Hemeria (Character)

Cleric 6th (Trickery) of the fox spirit Emoirya; Harpys Messengers Coven Member
Human, female, 5’3”, 94#, golden brown tanned skin, left handed, brown eyes, blonde hair [short] Personality Trait:
Ideal:
Flaw:
Bond:
HD: 8, 5, 5, 5, 5, 5 + 6 = 39 -1 Blood Oath/Bond = 38 HP
Essence: 25 -1 Fox Spirit, -1 Blood Bond/Oath, -2 Astral Travel/ritual, -1 Coven, -5 Occult Aptitude
Background: Caravan Specialist (healer – and she would run games on the soldiers and merchants)
Strength: 8
Intelligence: 12
Wisdom: 17
Dexterity: 14
Constitution: 12
Charisma: 13
Sanity: 12

Proficiency @+3

Skills: Survival (WIS), Animal Handling (WIS), Religion (INT), Insight (WIS), Deception (CHA), Stealth (DEX)
Lore: Horses (+2), Foxes (+2), Monsters (+2), Undead (+2), ________ (+2)
Vehicle/Mount: Carts, Horses
Languages: Celestial (literate), Dundarin (literate)
Tools: Gambling (cards and shell games)
Abilities: Wisdom, Charisma
Armor: Light, Medium, [No Shields] Weapons: Simple
Feats: Chase your own Tail (# times per Short Rest = WIS modifier; all enemies in a 30’ radius make spell save vs. Sanity or have Disadvantage on their attacks until your next turn) + Invoke Duplicity does not require Concentration (lasts a full minute)
Magic Initiate (Wizard)

Combat

Fighting Style (The character gains a Fighting Style only usable at night or in dim light.)

Tactics
Note than when Jrolmandir uses his Radiant Soul effect, it adds his level in damage to any spells or attacks by allies within 30’ that deal Radiant damage – like Guiding Bolt!
[Spell Augmented/All Out Melee]: Cast Shield of Faith for +2 AC, then Spiritual Weapon to get enemies engaging it (round 1). Cast Mirror Image then use “Cats Paw” to compel 2 enemies to fight – essentially one of them will get Disadvantage (round 2). Cast Spiritual Guardians and move into combat (round 3)
[Typical Melee] Cast Guiding Bolt (round 1), Cast Spiritual Weapon or Spiritual Guardians (if any spell slots left), then move into combat.
[Typical Ranged] Cast Magic Stone and Cast Guiding Bolt (round 1; until exhausted), sling
https://www.dnd-spells.com/spell/magic-stone

Magic

Occult Aptitude: 1
Mana: 6
Prepared Spells: 9 (changeable per Long Rest)
Spell save DC = 8 + your proficiency bonus + your Ability modifier
Spell attack modifier = your proficiency bonus + your Ability modifier
Channel Divinity: 2/Rest
Cantrips: [4] Magic Stone, Thaumaturgy, Spare the Dying, Resistance; Wizard: Chill Touch and Light
1st: [4] (Typical) Guiding Bolt, Cure Wounds, Shield of Faith, Bless, Charm Person
Wiz: Absorb Elements as Reaction 1/Long Rest
Occult: [1] Dedicated to Sanctuary
2nd: [3] (Typical) Mirror Image, Prayer of Healing, Spiritual Weapon
3rd: [3] (Typical) Spirit Guardians
Short Rest Powers: Detect Magic (when ritualized detection becomes a Bonus Action instead, and last an additional 10 minutes * Occult Aptitude)
Long Recovery Powers: Feather Fall
Blessing of the Trickster: You can use your action to touch a willing creature other than yourself to give it advantage on Dexterity (Stealth) checks. This blessing lasts for 1 hour or until you use this feature again.
Invoke Duplicity [Channel Divinity]: As an action, you create a perfect illusion of yourself that lasts for 1 minute, or until you lose your concentration (as if you were concentrating on a spell). The illusion appears in an unoccupied space that you can see within 30 feet of you. As a bonus action on your turn, you can move the illusion up to 30 feet to a space you can see, but it must remain within 120 feet of you. For the duration, you can cast spells as though you were in the illusion’s space, but you must use your own senses. Additionally, when both you and your illusion are within 5 feet of a creature that can see the illusion, you have advantage on attack rolls against that creature, given how distracting the illusion is to the target.
Cloak of Shadows [Channel Divinity]: As an action, you become invisible until the end of your next turn. You become visible if you attack or cast a spell.
Primeval Awareness (as ranger) 1/Short Rest
Zone of Lies: Character can cast Zone of Lies (opposite zone of truth – cannot willingly tell the truth) 1/Long Rest

Equipment

Weapons:
Sling, 10 lead bullets (D4/2 +1 @ 3/5/10; If Magic Stone cantrip used D6/3 + WIS modifier @ 6/9/15)
“Cats Paw” [dedicated stiletto to Emoirya; finesse] Armor Piercing (+2), D3/2 +2, considered magical vs. undead
1/Long Rest, no Concentration required, as a Reaction: 1) Cast Compelled Duel – but on someone else; 2) Shield; 3) Spiritual Guardians act as an ally performing the Help action in combat; 4) If possessor cast Mirror Image, adds 2 images.

Armor:
Scintillating Chain Shirt (if the wearer cast Mirror Image on themselves, it regenerates 1 image per round; AC 14, 1 [greater] Resilience) + 2 DEX = AC 16

Holy Symbol: “Blessing of the Mothers Den” – if you cast Shield of Faith on yourself, it requires no concentration.

Bag of Beans: 9 magic beans. Can use Channel Divinity to influence roll +/- 10%.

History
At a young age, she ran away from a family that was abusive. She was found by druids hiding in a sacred grove in the forest – near death. Nursed back to health, she attended them in exchange for keeping her hidden. She kept the grove clean and spied on the nearby town for them. She managed to survive long enough to be initiated into the cult of Emoirya – the fox aspect. Stealth, deception, and trickery is what she was best at. She joined caravan guards but always reported back to the nature priests and druids all the news and information she found about the lands around her. Over the years, her travels went further and she began to travel with caravans. After a while she was introduced to mercenary and adventure bands. During this time she gained her penchant for playing harmless but anonymous practical jokes , and a crude sense of humor. She spent years accumulating wealth and sacrifices, placing it in sacred fox dens. She earned her dagger and holy symbol as gifts formed of the power of the Emoiyra. Her brilliant shirt she managed to grab from an adventure with a group she quickly left. Her journeys have taken her far but she is looking for a home. While searching, she followed strange visions in her dreams to an old cave behind a waterfall in some forgotten place. In it there were depictions of a comet, and war, and a fox dancing around the fields of the fallen. The fox leaped up, trying to catch the comet. There was ancient symbols and writings. She copied them down on vellum with a grease marker. Every night she would take them out and study them – seeing patterns and after many moons she was on the verge of deciphering them.

Her journeys took her to Merowey. There, the unrest and civil war were startling. She reported her findings, and headed for someplace much safer – the trading town of Moradis about 20 miles away. Moradis was a smaller but busy crossroads. It was a trade gateway to the southeast. It had only about a thousand people, but about half that again in a transient population of travelers. It seemed that there was a tolerance there with so many people from different places coming through. Hemeria decided to be open in her affiliation. She began to get calls to perform blessings at birth and name days, at weddings and funerals. Being literate made her an occasional witness for documents.

Meeting Icrane:
It is through this that she Met Paula and Icrane. Her smooth way with words had reached them and they were betrothed to be married. Paula insisted on a small wedding, but Icrane wanted something more public. A friendship developed with them – Icrane seemed much distracted and that had plans to follow. Something happened that made the couple set a firm date, and within only a week. After knowing them for only a month, she had developed a strong bond. One night, while drinking, Icrane let slip his plans to return to Merowey. She asked about his involvement there in the civil war. A great tale came forth, and a sense of guilt. Knowing full well he was a sorcerer, she began to ask about the visions granted to her after the cave paintings she found of the comet. Icrane explained that it must be a sign – that he too had come for the time of the comet. He asked her to join them when they return and to prepare for the comets return. She agreed and the day after they were married the three of them left for Merowey. In looking at the symbols Icrane revealed that it was wizardly magic – that her goddess must have lead her and gifted her with such a thing. He explained that last few pieces missing and all was revealed to her.
Cave paintings = source of magic initiate

Astral Travels: The character is involved in a underworld or political dealing that goes wrong – its an alternate timeline spillover. They must pay 10% of their income or they will be attacked – their reputation, relationships, and finally physically. Others around the character remember it, though the character does not.

In a Coven

-1 HP permanently Blood Oath/Bond:

Ritual of the Dark Sun

Shadow of Death: When the character dies, they become a shadow and attack the party.