Pluu

* Cleric
* Lorehold
* Scythe

Pluu, is a player character in Strixhaven. He is played by Octopple.

**IDEALS**

Free Thinking. Inquiry and curiosity are the pillars of progress. (Chaotic)

**BONDS**

Pluu entered seclusion to hide from the ones who might still be hunting him.

**FLAWS**

Pluu would risk too much to uncover a lost bit of knowledge.

## History

#### Background

Pluu transitions from a humble plasmoid companion to a hermit, haunted by the tragic night The Iron Serpents razed Eldergrove in search of an artifact. Fleeing with the lifeless body of their beloved caretaker, Bastian Knorak, Pluu delves into necromancy, driven by an unwavering determination to resurrect the family they lost. Guided by Professor Queensly, Pluu arrives at Strixhaven.

## Gear

**(Ep. 7) Scythe of the Fields**

* Once per day, you can summon a scarecrow. The Scythe of the Fields can bring forth a spectral scarecrow, a guardian imbued with the essence of the fields.

## Strixhaven

Year 1

* **Job:** Biblioplex - Book Shelfer
* **Club:** Dead Languages Society
	+ Student Dice are **Athletics** and **History**

Year 2

* **Classes**
	+ **Lorehold** Basic Arcane Artifacts
	+ **Witherbloom** Introduction to Reanimation
	+ **Witherbloom** Life Auras and Necrosis

## Character Growth

### HP Growth

Pluu's HP Growth
 Level 2 (Ep. 2)
 Level 3 (Ep. 4)
 Level 4 (Ep. 8)
 Level 5 (Ep. 12)
 Level 6 (Ep. 15)

### Feats

* **Observant.**
	+ *Quick to notice details of your environment, you gain the following benefits:*
		- *Increase your Intelligence ~~or Wisdom~~ by 1, to a maximum of 20.*
		- *If you can see a creature's mouth while it is speaking a language you understand, you can interpret what it's saying by reading its lips.*
		- *You have a +5 bonus to your passive Wisdom (Perception) and passive Intelligence (Investigation) scores.*

### Race Abilities

* **Amorphous.**
	+ *You can squeeze through a space as narrow as 1 inch wide, provided you are wearing and carrying nothing. You have advantage on ability checks you make to initiate or escape a grapple.*
* **Darkvision.**
	+ *You can see in dim light within 60 feet of yourself as if it were bright light, and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray.*
* **Hold Breath.**
	+ *You can hold your breath for 1 hour.*
* **Natural Resilience.**
	+ *You have resistance to acid and poison damage, and you have advantage on saving throws against being poisoned.*
* **Shape Self.**
	+ *As an action, you can reshape your body to give yourself a head, one or two arms, one or two legs, and makeshift hands and feet, or you can revert to a limbless blob. While you have a humanlike shape, you can wear clothing and armor made for a Humanoid of your size.*
	+ *As a bonus action, you can extrude a pseudopod that is up to 6 inches wide and 10 feet long or reabsorb it into your body. As part of the same bonus action, you can use this pseudopod to manipulate an object, open or close a door or container, or pick up or set down a Tiny object. The pseudopod contains no sensory organs and can't attack, activate magic items, or lift more than 10 pounds.*

## Class Abilities

*Wizard level 5 (Necromancy)*

* **(Level 2) School of Necromancy**

> The School of Necromancy explores the cosmic forces of life, death, and undeath. As you focus your studies in this tradition, you learn to manipulate the energy that animates all living things. As you progress, you learn to sap the life force from a creature as your magic destroys its body, transforming that vital energy into magical power you can manipulate.
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> Most people see necromancers as menacing, or even villainous, due to the close association with death. Not all necromancers are evil, but the forces they manipulate are considered taboo by many societies.
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> Necromancy Savant
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> * Beginning when you select this school at 2nd level, the gold and time you must spend to copy a necromancy spell into your spellbook is halved.
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> Grim Harvest
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> * At 2nd level, you gain the ability to reap life energy from creatures you kill with your spells. Once per turn when you kill one or more creatures with a spell of 1st level or higher, you regain hit points equal to twice the spell's level, or three times its level if the spell belongs to the School of Necromancy. You don't gain this benefit for killing constructs or undead.
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*Cleric level 1 (War)*

* **(Level 1) War Domain**

> War has many manifestations. It can make heroes of ordinary people. It can be desperate and horrific, with acts of cruelty and cowardice eclipsing instances of excellence and courage. In either case, the gods of war watch over warriors and reward them for their great deeds. The clerics of such gods excel in battle, inspiring others to fight the good fight or offering acts of violence as prayers. Gods of war include champions of honor and chivalry (such as Torm, Heironeous, and Kiri-Jolith) as well as gods of destruction and pillage (such as Erythnul, the Fury, Gruumsh, and Ares) and gods of conquest and domination (such as Bane, Hextor, and Maglubiyet). Other war gods (such as Tempus, Nike, and Nuada) take a more neutral stance, promoting war in all its manifestations and supporting warriors in any circumstance.
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> At each indicated cleric level, add the listed spells to your spells prepared.
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> War Domain Spells
> | Cleric Level
>  | Spells
> | 1st
>  | divine favor, shield of faith
> | 3rd
>  | magic weapon, spiritual weapon
> | 5th
>  | crusader's mantle, spirit guardians
> | 7th
>  | freedom of movement, stoneskin
> | 9th
>  | flame strike, hold monster
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> Bonus Proficiencies
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> * At 1st level, you gain proficiency with martial weapons and heavy armor.
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> War Priest
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> * From 1st level, your god delivers bolts of inspiration to you while you are engaged in battle. When you use the Attack action, you can make one weapon attack as a bonus action. You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.
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## Spells

###### Cantrip

Wizard

* Gravecraft          (Necromancy)
* Shape Water
* Toll the Dead      (Necromancy)
* Blade of Decay  (Necromancy)
* Green-Flame Blade

Cleric

* Guidance
* Spare the Dying      (Necromancy)
* Word of Radiance

###### 1st Level

Wizard

* Ray of Sickness            (Necromancy)
* Alarm
* Cause Fear                    (Necromancy)
* False Life                      (Necromancy)
* Identify
* Magic Missle
* Shield
* Sleep
* Tasha's Caustic Brew
* Festering Wounds        (Necromancy)

Cleric

* Divine Favor
* Shield of Faith
* Bane
* Bless
* Command
* Create or Destroy Water
* Cure Wounds
* Detect Evil and Good
* Detect Magic
* Detect Poison and Disease
* Guiding Bolt
* Healing Word
* Inflict Wounds   (Necromancy)
* Protection from Evil and good
* Purify Food and Drink
* Sanctuary
* Ceremony

###### 2nd Level

* Ray of Enfeeblement    (Necromancy)
* Enlarge/Reduce
* Kinetic Jaunt
* Misty Step
* Spirit's Vengeance        (Necromancy)

###### 3rd Level

* Animate Skeleton        (Necromancy)
* Fireball
* Phantom Steed            (Necromancy)
* Speak with Dead          (Necromancy)
* Corpse Burst                (Necromancy)