Mallor of the House of Eldacar

Genasi - Cleric
Played by Jay Gunn

Back Story

Traits

  • Strength 15 +2
  • Dexterity 9 -1
  • Constitution 16 +3
  • Intelligence 16 +3
  • Wisdom 18 +4
  • Charisma 14 +2
  • Passive
    Perception
    14
Inspiration
+4 Proficiency Bonus

Saving Throws

  • ° +2 Strength
  • ° -1 Dexterity
  • ° +3 Constitution
  • ° +3 Intelligence
  • +8 Wisdom
  • +6 Charisma

Skills

  • ° -1 Acrobatics
  • ° +4 Animal Handling
  • ° +3 Arcana
  • ° +2 Athletics
  • ° +2 Deception
  • +7 History
  • +8 Insight
  • ° +2 Intimidiation
  • ° +3 Investigation
  • ° +4 Medicine
  • ° +3 Nature
  • ° +4 Perception
  • ° +2 Performance
  • +6 Persuasion
  • +7 Religion
  • ° -1 Sleight of Hand
  • ° -1 Stealth
  • ° +4 Survival
18 AC
-1 Initiative
30 Speed
93 Current Hit Points
93 Max HP
10d8 Hit Dice
0 Death Saves

MedalsView All

  • Fire Starter
    Fire Starter
    06/20
  • Underdark Journeyman
    Underdark Journeyman
    06/13
  • Paid up on a Wager
    Paid up on a Wager
    05/2
  • 7th Level
    7th Level
    05/2
  • You are a Falconier
    You are a Falconier
    04/6

Other Stats View All

  • Inspiration Received
    3
  • Enemies Slain
    1
  • Times Dming
    1

Spells

level Spell Name School Range
Cantrip Guidance Divination Touch

Duration Concentration, up to 1 minute

Components V, S

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.

Cantrip Guidance Divination Touch

Duration Concentration, up to 1 minute

Components V, S

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.

1 Bless Enchantment 30 feet

Duration Concentration, up to 1 minute

Components V, S, M (a sprinkling of holy water)

You bless up to three creatures of your choice within range. Whenever a target makes an attack roll or a saving throw before the spell ends, the target can roll a d4 and add the number rolled to the attack roll or saving throw.

1 Burning Hands Evocation Self (15-foot cone)

Duration Instantaneous

Components V, S

As you hold your hands with thumbs touching and fingers spread, a thin sheet of flames shoots forth from your outstretched fingertips. Each creature in a 15-foot cone must make a Dexterity saving throw. A creature takes 3d6 fire damage on a failed save, or half as much damage on a successful one.

The fire ignites any flammable objects in the area that aren’t being worn or carried.

1 Cure Wounds Evocation Touch

Duration Instantaneous

Components V, S

A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.

1 Guiding Bolt Evocation 120 feet

Duration 1 round

Components V, S

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.

2 Blindness/Deafness Necromancy 30 feet

Duration 1 minute

Components V

You can blind or deafen a foe. Choose one creature that you can see within range to make a Constitution saving throw. If it fails, the target is either blinded or deafened (your choice) for the duration. At the end of each of its turns, the target can make a Constitution saving throw. On a success, the spell ends.

2 Hold Person Divination 60 feet

Duration Concentration, up to 1 minute

Components V, S, M (a small, straight piece of iron)

Choose a humanoid that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target.

3 Beacon of Hope Abjuration 30 feet

Duration Concentration, up to 1 minute

Components V, S

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.

3 Dispel Magic Abjuration 120 feet

Duration Instantaneous

Components V, S

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.

4 Control Water Transmutation 300 feet

Duration Concentration, up to 10 minutes

Components V, S, M (a drop of water and a pinch of dust)

Until the spell ends, you control any freestanding water inside an area you choose that is a cube up to 100 feet on a side. You can choose from any of the following effects when you cast this spell. As an action on your turn, you can repeat the same effect or choose a different one.

If you choose an area in a large body of water, you can instead create a 20-foot tall wave that travels from one side of the area to the other and then crashes down. Any Huge or smaller vehicles in the wave's path are carried with it to the other side. Any Huge or smaller vehicles struck by the wave have a 25 percent chance of capsizing.

The water level remains elevated until the spell ends or you choose a different effect. If this effect produced a wave, the wave repeats on the start of your next turn while the flood effect lasts.

When a creature enters the vortex for the first time on a turn, or starts its turn there, it must make a Strength saving throw. On a failed save, the creature takes 2d8 bludgeoning damage and is caught in the vortex until the spell ends. On a successful save, the creature takes half damage, and isn't caught in the vortex. A creature caught in the vortex can use its action to try and swim away from the vortex as described above, but has disadvantage on the Strength (Athletics) check to do so.

The first time each turn that an object enters the vortex, the object takes 2d8 bludgeoning damage; this damage occurs each round it remains in the vortex.

4 Guardian of Faith Conjuration 30 feet

Duration 8 hours

Components V

A Large spectral guardian appears and hovers for the duration in an unoccupied space of your choice that you can see within range. The guardian occupies that space and is indistinct except for a gleaming sword and shield emblazoned with the symbol of your deity.

Any creature hostile to you that moves to a space within 10 feet of the guardian for the first time on a turn must succeed on a Dexterity saving throw. The creature takes 20 radiant damage on a failed save, or half as much damage on a successful one. The guardian vanishes when it has dealt a total of 60 damage.

5 Flame Strike Evocation 60 feet

Duration Instantaneous

Components V, S, M (pinch of sulfur)

A vertical column of divine fire roars down from the heavens in a location you specify. Each creature in a 10-foot radius, 40-foot-high cylinder centered on a point within range must make a Dexterity saving throw. A creature takes 4d6 fire damage and 4d6 radiant damage on a failed save, or half as much damage on a successful one.

5 Greater Restoration Abjuration Touch

Duration Instantaneous

Components V, S, M (diamond dust worth at least 100 gp, which the spell consumes)

* One effect that charmed or petrified the target

* One curse, including the target’s attunement to a cursed magic item

* Any reduction to one of the target’s ability scores

* One effect reducing the target’s hit point maximum