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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
inventory
(1) Hatchet
(1) Sewing Kit
(1) First Aid Kit
(1) Stone of Farspeech
Due to your participation in the Test Drive Meme, Jester has been awarded a Foomerang! It's a fucking boomerang.
Unlike most boomerangs, this one is somewhat lacking in the capacity to come looping back to you if thrown correctly. No, it's a little more advanced than that. When you throw the Foomerang, it will travel a good thirty feet before abruptly transporting you to where it's ended up - short-form teleportation at its finest, with no charge whatsoever to your frequent fliers' miles.
It does only work once, however. Fucking boomerang.