The daughter of Order of Society scholar and librarian of The Monastery of the Glorious Shield of The Nameless One Eilin Dubhglas and the eldest of Golden Knights member Eslo Lightfoot's great number of offspring, Rosemary (usually shortened to Rose) was conceived during his time as squire to Eddard McHayden. Rose was essentially born into the monastery and spent much of her childhood roaming the monastery's vast private library. Her mother, resenting the fact that Eslo vanished before finding out she was pregnant, never told Eslo about her, and so Rose never met her father until she sought him out herself as a young adult. Even so they only met a handful of times but they did form something of a relationship prior to Eslo's death in 3A 210, and she deeply regrets that we wasn't able to spend more time with him and that they couldn't be closer than they were. However, she and her mother are close, as she is with her stepfather and younger half-brother, though her stepfather, a Troll Bridge Association accountant, has found it rather frustrating that someone of her intelligence has decided to join the church rather than do something "more productive" with the knowledge she has.

Growing up surrounded by books and inheriting her mother's curious nature, Rose quickly became an avid bookworm, reading literally thousands upon thousands of them over the years. She quickly became particularly interested in learning about Tiran history and, more prominently, about the arcane and thaumatology in general after a visit from the head of the local Grand Order of Wizards tower to the monastery. Even now, she has a particular expertise in the arcane and the occult, and tends to try and record every spell she sees for the reference of future knowledge-seekers. This has not been without hardships though - one of her earliest attempts of casting a spell of any real size backfired, creating a massive Weave‐scar that covers her entire right arm and much of the right side of her upper torso and neck and coming close to burning down part of the family home. Said scar brightly glows an almost neon blue whenever she uses a spell that requires large amounts of magical energy.

This childhood of self-isolation also had some serious downsides, as her lack of friends her own age in her youth besides her brother caused her to be extremely socially awkward and this, combined with her scar and her height (being part-Halfling, she is considerably shorter than most other Wood Elves), led to no small amount of mockery and a massive hit to young Rose's self-confidence. This has resulted in an individual who is highly intelligent and knowledgeable, but is also extremely shy and socially anxious in stark contrast to her father's famously outgoing nature. She also has next to no combat experience outside of sparring; though the large and eclectic collection of spells she knows can compensate somewhat for this if necessary and she does have some in-house combat training as required by all monastery staff for safety reasons, all of her knowledge in the area of actual battle is entirely theoretical prior to her entrance into the story.

She formally joined the Order of Society as an apprentice librarian under her mother after completing her national service, where she worked in the archives of the Troll Bridge Association's Balla branch. Rose was quickly noticed for her extremely potent weave affinity, and was frequently enlisted to help with magic and rituals which required a large number of people, including leading one of the thirteen traditional ritual circles during the coronation of the incumbent Pope of the Church. It was also around this time that she purchased the magical hammer known as Duskcrusher, accidentally mistaking it as a harmless feather duster in a thrift shop and only discovering what it really was by accident.

Rose eventually surpassed her mother in rank and succeeded the chief sacrist of the monastery upon their retirement, much to the pride of her mother and stepfather. Her place in the shortlist of successors, unbeknownst to her, had actually been bought by her stepfather via the donation of an extremely rare and valuable book of ancient arcana which ironically Rose herself has used extensively during her studies. Despite this, she has proven to be very well-suited to the role, and she takes her job of tending the library and the reliquary very seriously despite her being bad at standing up to others, though she still spends much of her downtime hidden somewhere in the library with her head in a book, or indulging in her other, slightly more unusual hobby - making crochet dolls of local wildlife. She lives in a small cottage just outside the monastery grounds.

When the Balla Incursion began, Rose began assisting in the monastery infirmary to help injured civilians who came in for protection. She also began moving the more potent magical texts from the monastery library to a secure location to avoid them falling into the wrong hands should the city fall. However, much to her chagrin she was forbidden by the father superior to do the same with the contents of the reliquary. Following this, she was asked by Xvim Wrenlow to assist the Grand Order of Wizards in operating a teleportation circle to facilitate the evacuation of most of the city's civilian population, which has thankfully kept her out of the fighting until this point. After Nox's forces attacked the Grey Tower however, Rose bravely chose to step away from the circle despite her own fear and misgivings to aid in defending it alongside Qau the Mighty and Glaw Trwm, successfully fending off the contingent of skeleton soldiers that broke into the building. Following this the two inducted her into the newest incarnation of Qau's party, though not necessarily with her consent. Over time however, she has grown to embrace the company of her new allies, especially that of Qau with his genuine attempts to comfort her following the deaths of her family during the Fall of Balla. She and her new teammates bonded particularly after clearing out a fort full of undead where activating a relic caused Rose a case of weave intoxication, during which Qau and Glaw tried to help her as she got over it and she opened up about her past, the loss of her parents and her own insecurities of being in her father's shadow (with the two finally realising that Eslo was her father at this point).

Appearance

Distinctive features
Very short for a Wood Elf; massive Lichtenberg-type weave-scar covering right arm and upper torso; outer two-thirds of left earlobe missing

Title
Sacrist of the Monastery of the Glorious Shield

Type
PC

Races
Wood Elf

Races
Halfling

Age
70

Gender
Female

Pronouns
She/Her

Appearance

Distinctive features
Very short for a Wood Elf; massive Lichtenberg-type weave-scar covering right arm and upper torso; outer two-thirds of left earlobe missing

Personality

Personality
Despite being probably one of the most powerful mortal magic-users NOT to be a member of the Grand Order, Rose's shyness and resulting reluctance to interact with others in her youth have left her with somewhat stunted social skills. While generally very kind quiet and even cowardly at times, she has frequently been shown to be extremely selfless in combat despite her distaste for it, often throwing herself into harm's way deliberately in order to heal or defend her allies, or in one example using herself as bait to lure an elusive enemy towards Qau. She is however also known to have a biting sarcastic streak that will occasionally show itself, and has also frequently shown to be both astonishingly intelligent and extremely perceptive.
She suffers from a severe inferiority complex caused by the long shadow cast by her father, and in terms of outlook is known to be cynical to the point of outright pessimism. Following the Fall of Balla and the resulting apparent deaths of her mother, brother and stepfather, Rose understandably falls into a deep depression. While she attempts to hold it together and keep on with the task at hand, her fragile mental state is evident; she is prone to bursting into tears when reminded of her family.

Unorganised

Cleric - Class

Clerics are intermediaries between the mortal world and the distant planes of the gods. As varied as the gods they serve, clerics strive to embody the handiwork of their deities. No ordinary priest, a cleric is imbued with divine magic.

You must have a Wisdom score of 13 or higher in order to multiclass in or out of this class.

The Cleric Spell Slots per Spell Level
Level Proficiency Bonus Features Cantrips Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Spellcasting, Divine Domain 3 2 - - - - - - - -
2nd +2 Channel Divinity (x1), Divine Domain feature, Harness Divine Power 3 3 - - - - - - - -
3rd +2   3 4 2 - - - - - - -
4th +2 Ability Score Improvement 4 4 3 - - - - - - -
5th +3 Destroy Undead (CR 1/2) 4 4 3 2 - - - - - -
6th +3 Channel Divinity (x2), Divine Domain feature 4 4 3 3 - - - - - -
7th +3   4 4 3 3 1 - - - - -
8th +3 Ability Score Improvement, Destroy Undead (CR 1), Divine Domain feature, Blessed Strikes 4 4 3 3 2 - - - - -
9th +4   4 4 3 3 3 1 - - - -
10th +4 Divine Intervention 5 4 3 3 3 2 - - - -
11th +4 Destroy Undead (CR 2) 5 4 3 3 3 2 1 - - -
12th +4 Ability Score Improvement 5 4 3 3 3 2 1 - - -
13th +5   5 4 3 3 3 2 1 1 - -
14th +5 Destroy Undead (CR 3) 5 4 3 3 3 2 1 1 - -
15th +5   5 4 3 3 3 2 1 1 1 -
16th +5 Ability Score Improvement 5 4 3 3 3 2 1 1 1 -
17th +6 Destroy Undead (CR 4), Divine Domain feature 5 4 3 3 3 2 1 1 1 1
18th +6 Channel Divinity (x3) 5 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement 5 4 3 3 3 3 2 1 1 1
20th +6 Divine Intervention improvement 5 4 3 3 3 3 2 2 1 1

Class Features

As a cleric, you gain the following class features.

Hit Points

Hit Dice: 1d8 per cleric level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per cleric level after 1st

Proficiencies

Armor: Light armor, medium armor, shields
Weapons: All simple weapons
Tools: None
Saving Throws: Wisdom, Charisma
Skills: Choose two from History, Insight, Medicine, Persuasion, and Religion

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

 

Spellcasting

As a conduit for divine power, you can cast cleric spells.

Cantrips

At 1st level, you know three cantrips of your choice from the cleric spell list. You learn additional cleric cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Cleric table.

Spell Slots

The Cleric table shows how many spell slots you have to cast your spells of lst 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 of cleric spells equal to your Wisdom modifier + your cleric level (minimum of one spell). The spells must be of 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 of 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 of 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.

Spellcasting Ability

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.

Spell save DC = 8 + your proficiency bonus + your Wisdom modifier

Spell attack modifier = your proficiency bonus + your Wisdom modifier

Ritual Casting

You can cast a cleric spell as a ritual if that spell has the ritual tag and you have the spell prepared.

Spellcasting Focus

You can use a holy symbol as a spellcasting focus for your cleric spells.

 

Divine Domain

At 1st level, you choose a domain shaped by your choice of Deity and the gifts they grant you.

Subclass - Arcana Cleric - The Nameless One

Subclass - Blood Cleric - Mistress of Secrets

Subclass - Commerce Cleric - The Nameless One

Subclass - Dream Cleric - Mistress of Secrets

Subclass - Earth Cleric - Herne

Subclass - Enigma Cleric - Mistress of Secrets

Subclass - Forge Cleric - Jak'ra

Subclass - Freedom Cleric - The Striped Cat

Subclass - Grave Cleric - The Nameless One

Subclass - Hope ClericBel, Lady of Hope

Subclass - Justice Cleric - Marduk

Subclass - Knowledge ClericDezrael

Subclass - Life Cleric - Leannan

Subclass - Light Cleric - Jak'ra

Subclass - Love Cleric - Amaryllis

Subclass - Luck Cleric - The Striped Cat

Subclass - Lust Cleric - Leannan

Subclass - Madness Cleric - Dezrael

Subclass - Moon Cleric - Amaryllis

Subclass - Nature Cleric - Leannan

Subclass - Ocean Cleric - Sionnaine

Subclass - Order Cleric - Herne

Subclass - Peace Cleric - Amaryllis

Subclass - Solidarity Cleric - Marduk

Subclass - Tempest Cleric - Sionnaine

Subclass - Travel Cleric - Mimus

Subclass - Trickery Cleric - Dezrael

Subclass - Vengeance Cleric - Gan Caenn

Subclass - War Cleric - Jak'ra

Subclass - Wealth Cleric - Orogull

Subclass - Wind Cleric - Mimus

Subclass - Wrath Cleric - Gan Caenn

 

Domain Spells

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.

 

Channel Divinity

At 2nd level, you gain the ability to channel divine energy directly from your deity, using that energy to fuel magical effects. You start with two such effects: Turn Undead and an effect determined by your domain. Some domains grant you additional effects as you advance in levels, as noted in the domain description.

When you use your Channel Divinity, you choose which effect to create. You must then finish a short or long rest to use your Channel Divinity again.

Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your cleric spell save DC.

Beginning at 6th level, you can use your Channel Divinity twice between rests, and beginning at 18th level, you can use it three times between rests. When you finish a short or long rest, you regain your expended uses.

Channel Divinity: Turn 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.

 

Harness Divine Power

At 2nd level, you can expend a use of your Channel Divinity to fuel your spells. As a bonus action, you touch your holy symbol, utter a prayer, and regain one expended spell slot, the level of which can be no higher than half your proficiency bonus (rounded up). The number of times you can use this feature is based on the level you've reached in this class: 2nd level, once; 6th level, twice; and 18th level, thrice. You regain all expended uses when you finish a long rest.

 

Destroy Undead

Starting at 5th level, when an undead fails its saving throw against your Turn Undead feature, the creature is instantly destroyed if its challenge rating is at or below a certain threshold, as shown in the Cleric table above.

 

Blessed Strikes

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.

 

Divine Intervention

Beginning at 10th level, you can call on your deity to intervene on your behalf when your need is great.

Imploring your deity's aid requires you to use your action. Describe the assistance you seek, and roll percentile dice. If you roll a number equal to or lower than your cleric level, your deity intervenes. The DM chooses the nature of the intervention; the effect of any cleric spell or cleric domain spell would be appropriate. If your deity intervenes, you can't use this feature again for 7 days. Otherwise, you can use it again after you finish a long rest.

At 20th level, your call for intervention succeeds automatically, no roll required.