Saturday, February 4, 2023

NPC Sister Astramarie Garaele, Avatar of Luck Goddess, Fortuna Tyke

Sister Astramarie Garaele
Female Elf Cleric Level 15 

Description
This onceti elf woman has the majority of her body covered in plate. She has a penchant for wearing a ring with an oversized on the Luck Goddess, Fortuna Tyke, on her right hand. She sports brown long hair. She has violet eyes and a white hood with rimmed lightning bolt-like spikes.

Personality
She likes to brag about her accomplishments and constantly tries to beat others to the punch. She lacks restraint and is impulsive. She jumps in and acts without thinking all too often.

History
She is the oldest daughter of a large religious family originating from Tarte on the continent of the Blood Coast.  She is no stranger to responsibility. She made a point of taking work in frontier villages and getting most of it. She became unsatisfied with her lot in life and during an adventure was given a vision of the Luck Shrine of Moondive.  She is now the wielder of Hammers of Fortuna Tyke; named Lucky Strike and Double Strike. Obligated to come to aid to anyone in possession of a cast iron acorns of blessed by Fortuna Tyke and her successors.

Motivation
She has passion for adventuring and risk; and she is reprimanded by Mother Llema for being too helpful.

Ideals: Passionate. 
Flaws: Impulsive, Helping. 
Bonds: Adventurer, Religious, Helping. Occupation: Cleric
Voice: Raspy
  
Sister Astramarie Garaele
Female Elf Cleric 15
Medium (5'4") Elf, Lawful Neutral (CR 15)
Armor Class 18 (Full Plate)
Hit Points 70 (15d8)
Speed 30 ft.

STR....17 (+3)
DEX....20 (+5)
CON...10 (+0)
INT.....11 (+0)
WIS....13 (+1)
CHA...16 (+3)

Skills: Medicine +6, Survival +6
Senses: Passive Perception 11
Languages: Common, Elven
Attacks Melee +8, Ranged +10 Grapple +5

Spell Save DC 14
Cantrips 6
1st level 5
2nd level 5
3rd level 5

Weapons
Lighting Strike
Magic Warhammer 3d10 Bludgeoning
While wielding this hammer the user gains the ability to summon lightning. As an action, the user holds the hammer to the sky, casting lightning bolt without material components or expending a spell slot, using Strength as their spellcasting modifier.

If you do not attack with Luck Strike and cross the two hammers using the as a sight to aim your attack. Cast lightning bolt, twice per day, causes double damage.

In addition, as a bonus action, you may summon a bolt of lightning to don or doff your armor instantly and change the appearance of the hammer. The hammer may look like a cane, an umbrella, or other item that one might carry with them.

Lucky Strike
Magic Warhammer 3d10 Bludgeoning Thrown (60/120)
When thrown, on a hit, it stuns all enemies around it in 50 feet. 

As a bonus action, the hammer can be returned to its thrower as long as they have an open hand. 

As an action, the user may also use the hammer to gain a fly speed of 30 feet, so long as they hold the hammer. While doing so, they cannot use the hand holding the hammer.

If you do not attack with Lightning Strike and cross the two hammers and looking up with eyes closed. Cast teleport (on target), once per day, to an blessed cast iron acorn (associated object, acorn disintegrates after teleport is complete) or teleport as normal to any location.

Armor
Full Plate

Possessions
Fortuna Tyke Ring (Arcane Focus)
Climber’s kit
Bullseye lantern
Holy water
Herbalist's tools

Hammer Spells
Teleport see link

Lighting Bolt 3rd Level
1 Action, Self 100 ft, Component V S M*, Duration Instantaneous, Evocation, Attack/Save DEX save, Damage/Effect Lightning

A stroke of lightning forming a line 100 feet long and 5 feet wide blasts out from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 8d6 lightning damage on a failed save, or half as much damage on a successful one.

The lightning ignites flammable objects in the area that aren't being worn or carried.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.

* - a bit of fur and a rod of amber, crystal, or glass

Cantrips
Sacred Fire
1 Action, 60 ft, Component V S, Duration Instantaneous, Evocation, Attack/Save DEX sabe, Damage/Effect Radiant

Flame-like radiance descends on a creature that you can see within range. The target must succeed on a Dexterity saving throw or take 1d8 radiant damage. The target gains no benefit from cover for this saving throw.

The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Guidance
1 Action, Touch, Component V S, Duration 1 minute, Divination, Attack/Save -, Damage/Effect Buff

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.

Resistance
1 Action, Touch, Component V S M*, Duration 1 minute, Abjuration, Attack/Save -, Damage/Effect Buff

You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one saving throw of its choice. It can roll the die before or after making the saving throw. The spell then ends.

* - a miniature cloak

Spare the Dying
1 Action, Touch, Component V S , Duration 1 minute, Necromancy, Attack/Save -, Damage/Effect Healing 

You touch a living creature that has 0 hit points. The creature becomes stable. This spell has no effect on undead or constructs.

Mending
1 Minute, Touch, Component V S M*, Duration Instantaneous, Transmution, Attack/Save -, Damage/Effect Utility

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.

* - two lodestones

Thaumaturgy
1 Action, 30 ft, Component V , Duration 1 minute, Transmution, Attack/Save -, Damage/Effect Control

You manifest a minor wonder, a sign of supernatural power, within range. You create one of the following magical effects within range:

  • Your voice booms up to three times as loud as normal for 1 minute.
  • You cause flames to flicker, brighten, dim, or change color for 1 minute.
  • You cause harmless tremors in the ground for 1 minute.
  • You create an instantaneous sound that originates from a point of your choice within range, such as a rumble of thunder, the cry of a raven, or ominous whispers.
  • You instantaneously cause an unlocked door or window to fly open or slam shut.
  • You alter the appearance of your eyes for 1 minute.

If you cast this spell multiple times, you can have up to three of its 1-minute effects active at a time, and you can dismiss such an effect as an action.

1st Level
Guiding Bolt
1 Action, 120 ft, Component V S , Duration 1 Round, Evocation, Attack/Save Range, Damage/Effect Radiant

A flash of light streaks toward a creature of your choice within range. Make a ranged spell attack against the target. On a hit, the target takes 4d6 radiant damage, and the next attack roll made against this target before the end of your next turn has advantage, thanks to the mystical dim light glittering on the target until then.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.

Detect Evil and Good
1 Action, Self 30 ft, Component V S , Duration 10 minutes, Divination, Attack/Save -, Damage/Effect Detection

For the duration, you know if there is an aberration, celestial, elemental, fey, fiend, or undead within 30 feet of you, as well as where the creature is located. Similarly, you know if there is a place or object within 30 feet of you that has been magically consecrated or desecrated.

The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

2nd Level
Lesser Restoration
1 Action, Touch, Component V S , Duration Instantaneous, Abjuration, Attack/Save -, Damage/Effect Healing

You touch a creature and can end either one disease or one condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned.

Prayer of Healing
10 minutes, 30 ft, Component V , Duration Instantaneous, Evocation, Attack/Save -, Damage/Effect Healing

Up to six creatures of your choice that you can see within range each regain hit points equal to 2d8 + 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 3rd level or higher, the healing increases by 1d8 for each slot level above 2nd.

3rd Level
Dispel Magic
1 Action, 120 ft, Component V S , Duration Instantaneous, Abjuration, Attack/Save -, Damage/Effect Control

Choose one creature, object, or magical effect within range. Any spell of 3rd level or lower on the target ends. For each spell of 4th level or higher on the target, make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a successful check, the spell ends.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you automatically end the effects of a spell on the target if the spell's level is equal to or less than the level of the spell slot you used.

Beacon of Hope
1 Action, 30 ft, Component V S , Duration 1 minute, Abjuration, Attack/Save -, Damage/Effect Buff

This spell bestows hope and vitality. Choose any number of creatures within range. For the duration, each target has advantage on Wisdom saving throws and death saving throws, and regains the maximum number of hit points possible from any healing.


Guidance, Resistance, Goddess, Luck, Fortuna Tyke, NPC, shine, Spare the Dying, mending, thaumaturgy, Guiding Bolt, Detect Evil and Good, magic warhammer, lightning bolt, teleport, acorn

No comments:

Post a Comment