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Nilashareth of the Iron Hand, Kalashtar Twilight Cleric, Seraph


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Nilashareth of the Iron Hand
 
Cleric.png.a6766255b9ad9d55fb658bec5209bc81.png
 
"Being deeply loved by someone gives you strength, while loving someone deeply gives you courage."
 
Gender: Female
Age: 26
Race: Kalashtar
Alignment: Neutral Good

 
Class: Cleric
Background: Inquisitor
Arch Seraph: Morael

Passive Perception/Investigation: 14
Passive Insight: 16

 

HP: 24 (8+5+5) (2+2+2)
Hit Dice: 1d8
AC: 16
Initiative: 1d20+0
Size: Medium
Speed: 30 feet

 


skill-1-512.png Abilities & Skills
Proficiency Bonus: +2
STR
13
(+1)
DEX
11
(+0)
CON
14
(+2)
INT
10
(+0)
WIS
19
(+4)
CHA
12
(+1)
+1 Saves
+0 Saves
+2 Saves
+0 Saves
+3 Saves
+1 Saves
+1 Athletics



 
+0 Acrobatics
+0 Sleight of Hand
+0 Stealth


 
  +0 Arcana
+0 History
+0 Investigation
+0 Nature
+2 Religion
+4 Animal Handling
+6 Insight
+4 Medicine
+4 Perception
+4 Survival
+1 Deception
+3 Intimidation
+1 Performance
+3 Persuasion

 
 
Proficiencies Languages Class Feats Race & Feats

Light armor
medium armor
heavy armor
simple weapons
martial weapons
shields

Higher Bürach
Quori
Celestial

Abyssal

Eyes of NightYou can see through the deepest gloom. You have
darkvision out to a range of 300 feet. In that radius,
you can see in dim light as if it were bright light and
in darkness as if it were dim light.

As an action, you can magically share the darkvi
sion of this feature with willing creatures you can
see within 10 feet of you, up to a number of crea
tures equal to your Wisdom modifier (minimum
of one creature).

The shared darkvision lasts for 1
hour. Once you share it, you can't do so again until
you finish a long rest, unless you expend a spell slot
of any level to share it again.

Vigilant BlessingThe night has taught you to be vigilant. As an action,
you give one creature you touch (including possibly
yourself) advantage on the next initiative roll the
creature makes. This benefit ends immediately after
the roll or if you use this feature again.

Channel Divinity: Turn UndeadAs 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.

Channel Divinity: Twilight SanctuaryYou can use your Channel Divinity to refresh your
allies with soothing twilight.

As an action, you present your holy symbol, and a
sphere of twilight emanates from you. The sphere
is centered on you, has a 30-foot radius, and is filled
with dim light. The sphere moves with you, and it
lasts for 1 minute or until you are incapacitated or
die. Whenever a creature (including you) ends its
turn in the sphere, you can grant that creature one
of these benefits:


• You grant it temporary hit points equal to ld6 plus
your cleric level.
• You end one effect on it causing it to be charmed
or frightened.
Dual MindYou have advantage on all Wisdom saving throws.
Mental DisciplineYou have resistance to psychic damage.
Mind LinkYou can speak telepathically to any creature you can see, provided the creature is within a number of feet of you equal to 10 times your level.

You don't need to share a language with the creature for it to understand your telepathic utterances, but the
creature must be able to understand at least one
language.

When you're using this trait to speak telepathically to
a creature, you can use your action to give that creature
the ability to speak telepathically with you for 1 hour or
until you end this effect as an action. To use this ability,
the creature must be able to see you and must be within
this trait's range.

You can give this ability to only one creature at a time; giving it to a creature takes it away from another creature who has it.
Severed From DreamsKalashtar sleep, but they don't connect to the plane of dreams as other creatures do. Instead, their minds draw from the memories of their otherworldly spirit while they sleep.

As such, you are immune to spells and other magical effects that require you to dream, like dream, but not to spells and other magical effects that put you to sleep, like sleep.

Boon: Celestial FormYour Wisdom score increases by 2 and your Constitution score increases by 1. You become a Celestial in addition to any other creature types you are. Spells and abilities that affect Celestials of a specific CR have no effect on you.
Boon: Angelic WingsYou have manifested feathered wings. You have a flying speed equal to your normal speed. You cannot wear armour or clothing that has not been modified to accommodate your wings.
Flaw: Planar BindingYour body and soul are bound to a divine plane of existence. You have disadvantage on death saving throws as the plane attempts to pull you back to it. If you would be killed, your soul has been taken back to a plane of existence of the GM’s choice.

This plane is your new home, and you become an NPC under the GM’s control. If you are on the divine plane responsible for your transformation, this flaw has no effect.

War CasterYou have practiced casting spells in the midst of combat, learning techniques that grant you the following benefits:

You have advantage on Constitution saving throws that you make to maintain your concentration on a spell when you take damage.
You can perform the somatic components of spells even when you have weapons or a shield in one or both hands.
When a hostile creature's movement provokes an opportunity attack from you, you can use your reaction to cast a spell at the creature, rather than making an opportunity attack. The spell must have a casting time of 1 action and must target only that creature.
 

8437-200.png Attacks

Weapon To Hit Damage Type/(Range)
scythe (glaive/fighting chain, sickle)
war hammer
light crossbow
 
+2
+2
+0
 
1d10 +1 /1d4 +1
1d8 +1
1d4 +0
 
bludgeoning/slashing
bludgeoning
Piercing
 
 
money-dollar-circle-512.png Money
 

Copper: 0 Silver: 0 Gold: 165 Platinum: 0
 
Encumbrance, heaviness, load, mass, sinker, stowage, weight icon - Download  on Iconfinder Encumbrance
 

Weight: 0 lbs. / 0 lbs. max.
Status: Unencumbered
Penalty: None
 
688885-200.png Equipment Readied
 

Equipped Items: 
 
Armor Weapons Readied Items
chain mail
















 
scythe
war hammer
light crossbow












 
a holy symbol
 
education_icons_IF-06-512.png Equipment Stored
 

Stored Items: 
 
In Backpack Strapped To Backpack 
a set of manacles
a copy of the text Sins of the Heretic
a leather strap
a prayer book
vestments

priest's pack
rope, hempen (50 feet)
waterskin
shield

 
 
Item_necklace_9.png Magic Items
 

Magic Items: 
 
Non-Attuned  Attuned 1/3 
 

 


 

spacer.pngBackground

Setting: Inquisitor
 


Personality Traits: I am horribly, horribly awkward in social situations.

Ideal: Community. We have to take care of each other, because no one else is going to do it. 

Bond: Nothing is more important that the other members of my family.

Flaw: I speak without really thinking through my words, invariably insulting others.

TALENT-

Astute Intuition.
 Whenever you make a Wisdom (Insight) check while trying to detect a lie from Aristocrats, Criminals, or Common Folk, you can add your Profession Die to the roll.

 

5386-200.png Character Overview

 


Nilashareth doesn't remember the earliest years of her life- a time of terror over which a pall of terror is cast. This is the only thing she knows of it, that even trying to remember will bring her only a sense of fear and helplessness.

Instead she remembers that the last time she saw her mother, she looked terrified.

That the last time she saw her uncle, he looked haunted.

Her cousins, much younger than her by far, remember even less- only that their older cousin, who had come to them after the eventual death of her parents, was all that was left to take care of them after. That she'd kept them hidden, until the members of the House of the Hearth came. Only Nilashareth remembers the frustration in the face of the paladin as the children were left behind after the investigation conducted by his fellows. How he returned under the cover of night, with food and blankets and the intent to spirit them away. While she didn't understand then, every day since she's been old enough to understand, she's given a prayer of gratitude to the Arch Seraph for his kind heart.

The town Old Kon took them to was small- little more than a middle of the road stopover on the way to several larger, more populated towns en route to the greater cities. The community there was close-knit and somewhat insular, but welcoming to all those who were willing to consider their worship of Morael. And while Old Kon wasn't keen on religion as he once had been, he'd taken the children to sermons and the like to ensure they would fit in with the rest. And over time, as the children grew, so did the town around them as more and more people stopped at their little town for longer than they ever intended.

With Nilashareth's nearly single-minded devotion to the church, came more and greater expectations from her superiors. As a Cleric of the faith, she was sent along with a small contingent to help spread the word of the Arch Seraph to another small community.

At first, things were uneventful. She followed the priests, helped spread the word and their message. But all was not as it seemed. In the dead of night, the Nightmare descended on them, wearing the skin of a young woman from the town, still not fully finished with its transformation, yet determined- for whatever reason- to get to Nilashareth. In the ensuing scuffle, after two of their party had been slain in their sleep, only she and one of the priests came out alive, but not unscathed. The priest lost an eye and a lot of blood, and one of Nilashareth's arms was flayed almost to the bone in some places. Help was sent for the next morning, and when they eventually returned, it was doubted that her arm would ever work the same again.

However, the brother of the priest whose life she'd been responsible for saving- a blacksmith- offered his help, and with some of the other clerics and the town's physician, metal was soldered and grafted onto Nilashareth's ruined arm, covering it from fingertips to nearly her bicep in blackened steel.

Once her convalescence was complete, Nilashareth returned to work for the church, more undaunted than ever and for her intent and efforts was inducted into the Inquisitors.

While she still performs her duties for the church thoroughly, she cannot forget the Nightmare that attacked them- or the familiar feeling of horrified panic that filled her when it did.

She seeks the answers to this even as she hunts down the unfaithful, hoping that the Nightmare she helped slay was the last one she'd have to deal with, but fearing that it's only the beginning.

 

Kolayvakri - Paladin of Morael (20)


Cleric2.png.7eab7c960dd72d768ae77e7bc70b1253.pngOne of the two younger cousins she cared for in her youth, Kol is a young and only recently appointed paladin of Morael.

Though he is not a young man who prefers violence, Kol understands that his aversion to it is not shared by others. In particular, others who may wish to do harm to his fellows- be they followers of the same Arch Seraph or not. While his loyalty to Morael is more or less beyond reproach, he is more loyal still to his family- both his cousin and his twin sister in equal amounts.

While the twins (along with their cousin) are technically members of the Watchers of the Faithful, the growing viciousness that the current High Priest is leveling at other organizations is making him increasingly nervous. He worries for his small family, and should push come to shove, will not hesitate to abandon the organization, even if it means going on the run. While he has no intention of giving up his faith, he has no intention on waging holy war in a world still recovering from the ravages of its last great conflict.

He thinks that the rest of the organization should believe the same- but knows that the word of the High Priest is both Law and Dogma to a good majority of them.

Unusually, he shares his Quori spirit with his twin sister, which is a good portion of why he's so protective of her. Even if he didn't, however, he'd still put her safety and wellbeing above almost anything else. Especially because her fervent admirers- both religious and otherwise- tend to overstep in ways his sister is simply too gentle to properly rebuff them for. Luckily for her, Kol has no such hesitation.

 

Tulayvakri - Priest of Morael (20)


Cleric3.png.72e5b89f17e9f2b8a9a04ac57bc7cdf4.png

The other of her two cousins, Tulay is a reticent yet passionate young woman who espouses her belief in the Arch Seraph with unwavering conviction. While she takes no issue with those of the House of the Hearth, or really any other faith, they most certainly take issue with her. As do numerous others in the Watchers of the Faithful. Tulay's sermons, though small, tend to gain popularity and traction wherever she sees fit to have them.

It helps that her earnest belief in the things she says is very nearly palpable.

Much like her elder cousin, Tulay believes that only by caring for each other and thus, being more willing to help each other can people truly recover from the calamitous events of the God's End.

Tulay's popularity comes with its own travails though- several attempts to corner her after sermons have led to her brother having to swap places with her now and again for her own safety. Their faces are similar enough that they can be mistaken for each other at a distance, much to Kol's amusement and Tulay's confusion- in great part because while she and her brother both share the same willowy height, they could otherwise not be more different.

Since she and her brother share a spirit, they often seem to have the same opinions and thoughts around most subjects. However, Tulay's methods tend to trend more toward passive actions than going after a situation headlong like Kol.

Konstantin Emyhar - Former Paladin, Sellsword (47)


Cleric4.png.a6db233dfd54febba4a5746fe006cb10.pngThe man who took her and her cousins in after their unfortunate predicament. Konstantin is a now mostly-retired former Paladin who on occasion lends his steel to merchants who he has had dealings with before. Stern but not cruel, just but not vengeful. A man of principle and merit who has instilled the same in his surrogate children to the best of his ability. His is the home the trio also claim as their own when they are not spreading the word of the Arch Seraph.

He currently lives in a small town outside of the capital of Burach, where he raised the children, and does his best to maintain a low profile.

Once a dedicated soldier for the House of the Hearth, the man known as Konstantin Emyhar left the order when his choice was to either leave three children to die or figure out how to help them. While usually a stout believer in following orders, even he couldn't simply leave three children to fend for themselves in what was clearly the wake of a supernatural attack. Especially when one of them had nearly lost an arm in the process.

Thus began his sudden and unexpected tenure as a father, something for which he was quite ill-prepared, even at thirty-one. Taking his children and hiding his identity, he settled in a small hamlet with the three of them, raising them as his own. While all three of them technically have no surname, they all tend to default to his on paperwork out of affection for their surrogate father.

 

 

 

 

 

 

 

Edited by astronavigatrix (see edit history)
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  • 3 weeks later...
Cantrips 1st Level 2nd Level 3rd Level 4th Level 5th Level 6th Level 7th Level 8th Level 9th Level

Guidance
Hand of RadianceCasting Time: 1 action
Range: 5 feet
Components: V, S
Duration: Instantaneous

You raise your hand, and burning radiance erupts from it. Each creature of your choice that you can see within 5 feet of you must succeed on a Constitution saving throw or take 1d6 radiant damage.

At Higher Levels: The spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

VirtueCasting Time: 1 action
Range: Touch
Components: V, S
Duration: 1 round

You touch one creature, imbuing it with vitality. If the target has at least 1 hit point, it gains a number of temporary hit points equal to 1d4 + your spellcasting ability modifier. The temporary hit points are lost when the spell ends.

Bless
Faerie Fire
Sleep
Guiding BoltCasting Time: 1 action
Range: 120 feet
Components: V, S
Duration: 1 round

A flash of light streaks toward a creature of your choice within range. Make a ranged spell attack against the target. On a hit, the target takes 4d6 radiant damage, and the next attack roll made against this target before the end of your next turn has advantage, thanks to the mystical dim light glittering on the target until then.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.

Cure Wounds
CeremonyCasting Time: 1 hour
Range: Touch
Components: V, S, M (25 gp worth of powdered silver, which the spell consumes)
Duration: Instantaneous (see below)

You perform one of several religious ceremonies. When you cast the spell, choose one of the following ceremonies, the target of which must be within 10 feet of you throughout the casting.

Atonement. You touch one willing creature whose alignment has changed, and you make a DC 20 Wisdom (Insight) check. On a successful check, you restore the target to its original alignment.

Bless Water. You touch one vial of water and cause it to become holy water.

Coming of Age. You touch one humanoid who is a young adult. For the next 24 hours, whenever the target makes an ability check, it can roll a d4 and add the number rolled to the ability check. A creature can benefit from this rite only once.

Dedication. You touch one humanoid who wishes to be dedicated to your god’s service. For the next 24 hours, whenever the target makes a saving throw, it can roll a d4 and add the number rolled to the save. A creature can benefit from this rite only once.

Funeral Rite. You touch one corpse, and for the next 7 days, the target can’t become undead by any means short of a Wish spell.

Investiture (UA). You touch one willing humanoid. Choose one 1st-level spell you have prepared and expend a spell slot and any material components as if you were casting that spell. The spell has no effect. Instead, the target can cast this spell once without having to expend a spell slot or use material components. If the target doesn’t cast the spell within 1 hour, the invested spell is lost.

Wedding. You touch adult humanoids willing to be bonded together in marriage. For the next 7 days, each target gains a +2 bonus to AC while they are within 30 feet of each other. A creature can benefit from this rite again only if widowed.

Aid
Prayer of Healing
Moonbeam
See Invisibility
TBD TBD TBD TBD TBD TBD TBD

 

Edited by astronavigatrix (see edit history)
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