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Kravas - Vampire Cleric


Drakeburn

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- Work In Progress -

 

 

Kravas
Cleric of Life's Bond
 
https://cdn.cardsrealm.com/images/cartas/znr-zendikar-rising/en/crop-min/cleric-of-lifes-bond-222.jpeg?4448
Gender: Male
Race: Vampire
Alignment: Lawful Neutral
Class: Cleric
Background: Outlander

Passive Perception: 13
Passive Investigation: 13
Passive Insight: 15

 

Hit Points: 10
Hit Dice: 1d8
AC: 1
Initiative: +2
Size: Medium
Speed: 30 feet

 

"No gods. Only each other."

 

ABILITIES & SKILLS

Proficiency Bonus: +2

STR DEX CON INT WIS CHA

9

(-1)

14

(+2)

14

(+2)

10

(+0)

17

(+3)

10

(+0)

Save -1 Save +2 Save +2 Save +0 Save +5 Save +2
Athletics +1

Acrobatics +2

Stealth +2

Sleight +2

 

History +0

Arcane +0

Investigation +0

Religion +0

Insight +5

Perception +3

Medicine +3

Animal Handling +3

Survival +5

Persuasion +2

Intimidation +5

Deception +3

Performance +3

 Bold denotes proficency/(E) denotes expertise
 

PROFICIENCIES & ABILITIES

PROFICIENCIES LANGUAGES CLASS ABILITIES RACIAL TRAITS FEATS
Viol

Light Armor

Medium Armor

Heavy Armor

Shields

Simple Weapons

 

Common

Vampire

[background?]

Cleric Class Abilities

SpellcastingAs 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.

PREPARING AND CASTING SPELLS
The Cleric table shows how many spell slots you have to cast your cleric 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 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.

Life DomainThe Life domain focuses on the vibrant positive energy—one of the fundamental forces of the universe—that sustains all life. The gods of life promote vitality and health through healing the sick and wounded, caring for those in need, and driving away the forces of death and undeath.

At each indicated cleric level, you add the listed spells to your spells prepared.

LIFE DOMAIN SPELLS
-------------------------------
Cleric Level - Spells
1st - bless, cure wounds
3rd - lesser restoration, spiritual weapon
5th - beacon of hope, revivify
7th - death ward, guardian of faith
9th - mass cure wounds, raise dead

Bonus ProficiencyWhen you choose this domain at 1st level, you gain proficiency with heavy armor.

Disciple of LifeAlso starting at 1st level, your healing spells are more effective. Whenever you use a spell of 1st level or higher to restore hit points to a creature, the creature regains additional hit points equal to 2 + the spell's level.

Ability Score IncreaseIncrease one score by 2 and increase a different score by 1, or increase three different scores by 1. +2 Wis, +1 Str

DarkvisionThanks to your heritage, you have superior vision in dark and dim conditions. 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. 60'

Vampiric ResistanceYou have resistance to necrotic damage.

Blood ThirstYou can drain blood and life energy from a willing creature, or one that is grappled by you, incapacitated, or restrained. Make a melee attack against the target. If you hit, you deal 1 piercing damage and 1d6 necrotic damage. The target’s hit point maximum is reduced by an amount equal to the necrotic damage taken, and you regain hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. A humanoid killed in this way becomes a null, a faceless zombie that is stronger and faster than the typical zombie.

 

 

 

[Feats and/or ASI here]

 

 

8437-200.pngATTACKS

WEAPON TO HIT DAMAGE PROPERTIES / (RANGE)
Mace +1 1d6-1 slashing Melee
Light Crossbow +4 1d8+2 piercing

Ammunition (range 80/320), loading, two-handed

Staff +1 1d6-1 bludgeoning Melee, Versatile (1d8)
Sacred Flame +5 1d8 radiant (range 60)
       
       

 

spacer.pngSPELLS


Spell Slots: 2/2

Cleric - Spell Save DC: 13 Spell Attack Mod: +5 Spells Known: 2 Cantrips: 3 Max Spell Level: 1

CANTRIPS 1ST LEVEL 2ND LEVEL 3RD LEVEL

Cleric

Sacred FlameEvocation cantrip
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: 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).

Spare the DyingNecromancy cantrip
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Instantaneous

You touch a living creature that has 0 hit points. The creature becomes stable. This spell has no effect on undead or constructs.

Toll the DeadNecromancy cantrip
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Instantaneous

You point at one creature you can see within range, and the sound of a dolorous bell fills the air around it for a moment. The target must succeed on a Wisdom saving throw or take 1d8 necrotic damage. If the target is missing any of its hit points, it instead takes 1d12 necrotic damage.

The spell's damage increases by one die when you reach 5th level (2d8 or 2d12), 11th level (3d8 or 3d12), and 17th level (4d8 or 4d12).

 

Cleric

Healing Word1st-level evocation
Casting Time: 1 bonus action
Range: 60 feet
Components: V
Duration: 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.

At Higher Levels.
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.

Purify Food and Drink1st-level transmutation (ritual)
Casting Time: 1 action
Range: 10 feet
Components: V, S
Duration: Instantaneous

All nonmagical food and drink within a 5-foot-radius sphere centered on a point of your choice within range is purified and rendered free of poison and disease.

 

   
4TH LEVEL 5TH LEVEL 6TH LEVEL 7TH LEVEL
       
8TH LEVEL 9TH LEVEL    
       

* Denotes a Midgard spell. / (C) Denotes concentration. / (R) Denotes reaction spell. / (B) Denotes bonus action spell.

 

money-dollar-circle-512.pngMONEY


Copper: 0 Silver: 0 Gold: 10 Obsidian: 0 Platinum: 0

(10 Coins * .02 lbs. = .2 lbs. Total Weight)

 

Encumbrance, heaviness, load, mass, sinker, stowage, weight icon - Download  on IconfinderENCUMBRANCE


Weight: 116.7 lbs. / 135 lbs. max. (15 x STR Score)
Status: Unencumbered
Penalty: None

 

688885-200.pngEQUIPMENT READIED


Equipped Items: (46 lbs.)

Equipped items can be retrieved with a manipulate item interaction.

ARMOR (20 lbs.) WEAPONS (18 lbs.) READIED ITEMS (8 lbs.)

Traveler's Clothes - 2 gp (4 lbs.)

Leather Armor - 10 gp (10 lbs.)

Shield - 10 gp (6 lbs.)

Light Crossbow - 25 gp (5 lbs.)

Mace - 5 gp (4 lbs.)

Staff - 2 sp (4 lbs)

 

 

Amulet (Holy symbol) - 30 gp (3 lbs.)

Backpack (1 cubic ft/30 lbs) - 2 gp (5 lbs.)

 

Bolded denotes Hexwarrior bond / strike denotes item was traded in or sold

 

education_icons_IF-06-512.pngEQUIPMENT STORED


Stored Items: (70.7 lbs.)

Stored items can be retrieved with an action.

IN BACKPACK (27.7 lbs.) STRAPPED TO BACKPACK (53 lbs.) AT HOME (-- lbs.)

Bedroll - 1 gp (7 lbs.)

Pitons (x10) - 50 cp (2.5 lbs.)

Rations (x6) - 30 sp (12 lbs.)

Torches (x5) - 5 cp (5 lbs.)

Tinderbox - 5 sp (1 lbs.)

A trophy from an animal you killed

Coins - 10 gp (.2 lbs.)

Waterskin (full) - 2 sp (5 lbs.)

Hempen Rope (50') - 1 gp (10 lbs.)

Rations (x4) - 20 sp (8 lbs.)

Torches (x5) - 5 cp (5 lbs.)

Hunting Trap - 5 gp (25 lbs.)

[--]

 

 

Item_necklace_9.pngMAGIC ITEMS


Magic Items: (0 lbs.)

 

NON-ATTUNED (0.0 lbs) ATTUNED 0/3 (x lbs.)
 

 

 

 

CHARACTER OVERVIEW


Appearance
Age: 116 Height: 6' 1" Weight: 184 lbs.
Hair: Black Eyes: Red Complexion: Light Purple

[something]

 

spacer.pngBACKGROUND

Outlander


Personality Traits: "I only kill if it is absolutely necessary."

   

Ideals: "."

   

Bonds: ""

 

Flaws: "."

 

Background Feature: WandererYou 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.

 
Backstory

""

 

 

 

 

 

Edited by Drakeburn (see edit history)
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    I've been playing D&D 5e for a few years.
     
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    Black and white.
Edited by Drakeburn (see edit history)
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