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character sheet

— Common, Infernal
WEAPONS/ARMOR
— Light Armor, Medium Armor, Shields, Simple Weapons
OTHER — Disguise Kit, Forgery Kit
— RACIAL TRAIT. Darkvision
Can see in dim light within 60 ft as if it were bright light. Can see in darkness as if it were dim light. Can't discern color in darkness, only shades of grey.
— RACIAL TRAIT. Hellish Resistance
Resistance to cold damage.
— RACIAL TRAIT. Infernal Legacy
Can cast Thaumaturgy. Can cast Hellish Rebuke (DC 12) as a 2nd level spell once; regain ability to do so on a long rest. Can cast Darkness once; regain ability to do so on a long rest.
— DIVINE DOMAIN. Trickery
The Traveler grants divine spells and Channel Divinity. Channel Divinity can be used twice between rests. Trickery Domain spells are always prepared and do not count against number of prepared spells per day.
— BLESSING OF THE TRICKSTER
Use action to touch a willing creature other than self to give advantage on Stealth checks for one hour or until used again.
— CHANNEL DIVINITY. Turn Undead
Any undead creatures that can see or hear the caster within 30 feet must succeed a Wisdom saving throw, or be turned. A turned creature will attempt to run away from the caster at any cost; it will always take the Dash action, or if it cannot move it will take the Dodge action. If used on a weak undead creature, it will outright destroy them.
— CHANNEL DIVINITY. Invoke Duplicity
As an action, create perfect illusion of self that lasts for 1 minute of concentration. Illusion appears in unoccupied space that can be seen within 30 feet. As a bonus action, can move the illusion up to 30 feet to a space that can be seen, but it must remain within 120 feet. Can cast spells through illusion, using own senses. When both caster and illusion are within 5 feet of a creature that can see the illusion, have advantage on attack rolls against that creature.
— CHANNEL DIVINITY. Cloak of Shadows
As an action, become invisible until end of next turn. Invisibility ends when attacking or casting a spell.
— Cure Wounds
— Disguise Self
— Charm Person
— Detect Evil and Good
— Inflict Wounds
— Healing Word
— Sanctuary
— Create or Destroy Water
— Detect Magic
— Bless
— Mirror Image
— Hold Person
— Locate Object
— Zone of Truth
— Pass Without Trace
— Blindness/Deafness
— Lesser Restoration
nerfs for lifeaftr
[ ♆ ] Hellish Rebuke and Charm Person, once Jester has unlocked more than three spell slots, will be restricted to three uses per day. Spiritual Weapon also falls under a use of three times per day. Charm Person will also require a permissions post.
[ ♆ ] Blessing of the Trickster will be nerfed entirely, due to a lack of the Trickster's presence.
[ ♆ ] Toll the Dead, Spare the Dying, Mending, Cure Wounds, and Disguise Self fall under our exhaustion caveat; the more they are used, the more tired the user will become until they must "recharge" near a mana pool.
[ ♆ ] In addition, Spare the Dying and Cure Wounds will be unable to save others from mortal wounds.
[ ♆ ] Pearl of Power will be a one-use only item. After one use, a recharge will be required via IC Item Request.
[ ♆ ] The Fantastic Haversack will function normally. However, please note that the dimension the space fills is now Mu, and not another plane!
[ ♆ ] The Beacon will allow one reroll on any rolls made within LifeAftr once per day - other aspects of the Beacon, such as soul or memory storing, are nerfed.
[ ♆ ] Nolzur's Marvellous Pigments may only create items up to 1ft square in size- this may potentially be upgraded via item request.
[ ♆ ] The Wand of Smiles will also require a permissions post- at your discretion, we also suggest using a d20 to provide a 50/50 chance of backfiring and turning the spell to a Wand of Scowls.