Here is my contribution and possibly the youngest character I have ever played by many years. It is not often I play bright eyed, lively novice sorts. [hider=Mists on the Mountain][center][h2][color=a0410d]Mists on the Mountain[/color][/h2] [url=https://www.myth-weavers.com/sheet.html#id=1904572]Myth Weavers Character Sheet[/url] [h3] Chaotic Good | Tabaxi (Rakasta (Rakastodon)) | Cleric 1 | Outlander[/h3] [i][color=a0410d]"Life without passion is just survival."[/color][/i] [h3][color=a0410d][b][u]Attributes[/u][/b][/color][/h3] [h3][b]AC[/b] 16 • [b]HP[/b] 10/10 • [b]Speed[/b] 30[/h3] [b]STR[/b] 16 (+3) | [b]DEX[/b] 11 (+0) | [b]CON[/b] 14 (+2) [b]INT[/b] 8 (-1) | [b]WIS[/b] 15 (+2) | [b]CHA[/b] 10 (+0) [b]Saving Throws:[/b] Wisdom, Charisma [b]Skills:[/b] Athletics, Insight, Intimidation, Perception, Persuasion [b]Tools:[/b] Instrument (Drum) [b]Languages:[/b] Common, Elvish, Sylvan [h3][color=a0410d][b][u]Arms & Armour[/u][/b][/color][/h3] [b]Armour[/b] | Chainmail [b]Weapons[/b] | Longspear (Glaive) | Holy Symbol (Amulet) [h3][color=a0410d][b][u]Appearance[/u][/b][/color][/h3] [b]Age:[/b] 20 | [b]Height:[/b] 7'6" | [b]Weight:[/b] 678lbs A young Rakastodon, Mists on the Mountain, is a very distant Rakasta relative to the far more common "Jakar", or the word the Rakasta use to describe the Tabaxi. As all of these creatures are born under the portfolio of Felidae and are attributed to Bast, they are all large, cat-like humanoids, with Mists on the Mountain being no different in that regard, barring unusual size and scale. As with other "Ancestor Rakasta", Mists is of relatively gigantic proportions despite being a fairly young Rakastodon, towering well over seven feet high and weighing just over a third of one ton, which is expected of the breed, as is the massive canine teeth they bear. As with other Rakastodon, Mists bears a fairly thick pelt of fur, which in his particular case more a rust color and adorned with elongated, thin rosettes than a more plain tan. With bright, youthful pale blue eyes, long whiskers at the muzzle and from the brow and jaw, along with an apparent absent of scarring, it is clear such a Rakasta is not well traveled or well experienced. As with others who come into their wandering age, Mists on the Mountain has decided to venture out and understand the world as it is now, wearing little more than a crude set of scrounged armor and equipment that poorly fits, notably a chain shirt that covers only his chest, which is otherwise dressed with but a loose, cropped gambeson. With large exposed arms, rolled leather pants cuffed at the knee, and without boots or gloves, the most decoration Mists has come from his leather belt, bandoleer, and assortment of leather bracelets, anklets, claws, and teeth. Despite this, Mists on the Mountain has a distinctive and well-kept amulet worn about the thickness of his large neck, one readily identified as a holy symbol of Bast, also known as Sharess; a goddess of the portfolio Felidae. However, despite being an odd amalgam of many varied armors and equipment, ranging from chain mail to bits of furs and hides, the most distinctive element outside Mists' necklace is his choice in weapon; a sizable, bladed spear. Affixed with further ornamentation, such as being bound and decorated with leather and its weathered blade brightest and sharpest at its bite, it is abundantly clear this is not a weapon belonging to a Rakasta, although said primitive touches obscures that. Presumably, Mists chose said weapon during his travels, or at least fashioned it out of a large walking staff which would be more expected among young shamans, a form of cleric. [h3][color=a0410d][b][u]Personality[/u][/b][/color][/h3] [b]Main Mood:[/b] Lively | [b]Fave Food:[/b] Raw Flesh | [b]Pet Peeve:[/b] Meekness | [b]Style of Battle:[/b] Spirited and tribal, loud. As to be expected of a youthful Rakasta who has been graced by Sharess, a once Mulhorandi power and lieutenant to Anhur, and companion to the primal spirit Nobanion, and follows ancestral ways of said goddess, Mists on the Mountain is impulsive and passionate. One to enjoy pleasures and hedonistic tendencies, despite being such an outsider to the greater realm due to his questionable mortal qualities, Mists gets along well with those who mean well and who follow their desires. Passionately pursuing what is valuable in life in its exploration is what fuels him and, despite being a novice, calls much of his magic to life. It grants him a surprisingly deep wisdom for a young Rakasta and makes him strangely insightful from time to time. Likewise, as a cleric, rather a shaman, Mists follows a certain dogma that borrows from the various forces of the Felidae portfolio and exalts them with expected fervor. Much of his sentiment revolves around enjoying one's self to the point that nothing goes to waste, that living things are sacred and should be preserved in their own place of the cycle, that the strong survive but they survive best with good leaders, and that all must work together for the cause. This sense of wholeness and unity, as well as sentiment, is not easily won from Mists but those he favors quickly become particular favorites. [h3][color=a0410d][b][u]Origin[/u][/b][/color][/h3] All young Rakasta, perhaps most famously the Tabaxi, experience wanderlust at maturity and are often cast out of their tribes as a result as a coming of age ceremony. For the Rakastodon, as they have done for years beyond their own number, this means recently mature males and females must go out into the world and survey all they can and return with not just knowledge of it and its secrets, but also the strength needed to defend their tribe. For Mists on the Mountain and his tribe, his role as a novice shaman is to unlock the greater secrets needed to guide his people and more importantly, quench his thirst for learning beyond what can be taught by his own kind; he must be made more tempered and disciplined, rather than lively and free of consequence. The only way to do this is down the path of life experiences. So it became only natural that Mists was sent away with very limited goods and supplies, forced to live off of what he has learned, and has since discovered. Although as one expects, this is not easy for a monstrous race or one that is so few and limited. While he has skirted the worst of threats, his wandering, meandering endeavors have led him to a newer, greater adventure. [h3][color=a0410d][b][u]Writing Sample[/u][/b][/color][/h3] [hider=How did Mists on the Mountain meet Cassandra?]How did Mists on the Mountain meet Cassandra? Perhaps in the very same way most unusual characters meet one another, on the road. Rather leading up to such a point, as during one stormy evening in inn along the way, where the few travelers of the growing night hunkered down around a glowing hearth. Some lined up their drenched boots to the fire and huddled as close to it as they could to dry themselves while others stripped to their barest of skivvies, their various weapons and armor laid out in the warm fiery glow. Yet all in all, they and their caravan of trade mingled with the other road-weary travelers. Most of this inn's stay were small folk and men, all of whom were attended by a young woman and her older husband bringing them watery soup and ale, with nary a strange soul in sight. This was of course a cause for some celebration among all those inside the little roadhouse, all in socialization and good spirits, with the hopes of getting back to business bright and early the next day with the storm passed. However, as they idled and chatted together, a loud knocking came upon their door. Barred as it was so that it would not swing wide and wild in the gales of the storm, it surprised them that not only could they hear it, but that anyone was out at all in such condition. Which of course, initially, one of the halflings hurried to open it and invite the newcomer in, only to discover their "guest" certainly was not as expected. Stumbling back, the little man caught himself with his hands to break his backward fall and soon a thing much too large to fit under the ceiling of the house invited itself in. Unsettled by the sudden monstrous, soaking company, all the good spirits for the night fell quiet. With water dripping from the drenched earthy fur and a palm placed to the ceiling, the unexpected company knelt close to the little man and smiled with its broad, animal teeth. From its thick neck and over its head, it produced a grisly trinket which it had been protecting with its palm. The audience watched with alarm and confusion as to what was going on with the woman of the house clasping her hands over her mouth and the owner stammering to interrupt, although he too was at a loss for words. The object produced was the stained blade of a dagger, handle, hilt, blade and all, corded by a piece of leather. When the creature dropped it between the skewed knees of the halfling man, his eyes went wider still, seeing the dagger plunge itself into the wood and stay. He recognized it, as did his companions, all of whom somehow managed to gasp wider, and in response the halfling eeked out the words, "W-w-where did you f-find that?!" "From the caravan, of course." The strangely ornamented beast replied as its large hands palmed over it. The deep, crusted red and slight bend to the blade told a very uncomfortable story, as did the red that tinged its leather grip, as did the choice of words the outsider went with. Things became more dour as a response, particularly with the pouring rain behind from the open door and the chill that came with it. A few hands reached for the warm steel of their weapons but the robust arm reached out with spear at the ready, point threatening them all. "I found them robbed and killed. From them you took everything, even their likeness. I watched when you did this." Were the words to follow after, making it abundantly clear they had been stalked and trailed from there on until they were vulnerable and weak. One of the men swallowed hard and cracked his knuckles firmly into a fist, a few of those not known to them, once seeming friends skirted away from one another by the fire. "And why should we believe what you say, animal?" One of the men by the fire spoke and stood, his foot trying to brush something away behind him but failing, only drawing attention to it instead; the mate to the wounded dagger, which he shot an angered glare back to when he realized his failure. By now the other patrons and innkeeper family had begun to remove themselves from the altercation, aghast and more confused, surely in shock as they realized the horror that they were sharing their night with murderers and thieves, highwaymen posing as merchants. "The dagger's twin, it haunts you right now because you abandoned its other," A large black claw tapped the wood of the spear's shaft in his direction, the eyes back on the halfling man who brushed his nose with the back of a wrist and grimaced angrily, "And you made the mistake of leaving it in the body because you hadn't the strength to get it out with how deep it went." "That doesn't prove anything!" Another man cried as he put his hand on a sword, laid out in its scabbard. His dark eyes got more narrow in response as a fight was about to ensue, especially after the response came from the giant beastly thing, "What's your ox's name then?" To which the men set to rush their accuser after a long, desperate moment of hesitation, seeking an alternative. Needless to say they lost and badly so against creature easily twice their size. But that wasn't the end of it, for Mists on the Mountain was left battered and wounded by the time the last body fell upon the wood floor, four more men dead. It was then the panting, heaving, bloodied cat let go of his weapon, and caught himself falling with both arms, uttering little more to the shaken onlookers than, "It be a good time for me to take a nap." Not a day later did a woman come to the inn to stay herself, along with her brother and their own caravan, for the night. With shrewd eyes she could tell a fight had taken place and when she so inquired about the stains on the wood, Cassandra came to learn that an unexpected visitor - something that called itself a "Rakasta" - had put down a small band of killers who had picked off travelers on this road and had planned to make them and their guests their next victims. It didn't take long from there for her to find another willing traveler to guard her own caravan, let alone a particularly unusual one at that. Although, perhaps to her regret, she did find herself having to learn more lore about the goddess Sharess than she dared to desire... [/hider] [h3][color=a0410d][b][u]Features & Traits[/u][/b][/color][/h3][/center] [hider=Racial Features: Tabaxi (Rakasta (Rakastodon))][b][i]Ability Score Increase[/i][/b] - +2 Strength, +1 Charisma [b][i]Darkvision[/i][/b] - You have a cat's keen senses, especially in the dark. 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. [b][i]Feline Agility[/i][/b] - Your reflexes and agility allow you to move with a burst of speed. When you move on your turn in combat, you can double your speed until the end of the turn. Once you use this trait, you can't use it again until you move 0 feet on one of your turns. [b][i]Savage Attacks[/i][/b] - When you score a critical hit with a melee weapon attack, you can roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical hit. [b][i]Cat's Talent[/i][/b] - You have proficiency in the Intimidation and Perception skills. [b][i]Languages[/i][/b] - Common, Elvish[/hider] [hider=Background Features: Outlander][b][i]Skill Proficiencies[/i][/b] - Athletics, Survival [b][i]Tool Proficiencies[/i][/b] - Instrument (Drum) [b][i]Skill Proficiencies[/i][/b] - Sylvan [b][i]Origin[/i][/b] - Tribal Nomad [b][i]Wanderer[/i][/b] - You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth. [b][i]Personality Trait[/i][/b] - I’m driven by a wanderlust that led me away from home. [b][i]Ideal[/i][/b] - Change. Life is like the seasons, in constant change, and we must change with it. [b][i]Ideal[/i][/b] - Greater Good. It is each person’s responsibility to make the most happiness for the whole tribe. [b][i]Bond[/i][/b] - My family, clan, or tribe is the most important thing in my life, even when they are far from me. [b][i]Flaw[/i][/b] - There’s no room for caution in a life lived to the fullest.[/hider] [hider=Class Features: Cleric (War Domain)][b][i]Hit Points[/i][/b] 1d8 per cleric level. [b][i]Hit Points at 1st Level[/i][/b] - 8 + your Constitution modifier. [b][i]Hit Points at Higher Levels[/i][/b] - 1d8 (or 5) + your Constitution modifier per cleric level after 1st. [b][i]Armor[/i][/b] - Light armor, medium armor, shields. [b][i]Weapons[/i][/b] - All simple weapons. [b][i]Tools[/i][/b] - None [b][i]Saving Throws[/i][/b] - Wisdom, Charisma [b][i]Skills[/i][/b] - Insight, Persuasion [b][i]Spellcasting[/i][/b] - See below. [b][i]Divine Domain[/i][/b] - Choose one domain related to your deity: Knowledge, Life, Light, Nature, Tempest, Trickery, or War. Each domain is detailed at the end of the class description, and each one provides examples of gods associated with it. Your choice grants you domain spells and other features when you choose it at 1st level. It also grants you additional ways to use Channel Divinity when you gain that feature at 2nd level, and additional benefits at 6th, 8th, and 17th levels. [b][i]Domain Spells[/i][/b] - Each domain has a list of spells - its domain spells - that you gain at the cleric levels noted in the domain description. Once you gain a domain spell, you always have it prepared, and it doesn’t count against the number of spells you can prepare each day. If you have a domain spell that doesn’t appear on the cleric spell list, the spell is nonetheless a cleric spell for you. [b][i]War Domain Spells[/i][/b] - 1st: Divine Favor, Shield of Faith, 3rd: Magic Weapon, Spiritual Weapon, 5th: Crusader's Mantle, Spirit Guardians, 7th: Freedom of Movement, Stoneskin, 9th: Flame Strike, Hold Monster [b][i]Bonus Proficiencies[/i][/b] - At 1st level, you gain proficiency with martial weapons and heavy armor. [b][i]War Priest[/i][/b] - From 1st level, your god delivers bolts of inspiration to you while you are engaged in battle. When you use the Attack action, you can make one weapon attack as a bonus action. You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.[/hider] [center][h3][color=a0410d][b][u]Prepared Spells[/u][/b][/color][/h3] [b]Spell Save DC[/b] 12 | [b]Spell Attack Modifier[/b] +4 | [b]Max Spells Prepared[/b] 3[/center] [hider=Cleric Spellcasting]As a conduit for divine power, you can cast cleric spells. See chapter 10 for the general rules of spellcasting and chapter 11 for the cleric spell list. [i][b]Cantrips[/b][/i] At 1st level, you know three cantrips o f your choice from the cleric spell list. You learn additional cleric cantrips o f your choice at higher levels, as shown in the Cantrips Known column o f the Cleric table. [i][b]Preparing and Casting Spells[/b][/i] The Cleric table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest. You prepare the list of cleric spells that are available for you to cast, choosing from the cleric spell list. When you do so, choose a number o f cleric spells equal to your Wisdom modifier + your cleric level (minimum of one spell). The spells must be o f a level for which you have spell slots. For example, if you are a 3rd-level cleric, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 16, your list o f prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn’t remove it from your list o f prepared spells. You can change your list of prepared spells when you finish a long rest. Preparing a new list of cleric spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list. [i][b]Spellcasting Ability[/b][/i] Wisdom is your spellcasting ability for your cleric spells. The power of your spells comes from your devotion to your deity. You use your Wisdom whenever a cleric spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a cleric spell you cast and when making an attack roll with one. [i][b]Ritual Casting[/b][/i] You can cast a cleric spell as a ritual if that spell has the ritual tag and you have the spell prepared. [i][b]Spellcasting Focus[/b][/i] You can use a holy symbol (found in chapter 5) as a spellcasting focus for your cleric spells.[/hider] [hider=Cantrips][i]Guidance[/i] [b]C[/b]oncentration [b]V[/b]erbal [b]S[/b]omatic, Touch, Concentration, up to 1 minute. 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. [i]Sacred Flame[/i] [b]V[/b]erbal [b]S[/b]omatic, 60 feet, Instantaneous. Flame-like radiance descends on a creature that you can see within range. The target must succeed on a Dexterity saving throw or take 1d8 radiant damage. The target gains no benefit from cover for this saving throw. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). [i]Thaumaturgy[/i] [b]V[/b]erbal, 30 feet, Up to 1 minute. You manifest a minor wonder, a sign of supernatural power, within range. You create one of the following magical effects within range: • Your voice booms up to three times as loud as normal for 1 minute. • You cause flames to flicker, brighten, dim, or change color for 1 minute. • You cause harmless tremors in the ground for 1 minute. • You create an instantaneous sound that originates from a point of your choice within range, such as a rumble of thunder, the cry of a raven, or ominous whispers. • You instantaneously cause an unlocked door or window to fly open or slam shut. • You alter the appearance of your eyes for 1 minute. If you cast this spell multiple times, you can have up to three of its 1-minute effects active at a time, and you can dismiss such an effect as an action.[/hider] [hider=Level 1 (2 Slots)][i]Divine Favor[/i] [b]C[/b]oncentration [b]V[/b]erbal, Self, Concentration, up to 1 minute. Your prayer empowers you with divine radiance. Until the spell ends, your weapon attacks deal an extra 1d4 radiant damage on a hit. [i]Shield of Faith[/i] [b]C[/b]oncentration [b]V[/b]erbal [b]S[/b]omatic [b]M[/b]aterial (a small parchment with a bit of holy text written on it), range, Concentration, up to 10 minutes. A shimmering field appears and surrounds a creature of your choice within range, granting it a +2 bonus to AC for the duration. [i]Bless[/i] [b]C[/b]oncentration [b]V[/b]erbal [b]S[/b]omatic [b]M[/b]aterial (a sprinkling of holy water), 30ft, Concentration, up to 1 minute. 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. [b]At Higher Levels.[/b] When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. [i]Guiding Bolt[/i] [b]V[/b]erbal [b]S[/b]omatic, 120ft, 1 round. 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. [b]At Higher Levels.[/b] When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. [i]Healing Word[/i] [b]V[/b]erbal, 60ft, Instantaneous. A creature of your choice that you can see within range regains hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs. [b]At Higher Levels.[/b] When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d4 for each slot level above 1st.[/hider][/hider]