# Sky ## Race & Ethnicity ### Elf #### Size Elfs are large and skinny, they range from 5 to 7 feet tall. Your size is Medium. #### Ability Score Increase One Ability Score of your choice increases by 1. #### Speed Your base walking speed is **30 feet**. #### Innate You know one wizard cantrip of your choice. Choose either Intelligence, Wisdom or Charisma as your spellcasting ability for this cantrip. *Shocking Grasp* #### Attuned You are attuned to one storm (Tempest). Once per long rest you can enter a trance for 10 minutes as long as you are inside your attuned storm. While in this trance you are unconcious but immune to all effects of the storm, after 10 minutes you awake, gaining the benefits of having finished a short rest. ### Outlander #### 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. #### Magical You learn one cantrip of your choice. Intelligence, Wisdom or Charisma is your spellcasting ability for this spell. *Shillelagh* #### Subject Expert You gain one *skill feat* of your choice. #### Thriving Alone You are adept at working on your own. When you make an ability check you can use your reaction to "help" yourself, gaining all benefits as if someone had helped you. You can use this feature a number of times equal to your proficiency modifier, regaining all uses on a long rest. #### Languages You can speak, read, and write Cashelish and one other language (Numeneran). ## Class ### Spellcasting Choose a number of cleric spells equal to your Wisdom modifier + your cleric level. ### Channel Divinity #### Turn / Destroy Undead As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within **30 feet** of you must make a **Wisdom saving throw**. 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 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. #### Path to the Grave You can use your Channel Divinity to mark another creature’s life force for termination. As an action, you choose one creature you can see within **30 feet** of you, cursing it until the end of your next turn. The next time you or an ally of yours hits the cursed creature with an attack, the creature has vulnerability to all of that attack's damage, and then the curse ends. ### Circle of Mortality You gain the ability to manipulate the line between life and death. When you would normally roll one or more dice to restore hit points with a spell to a creature at 0 hit points, you instead use the highest number possible for each die. In addition, you learn the *spare the dying* cantrip, which doesn’t count against the number of cleric cantrips you know. For you, it has a range of **30 feet**, and you can cast it as a bonus action. ### Eyes of the Grave You gain the ability to occasionally sense the presence of the undead, whose existence is an insult to the natural cycle of life. As an action, you can open your awareness to magically detect undead. Until the end of your next turn, you know the location of any undead within **60 feet** of you that isn’t behind total cover and that isn’t protected from divination magic. This sense doesn’t tell you anything about a creature's capabilities or identity. You can use this feature a number of times equal to your Wisdom modifier (minimum Of once). You regain all expended uses when you finish a long rest. ### Sentinel at Deaths Door You gain the ability to impede death’s progress. As a reaction when you or a creature you can see within **30 feet** of you suffers a critical hit, you can turn that hit into a normal hit. Any effects triggered by a critical hit are canceled. You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a long rest. ### Potent Spellcasting You add your Wisdom modifier to the damage you deal with any cleric cantrip. ## Feats ### Resilient Choose one ability score. (CON) You gain the following benefits: - Increase the chosen ability score by 1, to a maximum of 20. - You gain proficiency in saving throws using the chosen ability. ### Perceptive You hone your senses until they become razor sharp. You gain the following benefits: - Increase your Wisdom score by 1, to a maximum of 20. - You gain proficiency in the Perception skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it. - Being in a lightly obscured area doesn’t impose disadvantage on your Wisdom (Perception) checks if you can both see and hear. ### Tough Your hit point maximum increases by an amount equal to twice your level when you gain this feat. Whenever you gain a level thereafter, your hit point maximum increases by an additional 2 hit points. ## Magic Items ### Arm of Shock Resistance *Iron flesh, rare (requires attunement)* An arm, made of metal unkown to you. It is permanently attached to your shoulder and replaced your whole arm. It does not look like it should work as substitute, but you are not hindered at all by it. The arm has **10 charges** and regains **1d6** whenever you finish a long rest. When taking bludgeoning damage you can spend one charge to gain resistance to the damage. Track how many times this ability has reduced damage up to a total of ten. You can release that stored energy as an action producing a shockwave that ripples out from you **20 feet** in all directions. All creature in the affected area must succeed on a **DC 15 Dexterity saving throw** or take a number **d8s** of bludgeoning damage equal to the **amount of impacts released**; decide how many impact to release at one time. When you reduce bludgeoning damage while having **10 stored impacts** you instantly release 10 impacts as decribed above.