Dessiret d'Orien

"Dessi" , "Sister"

**Dessiret d'Orien** is a Cleric Human. A member of House Orien, Dessiret is a loyal member of the house as well as a follower of Boldrei

## Background

### Orient Orientation

Dessiret is one of six children born to a set of humans in House Orien. While her siblings became artificers, scouts, couriers, and mages, Dessiret was instead inspired by something divine. When her dragonmark manifested itself, it came with a vision from Boldrei herself. Dessiret was pushed to join the Unicorn's Horn, but still followed with her clerical duties, becoming a capable healer and protector. Still, her choice of being a cleric was less than optimal for the leaders of the guild, and so she is considered something of a problem child.

### Beliefs Berieved

Despite her role in protecting the interests of the House, Dessiret has never let her work interfere with her convictions as a Cleric. She has always done her work with vigor because she believes that by doing so she is helping maintain the connections House Orien has made all across Khorvaire, and by doing so she is helping protect the community at large. Connections and cooperations are the key to communal health, and so she will protect that however she can.

### Chance Courier Case

When the agents of House Orien caught wind of yet another transport deal being poached by House Lyrandar they refused to simply sit by and let them get all the goodwill of Cyr. Perhaps they were not using a lightrail, but that did no tmean they could not use an extra guard for their cargo. So, a message was sent to Daedalus d'Cannith, offering the services of Dessiret d'Orien, free of charge. She would join the team he was putting together for this discreet pick up in Karnaath. This was seen as an opportunity to put her to some use, as well as keep from falling behind house Lyrandar. Dessiret happily accepted the mission, for the good of them and their allies.

## Items

 Crossbow, light

* 1 potion of invisibility
* Mithril Half-plate
* Priest's pack
* Shield with a hearth

## Rumors

During character creation, we were asked to create 5 rumors about our character. 3 of them should be true, 2 of them false. The other players do not know which is which.

1. She is a spy from House Orien.
2. She once caused a lightrail train to derail.
3. She caused one of her brothers' death.
4. She is actually part of a secret group of debt collectors used by House Orien to get their due payments by any brutal means necessary.
5. She has a secret relationship with someone that House Orien has tried to cover up.

## Mechanical Stats

AC

17

Max

19

HP

51

Initiative

2

Speed

30

Passive Perception

12

Attributes

Strength

8
-1

Dexterity

14
2

Constitution

16
3

Intelligence

13
1

Wisdom

14
2

Charisma

10
0

Skills
Acrobatics: 2Animal Handling: 2Arcana: 1Athletics: -1Deception: 0History: 4Insight: 5Intimidation: 0Investigation: 1Medicine: 2Nature: 1Perception: 2Performance: 0Persuasion: 3Religion: 4Sleight of Hand: 2Stealth: 2Survival: 2

Saving Throws
Strength Save: -1
 Dexterity Save: 2
 Constitution Save: 3
 Intelligence Save: 1
 Wisdom Save: 5
 Charisma Save: 3

Proficiencies

Simple WeaponsMartial Weapons

Light Armor
Medium Armor
Heavy Armor
Shields

None

Cleric (Light Domain) Abilities

Prepared Spells: 8
Spell Save DC: 13
Spell Attack Bonus: 5

Spell Slots: Cantrips: 4, 1st: 4, 2nd: 3, 3rd: 3

▼Spellcasting

As a conduit for divine power, you can cast cleric spells.

**Cantrips:**
You know 3 cantrips of your choice from the cleric spell list. You learn additional cleric cantrips of your choice at higher levels.

**Spell Slots:**
The Cleric table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

You prepare the list of cleric spells that are available for you to cast, choosing from the cleric spell list. When you do so, choose a number of cleric spells equal to your Wisdom modifier + your cleric level (**8**, minimum of one spell). The spells must be of a level for which you have spell slots.

For example, if you are a 3rd-level cleric, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell Cure Wounds, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.

You can change your list of prepared spells when you finish a long rest. Preparing a new list of cleric spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.

**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 (**13**)

**Spell attack modifier** = your proficiency bonus + your Wisdom modifier (**5**)

**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.

The given archetype (**light**) is not currently implemented.

Therefore the level 1 ability is not shown.

▼Channel Divinity lvl 2

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 (**13**).

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 lvl 2

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.

The given archetype (**light**) is not currently implemented.

Therefore the level 2 ability is not shown.

Destroy Undead lvl 5

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 Cleric table above.

The given archetype (**light**) is not currently implemented.

Therefore the level 6 ability is not shown.

No race input