Character Behavior Notes
- Somehow both awkward and outgoing at the same time.
- Prefers to dress ostentatiously, both in armor and in plain clothes. She has a strange manner of speaking and dressing that was popular among teenagers many years ago (even before Ike’s time)
- She may be weird, but she is a caring person and makes it her number one mission to take care of her party (especially Ike and Zydra).
- Both fascinated by and scared of vampires, whether or not they’re stronger than her.
Level 11 Arcana Domain Cleric
A daughter of House Lumien who worked as a cleric agent of the Cheval Aerocracy during an inhernship. She is a younger elf (about 47) who is a believer in arcana (the concept). Uraxia is a student of the Cheval Halls, and shows great promise in climbing the ranks.
Uraxia, though an adopted daughter of a prominent noble house, is keen to get hands on experience as an adventurer, travel the world, and meet interesting new people.
She is a strange person with peculiar fashion sense, and can be rather immature when it comes to making enemies. She’s a bit of an outcast at the Academy, but is much respected by the employees of the Lumien manor thanks to her hard working attitude.
Stats
HP = 90 / 90 AC = 22 w/ shield or 20 (Plate Mail +2 = 20 AC, 23 AC with +1 shield, 25 AC with Shield of Faith (Magic Barrier)
Spell Point Cost 73/68 pts
Str: 8 = -1 Dex: 16 = +3 Con: 18 = +4 Int: 12 = +1 Wis: 20 = +5 Cha: 10 = +0
Prof = +4
- Insight
- Perception
- Religion
- Arcana
Dhampir
Origin: You survived being attacked by a vampire but were forever changed. “If you heard about the students that got attacked at the Halls… I was one of them”
Once below half HP, Berserk
She will pull out her mace and do melee attacks, trying to bite anything possible instead of spells.
- Speed: 35
- Darkvision. You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. You discern colors in that darkness as shades of gray.
- Deathless Nature. You don’t need to breathe.
- Spider Climb. You have a climbing speed equal to your walking speed. In addition, at 3rd level, you can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free.
- Vampiric Bite. Your fanged bite is a natural weapon, which counts as a simple melee weapon with which you are proficient. You add your Constitution modifier, instead of your Strength modifier, to the attack and damage rolls when you attack with this bite. It deals 1d4 piercing damage on a hit. While you are missing half or more of your hit points, you have advantage on attack rolls you make with this bite.
- When you attack with this bite and hit a creature that isn’t a Construct or an Undead, you can empower yourself in one of the following ways of your choice:
- You regain hit points equal to the piercing damage dealt by the bite.
- You gain a bonus to the next ability check or attack roll you make; the bonus equals the piercing damage dealt by the bite.
- You can empower yourself with this bite a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
- When you attack with this bite and hit a creature that isn’t a Construct or an Undead, you can empower yourself in one of the following ways of your choice:
Arcana Cleric + Wizard (1)
Source: Sword Coast Adventurer’s Guide
Arcana Domain Spells Cleric Level Spells 1st Detect Magic, Magic Missile 3rd Magic Weapon, Nystul’s Magic Aura 5th Dispel Magic, Magic Circle 7th Arcane Eye, Leomund’s Secret Chest 9th Planar Binding, Teleportation Circle
Arcane Initiate When you choose this domain at 1st level, you gain proficiency in the Arcana skill, and you gain two cantrips of your choice from the wizard spell list. For you, these cantrips count as cleric cantrips.
Arcane Recovery (2 points) You have learned to regain some of your magical energy by studying your spellbook. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your wizard level (rounded up), and none of the slots can be 6th level or higher.
Channel Divinity: Arcane Abjuration Starting at 2nd level, you can use your Channel Divinity to abjure otherworldly creatures.
As an action, you present your holy symbol, and one celestial, elemental, fey, or fiend of your choice that is within 30 feet of you must make a Wisdom saving throw, provided that the creature can see or hear you. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.
A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly end its move in a space within 30 feet of you. It also can’t take reactions. For its action, it can only use the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.
After you reach 5th level, when a creature fails its saving throw against your Arcane Abjuration feature, the creature is banished for 1 minute (as in the Banishment spell, no concentration required) if it isn’t on its plane of origin and its challenge rating is at or below a certain threshold, as shown on the Arcane Banishment table.
Arcane Banishment Cleric Level Banishes Creatures of CR… 5th 1/2 or lower 8th 1 or lower 11th 2 or lower 14th 3 or lower 17th 4 or lower Spell Breaker
Starting at 6th level, when you restore hit points to an ally with a spell of 1st level or higher, you can also end one spell of your choice on that creature. The level of the spell you end must be equal to or lower than the level of the spell slot you use to cast the healing spell.
Spell Breaker Starting at 6th level, when you restore hit points to an ally with a spell of 1st level or higher, you can also end one spell of your choice on that creature. The level of the spell you end must be equal to or lower than the level of the spell slot you use to cast the healing spell.
Potent Spellcasting Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.
Spell Points: Level 12 - 73 Points
Spell Point Cost 73/41 pts
Spell tier cap: 6th
| Spell Level | Point Cost |
|---|---|
| 1st | 2 |
| 2nd | 3 |
| 3rd | 5 |
| 4th | 6 |
| 5th | 7 |
| 6th | 9 |
Blessed Strikes (Optional) When you reach 8th level, you are blessed with divine might in battle. When a creature takes damage from one of your cantrips or weapon attacks, you can also deal 1d8 radiant damage to that creature. Once you deal this damage, you can’t use this feature again until the start of your next turn.
Wizard Abilities
Arcane Recovery You have learned to regain some of your magical energy by studying your spellbook. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your wizard level (rounded up), and none of the slots can be 6th level or higher.
For example, if you’re a 4th-level wizard, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level spell slot or two 1st-level spell slots.
Spells
Cantrips: Mind Sliver Sapping Sting Prestidigitation
Tier 1: Disguise Self
Tier 2: Augury Blindness/Deafness (Causes bleeding from the eyes or ears)
Tier 3: Blink Dispel Magic Slow
Tier 4: Blood Shock / Storm Sphere (Reflavoured as Blood Shock. A sphere of blood like a lava lamp appears in the space, and bits of it splatter foes.)
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Related notes: Cheval Halls · Lumien Manor