Pearl of the Moon

Adventure Date: TBD, 2024
Last Updated: November 3, 2024

Campaign: 	The Lost Mine - Chapter 31
class:		Cleric				species:	half-elf		
level:		8				alignment:	chaotic good
xp:		0				deity:		Selune
Background: 	acolyte				Home Region: 	

size: medium	age:	22	gender:	female	height:	5'4"	
eyes: blue	hair:	blue	skin:	white	weight:	130 lbs
				
Languages:	common, elvish, draconic, goblin, orc

			hp =			HD: 	 x8
====================================================================================
STR:	15/19	+2/+4	HP: 	71	Healing HD: d8+2 x8	 inspiration = 
DEX:	12	+1	AC:	24				
CON:	14	+2	= 19    + 4      + 0   + 1    	+ 0 
INT:	 8	-1	  armor + shield + dex + magic 	+ misc
WIS:	18	+4	AC other: 24
CHA:	12	+1					Initiative:	+3.12
			Speed:	30 ft			Proficiency:	+3

- passive perception = 22
- darkvision 120 ft, see invisibility and ethereal 120 ft
- adamantine armor = no critical hits

====================================================================================
SAVES		Total	= base	+prof	+magic	+misc
STR:		+5	= +4	+0	+1
DEX:		+2	= +1	+0	+1
CON:		+3	= +2	+0	+1
INT:		+0	= -1	+0	+1
WIS:		+8	= +4	+3	+1
CHA:		+5	= +1	+3	+1

- You have advantage on saving throws against being charmed, and magic can't put you to sleep.

====================================================================================
Attack			Attack		Damage		Type		Range	Notes
------------		------		------		----		-----	-----
Mace of the Moonmaiden	+9		1d6+4+2		bludgeon		Silver Mace +2, detect weres r=120 ft
					+1d6 		radiant 		vs evil were creatures and worshipers of Malar
- Divine Strike (1/your turn)		+1d8		radiant			
- Crusher (1/turn)			+5 ft		move target		if crit, others get advantage to hit 
										until start of next turn

Loudmouth		DC 15 CON=1/2	5d6		thunder		15 cone	+10 ft push if no save, charges = 3


Spellcasting		Attack		Damage		Type		Range	Notes
------------		------		------		----		-----	-----
sacred flame		DC 17 DEX=0	2d8 		radiant		60	action
guiding bolt		+9		5d8		radiant		120	action
spiritual weapon 	+9		1d8+4		force		60	bonus action, mv=20, spell= 2
spiritual weapon 	+9		2d8+4		force		60	bonus action, mv=20, spell= 4
spirit guardian (c)	DC 17 WIS=1/2	3d8/turn	radiant		self-15	action, 1/2 MV, spell= 3
spirit guardian (c)	DC 17 WIS=1/2	4d8/turn	radiant		self-15	action, 1/2 MV, spell= 4
cure wounds		na		1d8+4+3		healing		touch	action, heal self 3 hp
healing word		na		1d4+4+3		healing		60	bonus action, heal self 3 hp
mass healing word	na		1d4+4+5		healing		60	bonus action, 6 creatures, heal self 5 hp
banishment (c)		DC 17 CHA/round	banish		banish		60	action
guardian of faith	DC 17 DEX=1/2	20		radiant		30	action, duration 8 hours or 60 hp dam


====================================================================================
TOTAL	SKILLS: 	Ability	Mod	Prof	Misc	
+1	acrobatics	DEX	+1			
+4	animal handling	WIS	+4			
-1	arcana		INT	-1			
+7	athletics	STR*	+4	+3		
+1	deception	CHA	+1			
-1	history		INT	-1			
+7	insight		WIS*	+4	+3		
+1	intimidation	CHA	+1			
-1	investigation	INT	-1			
+7	medicine	WIS*	+4	+3		
-1	nature		INT	-1				
+7	perception	WIS*	+4	+3	advantage (robe)			
+1	performance	CHA	+1			
+4	persuasion	CHA*	+1	+3			
+2	religion	INT*	-1	+3			
+1	sleight of hand	DEX	+1			
+1	stealth		DEX	+1		disadvantage (plate)/adv (boots)		
+4	survival	WIS	+4			
	tool-

=============================================================================
SPECIAL ABILITIES / FEATS
Armor: 		light, medium, heavy, shields
Weapons:	simple
Tools:		none

HALF-ELF
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 can't discern color in darkness, only shades of gray.
Fey Ancestry. 
- You have advantage on saving throws against being charmed, and magic can't put you to sleep.
Skill Versatility. 
- You gain proficiency in two skills of your choice. (athletics, perception)
Languages. 
- You can speak, read, and write Common, Elvish, and one extra language (draconic)


ACOLYTE
Skill Proficiencies: Insight, Religion
Languages: Two of your choice (goblin, orc)


CLERIC
- Skills: Choose two from History, Insight, Medicine, Persuasion, and Religion (Medicine, Persuasion)
Disciple of Life
- healing spells are more effective. Whenever you use a spell of 1st level or higher
  to restore hit points to a creature, the creature regains additional hit points 
  equal to 2 + the spell's level.
Channel Divinity: twice per short or long rest (+1 use per long rest = magic item) = 2+1 = 3 used = 0
- Turn Undead (PH p59)
	- action, range 30 ft, undead = WIS save or turned for 1 minute or until takes damage
	- turned creature must spend its turns trying to move as far away from you as it can, 
	  and it can't willingly move to a space within 30 feet of you. 
	  It also can't take reactions. For its action, it can use only 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.
	- Destroy Undead instead if fail save (CR = 1 or less)
		- includes crawling claw, skeleton, zombie, shadow, warhorse skeleton, ghoul, specter
- Preserve Life
	- action, heal hp = cleric level x5 = 8 x 5 = 40 hp. 
	- choose any creatures within 30 feet of you, and divide those hit points among them. 
	- can restore a creature to no more than half of its hit point maximum. 
- Blessed Healer
	- healing spells cast on others heal you as well.
	- when you cast a spell of 1st level or higher that restores hit points to a creature
	  other than you, you regain hit points equal to 2 + the spell's level.
- Divine Strike
	- once on your turn, add +1d8 radiant damage to weapon damage.


CRUSHER (8th level feat)
- STR +1 = 15
- Once per turn, when you hit a creature with an attack that deals bludgeoning damage, 
  you can move it 5 feet to an unoccupied space, provided the target is no more than one size
  larger than you.
- When you score a critical hit that deals bludgeoning damage to a creature, attack rolls against that
  creature are made with advantage until the start of your next turn.


=============================================================================
SPELLS  spell casting ability	= WIS
	spell save DC		= 8 + WIS + Prof = 8+4+3 +2	= 17
	spell attack bonus	= WIS + Prof = 4+3 +2		= +9
	total number of prepared spells	= cleric + WIS = 8+4 	= 12
	+ domain spells = +2 @ level 1 = bless, cure wounds
	+ domain spells = +2 @ level 3 = lesser restoration, spiritual weapon
	+ domain spells = +2 @ level 5 = beacon of hope, revivify
	+ domain spells = +2 @ level 7 = death ward, guardian of faith

0: cantrips
- dancing lights (Moon Mote), guidance, light, sacred flame, thaumaturgy

1: slots = 4	remaining = 4
- bless (C), cure wounds, detect magic (C,R), guiding bolt, healing word

2: slots = 3	remaining = 3
- lesser restoration, silence (C,R), spiritual weapon, warding bond

3: slots = 3  	remaining = 3
- beacon of hope (C), daylight, dispel magic, mass healing word, 
  protection from energy (C), revivify, spirit guardians (C)

4: slots = 2   	remaining = 2
- banishment (C), death ward, freedom of movement, guardian of faith


5: slots = 0  
6: slots = 0  
7: slots = 0  
8: slots = 0  
9: slots = 0


==============================================================================
GEAR	Total WT= 97 + 15 + 3 + 2 = 117 lbs
STR 14	load: STR x 15 = 210 lbs	push/drag/lift: STR x 30 = 420 lbs
STR 19	load: STR x 15 = 285 lbs	push/drag/lift: STR x 30 = 570 lbs

DM HOUSE RULE: Potions can be drunk as a bonus action
DM HOUSE RULE: characters can attune to number of magic items = 1 + prof = 1 + 3 = 4 (4)

WT	Item
---	---------------------
0	common clothes
60	Pearl's Plate (uncommon) = Unbreakable Celestial Cast-off Adamantine Plate Armor +1 = 2,200 gp (purchase)
6	Heraldic Shield +2 (rare) = 500 gp (purchase)
0 	Moon Bracers (rare) = 500 gp (purchase)
		- dimension door 1/day, moonbeams show leaving and arrival points
1	Moon Cloak (uncommon, attuned) = +1 AC, +1 saves, waterwalk, temperate, billowing = 300 gp (purchase)
1	Robe of Eyes (rare, attuned) = 500 gp (loot)
	- advantage with perception, darkvision/see invisible/see ethereal = 120 ft
	- cannot close/avert eyes, vulnerable to light/daylight spell = blindness (dc 15 con)


0	Gleaming Gauntlets of Ogre Power (uncommon, attuned) = STR 19 = 150 gp (loot) 
4	Mace of the Moonmaiden (rare, silvered) = 750 gp (purchase)
		- Silver (base = 100 gp)
		- Mace +2 (rare = +500 gp)
		- detect weres r=120 ft (common = +50 gp)
		- add +1d6 radiant damage vs evil were creatures and worshipers of Malar (uncommon = +100 gp)
25	Loudmouth - 15-foot cone, 5d6 thunder damage and push 10 feet, DC 15 saving throw for half, 3 charges/longrest (rare)

0	Boots of Elvenkind (uncommon) = stealth at adv = 100 gp (purchase)
0	Jebalek's Clockwork Amulet (uncommon) = +2 initiative, to hit roll= 10 + bonuses 1/day = 100 gp (purchase)
0	Moon Mote (uncommon = 100 gp)
		- add "dancing lights" to cantrip spells known 
0	Selune's Crescent Moon Amulet +2 (rare, attuned) = 550 gp (purchase)
		- +2 spell DC, +2 spell attack, +1 channel = rare, attuned = +500 gp
		- Compass. The wielder can use an action to learn which way is north = common = +50 gp.
0	Selune's Warding Bond (platinum ring spell component: matching pair on Coryn) = 50 gp 


15	Bag of Holding (uncommon) = 100 gp (purchase)
	= can hold 500 lbs, has 17 + 27.5 + 22.5 + 61 + 16 = 144 lbs
	0	- Necklace of Prayer Beads (rare, not attuned, must be cleric, druid, paladin) 
			= Bless, Curing (Cure wounds (2nd level) or lesser restoration) and 2 Branding Smite
	0	- Pearl of the Moon (uncommon, not attuned by spellcaster) = 150 gp (purchase)
			= unbreakable Pearl of Power - recover 3rd lvl spell slot 
	5	- backpack
			1	- Amulet of Selune (holy symbol)
			2	- holy symbol - reliquary containing a 
			3	  prayer book with heretical sacred text
				  (a gift to you when you entered the priesthood)
			0	- sticks of incense = x5
			6	- vestments (fine clothes)
	0.5	- sack #1
			20	- tent, 2 person
			7	- bedroll
	0.5	- sack #2
			1	- mess kit
			20	- rations (days) = x10
			1	- waterskin
	0.5	- sack #3
			0	- 3 diamonds (100 gp each) - spell component for revivify
	0.5	- sack #4
			60	- Plate of the Myrmidon +3
	5	- 50 ft silk rope
	1	- tinderbox
	10	- torches = x10
	0	- game: goblin bone dice
	0	- game: red brand knuckle bones
	0	- Scroll - commune (rare, 5th lvl spell) = 1,000 gp (gift for returning Lightbringer)
	0	- Scroll - continual flame (uncommon, 2nd lvl spell) = 100 gp (loot, includes material cost) 
	0	- Scroll - remove curse (uncommon, 3rd lvl spell) = 100 gp (loot) 
	0	- Scroll - revivify (uncommon, 3rd lvl spell) = 400 gp (loot, includes material cost) 
	0	- Scroll - silence (uncommon, 2nd lvl spell) = 50 gp (loot) 


3	healer's kit = 10 uses


1	pouch 
1	- coins 
0	- Deck of Illusions (uncommon) = has 32/34 cards = 100 gp (purchase)
0	- Potion of Mind Reading x1 (rare)


==============================================================================
TREASURE			store credit = 0 gp
pp = 	  	
gp = 			
sp = 	13		
cp = 	  			

= 402 gp  + 2,000 gp in future magic items (Ch 27)
= 967 gp (Ch 30)

= 3,369 gp total


=============================================================================
In Room at Tresendar Manor:
pp = 			Kobold Phalanx Shield (trophy)	
gp = 			 silk bed set - sheets, pillow case, down pillow (100 gp)
sp = 		
cp = 		

plans to keep Pearl's Plate and Gleaming Gauntlets of Ogre Power to display
or to give to a defender of Phandallin


==============================================================================
SPECIAL NOTES:

Immediate Purchase = 
------------------
Buy wishlist (rare = 500 gp each): x3 = 1,500 gp

	- Mace of the Moonmaiden +2 (will now require attunement - so will ditch gauntlets of ogre power)
		- upgrade with Flame Tongue (rare = +500 gp), but will call it Moon Glow
		- bonus action to activate moon glow or turn off, also turns off if mace dropped or not held
		- This moon glow sheds bright light in a 40-foot radius and dim light for an additional 40 feet.  
		- Does +2d6 radiant vs everything the mace hits, instead of fire damage 
		  (+3d6 radiant vs were creatures/malar worshipers - little bonus from previous ability)
		- Note 2024 version can now be used on any weapon
		https://www.dndbeyond.com/magic-items/9228647-flame-tongue	(2024)
		https://www.dndbeyond.com/magic-items/5386-flame-tongue		(2014)

	- Periapt of Proof Against Poison
	- Figurine of Wondrous Power (Marble Elephant) -cause i have the figure


Buy wishlist (uncommon = 100 gp each): x5 = 500 gp
	- upgrade "Plate of the Myrmidon" full plate +3 with adamantine - will take adamantine from Peal's Plate if needed
	- improve illusion ability of heraldic shield +2 
		- deception at advantage, but only if shield is part of disguise, no negative effect
		- just making it more simple in game turns
	- Periapt of Health
	- Bag of Holding
	- Gem of Brightness


=======================================================================
Later Puchases:
----------------
Buy wishlist (very rare, requires attunement): (5,000 gp)
	- Selune's Crescent Moon Amulet +2 to +3 			- note: already attuned
	- Belt of Giant Strength (Str = 23)				- new attunement
	- Mace of the Moonmaiden +2 to +3 if Moon Glow feature added 	- note: already attuned

Buy wishlist (very rare): 5,000 gp
	- Tome of Understanding WIS+2, MAX = 22
	- Heraldic Shield +2 to +3 
	- Horn of Valhalla - Bronze = 4d4+4 berserkers

Buy wishlist (rare, requires attunement): (500 gp)
	- Belt of Giant Strength (STR = 21)
	- Ring of Evasion
	- Ring of Spell Storing

Buy wishlist (rare): (500 gp)
	- Figurine of Wondrous Power (Marble Elephant) -cause i have the figure
		- elephant barding wght x2, cost x4 better than 13
		- ringmail, ac 14, 80 lbs, 120 gp
		- chainmail, ac 16, 110 lbs, 300 gp
		- plate, ac 18, 130 lbs, 6,000 gp, disadvantage stealth
	- Bowl of Commanding Water Elementals
	- Horn of Valhalla - Brass = 3d4+3 berserkers
	- Necklace of Fireballs - consumable so say 50 gp/bead = 1d6+3 beads, so 200 gp - 450 gp cost

Buy wishlist (uncommon = 100 gp):
	- Wand of Magic Detection
	- Wand of Secrets
	- Circlet of blasting



--------------------------------------------------------------
DECK OF ILLUSIONS
Playing Cards=32/34	Illusion
------------		----------
Ace of hearts		Red dragon
King of hearts		Knight and four guards
Queen of hearts		Succubus or incubus
jack of hearts		Druid
Ten of hearts		Cloud giant
Nine of hearts		Ettin
Eight of hearts		Bugbear
Two of hearts		Goblin

Ace of diamonds		Beholder
King of diamonds	Archmage and mage apprentice		
Queen of diamonds	Night hag
jack of diamonds	Assassin
Ten of diamonds		Fire giant
Nine of diamonds	Ogre mage
Eight of diamonds	Gnoll

Ace of spades		Lich
King of spades		Priest and two acolytes
Queen of spades		Medusa
jack of spades		Veteran
Ten of spades		Frost giant
Nine of spades		Troll
Eight of spades		Hobgoblin
Two of spades		Goblin

Ace of clubs		Iron golem
King of clubs		Bandit captain and three bandits
Queen of clubs		Erinyes
jack of clubs		Berserker
Ten of clubs		Hill giant
Nine of clubs		Ogre
Eight of clubs		Orc

jokers (2)		You (the deck's owner)