🗺️ Background
- Name is pronounced dwee-blansh (probably), goes by Marquis. Pretends to be landed gentry from a far-off kingdom.
- Real name is Marcus, grew up in the merchant class. Apprenticed as a barber surgeon, specialized in humors and bloodletting. Handy with a blade.
- Always felt a connection to Silvanus but never truly trusted magic until he could learn to do it himself. Still prefers to do things with his own hands.
💯 Attributes & Stats
| Skill |
Value |
Modifier |
| Strength |
16 |
+3 |
| Dexterity |
12 |
+1 |
| Constitution |
9 |
-1 |
| Intelligence |
7 |
-2 |
| Wisdom |
11 |
+0 |
| Charisma |
13 |
+1 |
| Luck |
11/11 |
- |
| Attribute |
Value |
| Ancestry |
Human |
| Class |
Oracle |
| Hit Die |
d4 |
| Experience |
Level 1, 0 XP |
| Title |
Seeker |
| Alignment |
True Neutral |
| Background |
Chirurgeon |
| Deity |
Silvanus |
| Character |
Value |
| Armor |
Chain, Shield |
| Armor Class |
13+1+2=16 |
| Hit Points |
3 |
| Reroll Tokens |
1 |
Rolled Talents
🪄 Skills & Attacks
Spells
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🔮
To cast a priest spell, roll 1d20 plus your Wisdom modifier (+0). The DC to successfully cast a spell is 10 + the spell’s tier. If you fail your spellcasting check, the spell does not take effect and you can’t cast that spell again until you complete a rest.
If you roll a natural 20 on your spellcasting check, you may double one of the spell’s numerical effects. If you roll a natural 1 on your spellcasting check, your deity is greatly displeased and revokes its power. You can’t cast that spell again until you complete ritualistic penance to your deity and successfully complete a rest.
</aside>
- 👻 Possession: You can call upon an avatar of your deity to possess your physical form. You begin to glow (as if holding a torch) and become guided by voices from inside your mind. You gain a +2 attack bonus and a +4 AC for 2d6 rounds. Once performed, you cannot use this ability again until resting.
- 💊 Cure Wounds: Roll a number of d6s equal to 1 + half your level (rounded down) (1d6). One target you touch regains that many hit points.
- ⚡ Holy Weapon: One weapon you touch is imbued with a sacred blessing. The weapon becomes magical and has +1 to attack and damage rolls for the duration (5 rounds).
- 👿 Protection From Evil: For the spell’s duration, chaotic beings have disadvantage on attack rolls and hostile spellcasting checks against the target. These beings also can’t possess, compel, or beguile it. When cast on an already-possessed target, the possessing entity makes a CHA check vs. the last spellcasting check. On a failure, the entity is expelled.
- 👉 Turn Undead: You rebuke undead creatures, forcing them to flee. You must present a holy symbol to cast this spell. Undead creatures within near of you must make a CHA check vs. your spellcasting check. If a creature fails by 10+ points and is equal to or less than your level, it is destroyed. Otherwise, on a fail, it flees from you for 5 rounds.
Weapons
- 🗡️ Mace: +3 to hit, 1d6+3 damage
Reactions
- 🛡️ Shields will be splintered: If wielding a shield, you may choose to destroy your shield rather than take a hit or area effect. This decision may be made after hearing the damage/effect of the hit.