Evangeline Whit

Half-elf priestess of Tymora


Cleric of Tymora
Magic: Luck Domain
Age 23, 5’5", 110 pounds
Eyes bright silver, fair skin, deep blue hair
Entertainer (Circus)
Chaotic Good

“I make every place my home”
“Fortune favors the bold.”
Atalara: A priestess of Tymora who’s body has at some time or other been directly possessed by the Goddess so as to act and speak for her which usually changes all body hair to a deep blue and the pupils of the eyes to a bright silver.
“The joy of the doubt and the danger” (The Lady’s Joy and the Lady’s Way)


  • Mace, Crossbow, Dagger
  • Hide armor (dyed silver and blue)
  • Disguise kit
  • Tambourine painted to look like Tymora’s coin on either side
  • Favor of an admirer (a link of chain from a slave she freed)
  • Costume
  • Belt pouch with 15g

Languages and other proficiencies:

  • Common
  • Elven
  • Orcish
  • Juggler
  • Fire-eater
  • Instrumentalist


Blessing of Luck
You gain the feat Lucky. If you already have this feat, or gain the feat in the future, your luck points increase to 4 rather than stacking.

Domain Spells
Player level Spells
1 bane, bless
3 warding bond, mirror image
5 blink, spirit guardians
7 confusion, divination
9 legend lore, mislead

Channel Divinity: Touch of Luck
Starting at 2nd level, you can use your Channel Divinity to grant you or a creature within 30 feet of you inspiration (see chapter 4). Inspiration granted by this power does not stack, and the inspiration only lasts 10 minutes. In addition, when you use this ability, you can grant inspiration to additional targets by expending 1 luck point per target.

Channel Divinity: Twist of Fate
At 6th level you can use your Channel Divinity to change a damage roll. You can choose to expend 1 luck point to force the attacker to reroll damage and take the lower value, 2 luck points to change the damage to the minimum possible, or 3 luck points to change the damage to the maximum possible.

Malign Focus
At 8th level, you gain the ability to affect the threads of fate with your weapon attacks. Once on each of your turns when you hit a creature with a weapon attack, the target has disadvantage on the next attack roll or saving throw they make before the beginning of your next turn.

Avatar of Fate
Starting at 17th level you regain up to two luck points when you take a short rest.

Lucky (from Blessing of Luck)

  • You have inexplicable luck that seems to kick in at just the right moment.
  • You have 3 luck points. Whenever you make an attack roll, an ability check, or a saving throw, you can spend one luck point to roll an additional d20.
  • You can choose to spend one of your luck points after you roll the die, but before the outcome is determined.
  • You choose which of the d20s is used for the attack roll, ability check, or saving throw.
  • You can also spend one luck point when an attack roll is made against you. Roll a d20, and then choose whether the attack uses the attacker’s roll or yours.
  • If more than one creature spends a luck point to influence the outcome of a roll, the points cancel each other out; no additional dice are rolled.
  • You regain your expended luck points when you finish a long rest.


1st-level enchantment
Casting Time: 1 action
Range: 30 feet
Components: V, S, M (a drop of blood)
Duration: Concentration, up to 1 minute
Up to three creatures of your choice that you can see within range must make Charisma saving throws. Whenever a target that fails this saving throw makes an attack roll or a saving throw before the spell ends, the target must roll a D4 and subtract the number rolled from the attack roll or saving throw.
At Higher Levels. 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.

1st-level enchantment
Casting Time: 1 action
Range: 30 feet
Components: V, S, M (a sprinkling of holy water)
Duration: 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.
At Higher Levels. 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.

Warding Bond
2nd-level abjuration
Casting Time: 1 action
Range: Touch
Components: V, S, M (a pair of platinum rings worth at least 50 gp each, which you and the target must wear for the duration)
Duration: 1 hour
This spell wards a willing creature you touch and creates a mystic connection between you and the target until the spell ends. While the target is within 60 feet of you, it gains a +1 bonus to AC and saving throws, and it has resistance to all damage. Also, each time it takes damage, you take the same amount of damage. The spell ends if you drop to 0 hit points or if you and the target become separated by more than 60 feet. It also ends if the spell is cast again on either of the connected creatures. You can also dismiss the spell as an action.

Mirror Image
2nd-level illusion
Casting Time: 1 action
Range: Self
Components: V, S
Duration: 1 minute
Three illusory duplicates of yourself appear in your space. Until the spell ends, the duplicates move with you and mimic your actions, shifting position so it’s impossible to track which image is real. You can use your action to dismiss the illusory duplicates. Each time a creature targets you with an attack during the spell’s duration, roll a d20 to determine whether the attack instead targets one of your duplicates. If you have three duplicates, you must roll a 6 or higher to change the attack’s target to a duplicate. With two duplicates, you must roll an 8 or higher. With one duplicate, you must roll an 11 or higher. A duplicate’s AC equals 10 + your Dexterity modifier. If an attack hits a duplicate, the duplicate is destroyed. A duplicate can be destroyed only by an attack that hits it. It ignores all other damage and effects. The spell ends when all three duplicates are destroyed. A creature is unaffected by this spell if it can’t see, if it relies on senses other than sight, such as blindsight, or if it can perceive illusions as false, as with truesight.

3rd-level transmutation
Casting Time: 1 action
Range: Self
Components: V, S
Duration: 1 minute
Roll a d20 at the end of each of your turns for the duration of the spell. On a roll of 11 or higher, you vanish from your current plane of existence and appear in the Ethereal Plane (the spell fails and the casting is wasted if you were already on that plane). At the start of your next turn, and when the spell ends if you are on the Ethereal Plane, you return to an unoccupied space of your choice that you can see within 10 feet of the space you vanished from. If no unoccupied space is available within that range, you appear in the nearest unoccupied space (chosen at random if more than one space is equally near). You can dismiss this spell as an action. While on the Ethereal Plane, you can see and hear the plane you originated from, which is cast in shades of gray, and you can’t see anything there more than 60 feet away. You can only affect and be affected by other creatures on the Ethereal Plane. Creatures that aren’t there can’t perceive you or interact with you, unless they have the ability to do so.

Spirit Guardians
3rd-level conjuration
Casting Time: 1 action
Range: Self (15-foot radius)
Components: V, S, M (a holy symbol)
Duration: Concentration, up to 10 minutes
You call forth spirits to protect you. They flit around you to a distance of 15 feet for the duration. If you are good or neutral, their spectral form appears angelic or fey (your choice). If you are evil, they appear fiendish. When you cast this spell, you can designate any number of creatures you can see to be unaffected by it. An affected creature’s speed is halved in the area, and when the creature enters the area for the first time on a turn or starts its turn there, it must make a Wisdom saving throw. On a failed save, the creature takes 3d8 radiant damage (if you are good or neutral) or 3d8 necrotic damage (if you are evil). On a successful save, the creature takes half as much damage.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.

4th-level enchantment
Casting Time: 1 action
Range: 90 feet
Components: V, S, M (three nut shells)
Duration: Concentration, up to 1 minute
This spell assaults and twists creatures’ minds, spawning delusions and provoking uncontrolled action. Each creature in a 10-foot-radius sphere centered on a point you choose within range must succeed on a Wisdom saving throw when you cast this spell or be affected by it.
An affected target can’t take reactions and must roll a d10 at the start of each of its turns to determine its behavior for that turn.
1 The creature uses all its movement to move in a random direction. To determine the direction, roll a d8 and assign a direction to each die face. The creature doesn’t take an action this turn.
2-6 The creature doesn’t move or take actions this turn.
7-8 The creature uses its action to make a melee attack against a randomly determined creature within its reach. If there is no creature within its reach, the creature does nothing this turn.
9-10 The creature can act and move normally.
At the end of each of its turns, an affected target can make a Wisdom saving throw. If it succeeds, this effect ends for that target.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the radius of the sphere increases by 5 feet for each slot level above 4th.

4th-level divination (ritual)
Casting Time: 1 action
Range: Self
Components: V,S,M (incense and a sacrificial offering appropriate to your religion, together worth at least 25gp, which the spell consumes)
Duration: Instantaneous
Your magic and an offering put you in contact with a god or a god’s servants. you ask a single question concerning a specific goal, event or activity to occur within 7 days. The DM offers a truthful reply. the reply might be a short phrase, a cryptic rhyme, or an omen.
The spell doesn’t take into account any possible circumstances that might change the outcome, such as the casting of additional spells or the loss or gain of a companion.
If you cast the spell two or more times before finishing your next long rest, there is a cumulative 25 percent chance for each casting after the first that you get a random reading. The DM makes this roll in secret.

Legend Lore
5th-level divination
Casting Time: 10 minutes
Range: Self
Components: V, S, M (incense worth at least 250 gp, which the spell consumes, and four ivory strips worth at least 50 gp each)
Duration: Instantaneous
Name or describe a person, place, or object. The spell brings to your mind a brief summary of the significant lore about the thing you named. The lore might consist of current tales, forgotten stories, or even secret lore that has never been widely known. If the thing you named isn’t of legendary importance, you gain no information. The more information you already have about the thing, the more precise and detailed the information you receive is. The information you learn is accurate but might be couched in figurative language. For example, if you have a mysterious magic axe on hand, the spell might yield this information: “Woe to the evildoer whose hand touches the axe, for even the haft slices the hand of the evil ones. Only a true Child of Stone, lover and beloved of Moradin, may awaken the true powers of the axe, and only with the sacred word Rudnogg on the lips.”

5th-level illusion
Casting time: 1 Action
Range: Self
Components: S
Duration: Concentration, up to 1 hour
You become invisible at the same time that an illusory double of you appears where you are standing. The double lasts for the duration, but the invisibility ends if you attack or cast a spell. You can use your action to move your illusory double up to twice your speed and make it gesture, speak, and behave in whatever way you choose. You can see through its eyes and hear through its ears as if you were located where it is. On each of your turns as a bonus action, you can switch from using its senses to using your own, or back again. While you are using its senses, you are blinded and deafened in regard to your own surroundings.


evangeline.jpgEvangeline’s parents were both circus folk, her human father a strong man and her high elven mother an acrobat. She traveled the realms with her family, encountering the popular clerics of Tymora everywhere they went. Evangeline was drawn in towards the deeper mysteries, being of two races. It was when she found herself uniquely positioned to risk everything in order to free a slave that her world truly changed. As the chain broke in her fists, she saw them wrapped in a silver glow. And then words flowed from her lips, power danced through her body, and the world went a deep, midnight blue. She woke later, wrapped in the slave’s tattered blanket with a single link of that broken chain tucked in her palm. Her hair had turned a deep blue, her eyes that same glowing silver. Evangeline emerged from the tent and almost immediately a priestess of Lady Luck took her to the temple to become initiated into Tymora’s mysteries.

Evangeline Whit

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