Briz Vyill'ynda of House Zauval

Character Sheet

I see omens in every event and action. The gods try to speak to us, we just need to listen. I’ve spent so long in the temple that I have little practical experience dealing with people in the outside world.

**Ideals**

Change. We must help bring about the changes the gods are constantly working in the world. (Chaotic) Aspiration. I seek to prove myself worthy of my Eilistraee by matching my actions against her teachings.

**Bonds**

Everything I do is for the common people. I will someday help free my people from the tyranny of the Queen of Spiders.

**Flaws**

My piety sometimes leads me to blindly trust those that profess faith in my god. I put too much trust in those who wield power within my temple’s hierarchy.

**Alignment & Faith**

*Chaotic Good*

**Sword Dancer of Eilistraee**

Church of Eilistraee

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.

## Relationships

#### Romantic Relationship(s)

Had a brief affair with the captain of another noble house in Menzoberranzan.

Time spent with Stavros Longhorn appears romantic in nature.

#### Blood Relatives

House Zauval is one of the most minor and disregarded houses in Menzoberranzan. If not for their house skill in weaving fine gossamer fabrics it likely would have been destroyed centuries ago.

**Matron**

* Basterae

**Patron**

* Imaun

**Siblings**

* Sister Talae’olin
* Sister Sinayne
* Brother Tardaer (twin to Talae’olin)

**Children**

* Son Uhlsnar

#### Friends/Allies

Nhaeve Khrissos

Roblin Al D'Banks

Stavros Longhorn

Remy Beaumont

#### Enemies

Lolth

Worshipers of Lolth

## Abilities

#### Proficiencies

* Insight
* Religion

#### Class Features

**Cleric Features**

**Spellcasting**

* You can cast prepared cleric spells using WIS as your spellcasting modifier (Spell DC 13, Spell Attack +5) and prepared cleric spells as rituals if they have the ritual tag. You can use a holy symbol as a spellcasting focus.

**Divine Domain**

* You choose a divine domain that grants you additional spells and other features related to your deity.

**War Domain**

*Bonus Proficiencies*

* You gain proficiency with martial weapons and heavy armor.

**War Priest: 1 Bonus Action**

* When you use the Attack action, you can make one weapon attack as a bonus action. You can use this feature 3 times per long rest.

**Channel Divinity (No Action)**

* You can channel divine energy to fuel magical effects a number of times per short rest

**Channel Divinity: Turn Undead: 1 Action**

* 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.

**Channel Divinity: Guided Strike (No Action)**

* When you make an attack roll, you can use Channel Divinity to gain a +10 bonus to the roll after the roll but before knowing the result.

**Ability Score Improvement**

* Dexterity Score
* Charisma Score

#### Racial Traits

**Keen Senses**

* You have proficiency in the Perception skill.

**Fey Ancestry**

* You have advantage on saves against being charmed, and magic can’t put you to sleep.

**Trance**

* You don't need to sleep, but meditate semiconsciously for 4 hours a day. While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.

**Superior Darkvision**

* You can see in darkness (shades of gray) up to 120 ft.

**Sunlight Sensitivity**

* You have disadvantage on attack rolls and on Perception checks that rely on sight when you, your target, or whatever you are trying to perceive is in direct sunlight.

**Drow Magic**

* You kn*o*w the dancing lights cantrip. [3rd] You can cast faerie fire once per long rest. [5th] You can cast the darkness spell once per long rest. CHA is your spellcasting ability.

**Drow Weapon Training**

* You have proficiency with rapiers, shortswords, and hand crossbows.

#### Spell Casting: Cleric

**Known Cantrips**

* Dancing Lights
* Guidance
* Light
* Mending
* Resistance
* Sacred Flame
* Spare the Dying
* Thaumaturgy
* Toll the Dead
* Word of Radiance

**Known 1st Level**

* Bane
* Bless
* Ceremony
* Command
* Create or Destroy Water
* Cure Wounds
* Detect Evil and Good
* Detect Magic
* Detect Poison and Disease
* Divine Favor - Always Prepared
* Elevated Sight
* Guiding Bolt
* Healing Word
* Inflict Wounds
* Protection from Evil and Good
* Purify Food and Drink
* Sanctuary
* Shield of Faith - Always Prepared

**Known 2nd Level**

* Aid
* Augury
* Blindness/Deafness
* Calm Emotions
* Continual Flame
* Enhance Ability
* Find Traps
* Gentle Repose
* Hold Person
* Lesser Restoration
* Locate Object
* Magic Weapon - Always Prepared
* Prayer of Healing
* Protection from Poison
* Silence
* Spiritual Weapon - Always Prepared
* Warding Bond
* Zone of Truth

**Known 3rd Level**

**Known 4th Level**

**Known 5th Level**

**Known 6th Level**

**Known 7th Level**

**Known 8th Level**

**Known 9th Level**

#### Languages Known

* Common
* Dwarvish
* Elvish
* Undercommon