,
Duration: 30 days, Classes: Bard, Cleric, Druid, Paladin, Wizard, 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.
True Seeing
6th
level divination
Casting Time: 1 action,
Range: Touch, Components: V S M (An ointment for the eyes that costs 25 gp; is
made from mushroom powder, saffron, and fat; and is consumed by the spell),
Duration: 1 hour, Classes: Bard, Cleric, Sorcerer, Warlock, Wizard, This spell
gives the willing creature you touch the ability to see things as they actually
are. For the duration, the creature has truesight, notices secret doors hidden
by magic, and can see into the Ethereal Plane, all out to a range of 120 feet.
Etherealness
7th
level transmutation
Casting Time:
1 action, Range: Self, Components: V S, Duration: Up to 8 hours, Classes: Bard,
Cleric, Sorcerer, Warlock, Wizard, You step into the border regions of the
Ethereal Plane, in the area where it overlaps with your current plane. You
remain in the Border Ethereal for the duration or until you use your action to
dismiss the spell. During this time, you can move in any direction. If you move
up or down, every foot of movement costs an extra foot. You can see and hear
the plane you originated from, but everything there looks gray, and you can’t
see anything more than 60 feet away. While on the Ethereal Plane, you can only
affect and be affected by other creatures on that plane. Creatures that aren’t
on the Ethereal Plane can’t perceive you and can’t interact with you, unless a
special ability or magic has given them the ability to do so. You ignore all
objects and effects that aren’t on the Ethereal Plane, allowing you to move
through objects you perceive on the plane you originated from. When the spell
ends, you immediately return to the plane you originated from in the spot you
currently occupy. If you occupy the same spot as a solid object or creature
when this happens, you are immediately shunted to the nearest unoccupied space
that you can occupy and take force damage equal to twice the number of feet you
are moved. This spell has no effect if you cast it while you are on the
Ethereal Plane or a plane that doesn’t border it, such as one of the Outer
Planes.
At Higher
Levels: When you cast this spell using a spell slot of 8th level or higher, you
can target up to three willing creatures (including you) for each slot level
above 7th. The creatures must be within 10 feet of you when you cast the spell.
Background
Features [PHB p. 127]'''
•
Shelter of the Faithful
=== Feature: Shelter of
the Faithful ===
As an acolyte, you command the respect of those who share your
faith, and you can perform the religious ceremonies of your deity. You and your
adventuring companions can expect to receive free healing and care at a temple,
shrine, or other established presence of your faith, though you must provide
any material components needed for spells. Those who share your religion will
support you (but only you) at a modest lifestyle. 
You might also have ties to a specific temple dedicated to your chosen deity or
pantheon, and you have a residence there. This could be the temple where you
used to serve, if you remain on good terms with it, or a temple where you have
found a new home. While near your temple, you can call upon the priests for
assistance, provided the assistance you ask for is not hazardous and you remain
in good standing with your temple.
(Personality is that of Dr. Franken Stein from Soul Eater). 
Personality
Trait: 
I
have an odd sense of humor. (Example: 
rolls a rolling chair twice to make an entrance, basically asking the
new people he just met to ignore the first roll in which he crashed into
something)
Ideal:
Curiosity.  Everything is an experiment.  Dr. Franken Stein even experiments on
himself.  
Bond:
My
loyalty to my sovereign (Death in Soul Eater, our guild in D&D) is
unwavering. It’s up to our guild to save the world.  
Flaw:
I'm
a sucker for a pretty face.
Cleric:
Knowledge Domain
The gods
of knowledge – including Oghma, Boccob, Gilean, Aureon, and Thoth – value
learning and understanding above all. Some teach that knowledge is to be
gathered and shared in libraries and universities, or promote the practical
knowledge of craft and invention. Some deities hoard knowledge and keep its
secrets to themselves. And some promise their followers that they will gain
tremendous power if they unlock the secrets of the multiverse. Followers of
these gods study esoteric lore, collect old tomes, delve into the secret places
of the earth, and learn all they can. Some gods of knowledge promote the
practical knowledge of craft and invention, including smith deities like Gond,
Reorx, Onatar, Moradin, Hephaestus, and Goibhniu.'''''
In
Amonkhet, knowledge is the second virtue of society. Kefnet’s task is to pass
on this teaching of the God-Pharaoh and elucidate its meaning. He teaches that
the afterlife will be inhabited only by those who have proved by their wits
that they are worthy of dwelling in the glorious presence of the God-Pharaoh.
He trains acolytes and initiates to push their limits and challenge their
mental capacity with spells of ever-greater power.'''''
 Knowledge
 Domain Spells	
 Knowledge
 Domain Spells
 Cleric Level	
 Spells
 1st	
 Command, Identify
 3rd	
 Augury, Suggestion
 5th	
 Nondetection, Speak with Dead
 7th	
 Arcane Eye, Confusion
 9th	
 Legend Lore, Scrying
Blessings of Knowledge
At 1st
level, you learn two languages of your choice. You also become proficient in
your choice of two of the following skills: Arcana, History, Nature, or
Religion.
Your
proficiency bonus is doubled for any ability check you make that uses either of
those skills.
Channel Divinity: Knowledge of the Ages
Starting
at 2nd level, you can use your Channel Divinity to tap into a divine well of
knowledge. As an action, you choose one skill or tool. For 10 minutes, you have
proficiency with the chosen skill or tool.
Channel Divinity: Read Thoughts
At 6th
level, you can use your Channel Divinity to read a creature's thoughts. You can
then use your access to the creature's mind to command it.
As an
action, choose one creature that you can see within 60 feet of you. That
creature must make a Wisdom saving throw. If the creature succeeds on the
saving throw, you can't use this feature on it again until you finish a long
rest.
If the
creature fails its save, you can read its surface thoughts (those foremost in
its mind, reflecting its current emotions and what it ie actively thinking
about) when it is within 60 feet of you. This effect lasts for 1 minute.
During
that time, you can use your action to end this effect and cast the Suggestion spell
on the creature without expending a spell slot. The target automatically fails
its saving throw against the spell.
Potent Spellcasting
Starting
at 8th level, you add your Wisdom modifier to the damage you deal with any
cleric cantrip.
Visions of the Past
Starting
at 17th level, you can call up visions of the past
that relate to an object you hold or your immediate surroundings. You spend at
least 1 minute in meditation and prayer, then receive dreamlike, shadowy
glimpses of recent events. You can meditate in this way for a number of minutes
equal to your Wisdom score and must maintain concentration during that time, as
if you were casting a spell.
Once you
use this feature, you can't use it again until you finish a short or long rest.
Object
Reading. Holding an object as you meditate,
you can see visions of the object's previous owner. After meditating for 1
minute, you learn how the owner acquired and lost the object, as well as the most
recent significant event involving the object and that owner. If the object was
owned by another creature in the recent past (within a number of days equal to
your Wisdom score), you can spend 1 additional minute for each owner to learn
the same information about that creature.
Area
Reading. As you meditate, you see visions of
recent events in your immediate vicinity (a room, street, tunnel, clearing, or
the like, up to a 50-foot cube), going back a number of days equal to your
Wisdom score. For each minute you meditate, you learn about one significant
event, beginning with the most recent. Significant events typically involve
powerful emotions, such as battles and betrayals, marriages and murders, births
and funerals. However, they might also include more mundane events that are
nevertheless important in your current situation.
==
Changeling Race Details
In
their natural form changelings are slender and pale, with colorless eyes and
silver-white hair. In creating a changeling adventurer, consider the
character’s relationships with people around them. Does the character conceal
their true changeling nature? Do they embrace it? Do they have connections to
other changelings or are they alone?
Changeling
Traits
Ability
Score Increase:  Your Charisma score
increases by 2, and either your Dexterity or your Intelligence increases by 1
(your choice).
Age:
Changelings mature slightly faster than humans but share a similar lifespan —
typically a century or less. While a changeling can shapeshift to conceal their
age, the effects of aging still catch up to them.
Alignment:  Changelings hate to be bound in any way, and
those who follow the path of the Traveler believe that chaos and change are
important aspects of life. Most tend toward pragmatic neutrality as opposed to
being concerned with lofty ideals. Despite common fears, few changelings
embrace evil.
Size:
In their natural forms, changelings average between 5 to 6 feet in height, with
a slender build. Your size is Medium.
Speed:
Your base walking speed is 30 feet.
Change
Appearance:  As an action, you can
transform your appearance or revert to your natural form. You can’t duplicate
the appearance of a creature you’ve never seen, and you revert to your natural
form if you die.
You
decide what you look like, including your height, weight, facial features, the
sound of your voice, coloration, hair length, sex, and any other distinguishing
characteristics. You can make yourself appear as a member of another race,
though none of your game statistics change. You also can’t appear as a creature
of a different size than you, and your basic shape stays the same; if you’re
bipedal, you can’t use this trait to become quadrupedal, for instance. Your
clothing and other equipment don’t change in appearance, size, or shape to
match your new form, requiring you to keep a few extra outfits on hand to make
the most compelling disguise possible.
Even
to the most astute observers, your ruse is usually indiscernible. If you rouse
suspicion, or if a wary creature suspects something is amiss, you have
advantage on any Charisma (Deception) check you make to avoid detection.
Changeling
Instincts: You gain proficiency with two of the following skills of your
choice: Deception, Intimidation, Insight, and Persuasion.
Unsettling
Visage: When
a creature you can see makes an attack roll against you, you can use your
reaction to impose disadvantage on the roll. You must use this feature before
knowing whether the attack hits or misses.
Using
this trait reveals your shapeshifting nature to any creature within 30 feet
that can see you. Once you use this trait, you can’t use it again until you
finish a short or long rest.
Divergent
Persona:  You gain proficiency with one
tool of your choice. Define a unique identity associated with that proficiency;
establish the name, race, gender, age, and other details. While you are in the
form of this persona, the related proficiency bonus is doubled for any ability
check you make that uses that proficiency.
Languages:  You can speak, read, and write Common and two
other languages of your choice.
Kaihaku
Iro’s Deity:
'''
John
Heysham Gibbon Jr. 
Information: American surgeon John H. Gibbon, Jr. designed the first heart-lung
machines, making open-heart surgery possible. Frustrated at his inability to
help patients with serious heart or lung damage, he invented the pump
oxygenator, a machine capable of keeping a patient's blood circulating and
oxygenated without the heart or lungs. On 10 May 1935 he showed the machine's
potential by using it to maintain the cardiac and respiratory functions of a
cat during surgery. Over the next eighteen years he developed a better machine
with technical support from his friend, Thomas J. Watson, founder of IBM, who
sent his company's technicians to work on the project under Gibbon's direction.
Gibbon performed the first human heart bypass surgery on 6 May 1953,
successfully repairing an atrial septal defect for 18-year-old Cecelia Bavolek,
whose heart and lungs were stopped for 26 of the surgery's 45 minutes.
Source: https://www.nndb.com/people/317/000203705/
After the war, he was appointed assistant professor at the University of
Pennsylvania in 1945 before accepting the title of Professor of Surgery and
Director of Surgical Research at Jefferson Medical College. In 1956, he was
appointed the Samuel D Gross Professor of Surgery and Chief of Surgery of
Jefferson Medical College and its hospital. He retired in 1967 and died after a
game of tennis in 1973. His papers are held at the National Library of Medicine
in Bethesda, Maryland. Source: https://en.wikipedia.org/wiki/John_Heysham_Gibbon
Cause of death: heart failure. 
Campaign notes: 
·        
On
Tuesdays, Kaihaku Iro takes a squirrel or a food shop animal to Firebreathing
Academy to teach surgical anatomy to the students.  
·        
How
to long jump: number of feet equal to strength save
Category:Characters
Category:Firebreathing Kittens Academy
Category:Firebreathing Kittens