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spacer.pngKerenza "Ren" Marston

5th level Imperial Human Noble Grave Domain Cleric

AC: 17 (19 w shield) | HP: 52/52 (5d8) | PP: 14 | PInv: 11 | PIns: 17


"My words" | 'My thoughts' | My actions


 

Ren found it a little sad that none of her companions wanted to send messages but was glad she had at least offered delivery.

Lord Alban's speech sounded military to her. She found it strange that some might find a call to fight for glory, assuming that meant praise or renown, rousing, but then she didn't care about renown and wasn't sure that being praised was the most important thing. His shaking told her the truth, and she placed a hand on his arm just briefly, wondering whether he would coldly pull away or receive the sense of not being alone that she hoped to impart. For all that she didn't like most noblemen, what the four of them faced was daunting and she might need this one's aid before this was all over. She herself found that feeling not alone eased the sick feeling that kept rising from her stomach. A little—a very little.

When Jozelle's posture changed, Ren followed suit, standing taller, chest out, head up, as she had been taught in her life before the priesthood. It was a lie, but it might help those they fought with.

Like Dalin, she peered into the woods beyond where the ghouls and ghasts had emerged. And that steam? What could be causing that? Thinking about steam helped her to not think about what was coming. For just a moment, anyhow.

Then she called, "Per Mosheach, adjuva eos!" and a beam of radiant light went out to touch each of her three companions.

 

OoC

Ren just cast the Aid spell on Lord Alban, Jozelle, and Dalin. For the next 8 hours, you add +5 to your maximum HP and +5 HP. Note that that means that if you have 5 HP or less when the spell ends, you go unconscious.

Mechanics

 

Imperial Human Cleric (Grave Domain) 5

Languages: Common, Elven, Dwarven

Background: Noble Background Feature Retainers


 Str 8 Dex 14 Con 16 Int 12 Wis 18 Cha 14

Proficiency Bonus +3 Saving Throws: Wis, Cha

Speed 30

Tools/Instruments: Harp

Spell Attack Bonus +7 | Spell Save DC 15 | Spell Slots L1 4/4 ; L2 3/3; L3 2/2

 


Actions

  • Dagger +4 to hit for [1d4+2] piercing damage | Light, Finesse, Thrown 20/60

  • Light Crossbow +4 to hit for [1d8+2] piercing damage | Loading, Two-handed, 80/320

  • Channel Divinity: Path to the Grave You can use Channel Divinity as an action to curse one creature you can see within 30 ft. of you until the end of your next turn. The next time you or an ally of yours hits the cursed creature with an attack, the creature has vulnerability to all of that attack’s damage, and then the curse ends.

  • 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.

  • Eyes of the Grave At 1st level, you gain the ability to occasionally sense the presence of the undead, whose existence is an insult to the natural cycle of life. As an action, you can open your awareness to magically detect undead. Until the end of your next turn, you know the location of any undead within 60 feet of you that isn’t behind total cover and that isn’t protected from divination magic. This sense doesn’t tell you anything about a creature’s capabilities or identity. You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a long rest.

  • Destroy Undead Starting at 5th level, when an undead of CR 1/2 or lower fails its saving throw against your Turn Undead feature, the creature is instantly destroyed.

  • Guidance VS, one creature, touch | +1d4 to next abililty check

  • Light Dex DC14 cast light |VM (firefly or phosphorescent moss), touch/20 ft | touched item sheds light for up to 1 hr

  • Sacred Flame DC14 DEX Sv for [1d8] radiant damage | VS, one creature, 60ft | cover grants no advantage to the saving throw

  • Toll the Dead DC14 WIS Sv for [1d8] necrotic damage if full HP, 1d12 if missing HP| VS, one creature, 60ft | 

  • Detect Magic VS, self, up to 30 feet | sense the presence of magic within 30 feet

  • Bane DC14 CHA Sv | VSM, up to 3 creatures, 30ft | -1d4 to next attack roll or saving throw before spell ends

  • (U) Bless | VSM, up to 3 creatures, 30ft | +1d4 to next attack roll or saving throw before spell ends (concentration)

  • False Life add 1d4+4 THP for 1 hour| VSM, self |

  • Guiding Bolt spell attack [4d6] radiant damage (5d6 at lvl2) | VS, one creature, 120ft | next attack by anyone before next turn has advantage

  • Inflict Wounds spell attack 3d10 necrotic damage at lvl 1, 4d10 at lvl 2 |VS, one creature, touch

  • Protection from Evil and Good warding buff against celestials, aberrations, elementals, fey, fiends, and undead | VSM, one creature, touch | attacks against protected creature have disadvantage, protected creature can't be charmed, frightened or possessed, or if already charmed, frightened, or possessed at the time of casting, the protected creature has advantage on saving throws against the relevant condition.

  • (U) Cure Wounds 1d8+4 healing at lvl 1, 2d8+4 at lvl 2 |VS, one creature, touch

  • Ray of Enfeeblement (D) DC14 CON Sv  spell attack, upon a hit targets do half damage when using weapons that use STR| VS, one creature, 60ft | 

  • Aid buff allies with toughness and resolve | VSM, up to 3 creatures, 30 ft. | buffed creatures' hit point maximum and current hit points increase by 5 for the spell's duration (8 hrs)

  • Gentle Repose (D) target corpse is protected from decay and can't become undead | VSM, 1 corpse, touch | extends time limit during which a corpse may be raised from the dead.

  • Enhance Ability bestow a magical enhancement to the stats of one creature | VSM, one creature, touch | target gains advantage on checks made with the chosen attribute and possibly other benefits. (See spell definition)

  • Dispel Magic end magical effect on one creature or object, or otherwise end a magical effect | VS, creature, item or effect, 120 ft. | If the effect is from a 3rd level spell or lower, the effect ends automatically; if it is from a 4th level spell or higher, the DC is 10 + the spell level, and is rolled using the caster's spellcasting ability. On a success, the effect ends.

  • Spirit Guardians call forth spirits to protect you WIS DC 15 | VSM, self, 15 ft | any seen creatures can be specified to be unaffected; affected creatures' speed is halved in the area and when affected creatures enter the area or start a turn there, they must make a WIS saving throw. Upon a failed save, affected creatures take 3d8 radiant damage (if the caster is good) or 3d8 necrotic damage (if the caster is evil). Upon a successful save, affected creatures take half damage.

  • Vampiric Touch (D) use melee spell attack to siphon the life force from others to heal your wounds | VS, self | upon a successful hit, the touched creature takes 3d6 necrotic damage, and the caster receives half that amount as healing. Until the spell ends, the attack can be made again as an action on each of your turns.

  • Revivify (D) raise a creature that has died within the last minute from the dead | VSM, one creature, touch

Bonus Actions

  • Spare the Dying | VS, one creature, 30ft | stabilize a dying creature (note that this is special usage of this spell granted by Circle of Mortality feature of the Grave Domain)

  • Healing Word do 1d4+4 healing | V, one creature within sight, 60 ft

  • Misty Step | V, self | teleport up to 30 ft away to an unoccupied space you can see.

  • Hex 1d6 necrotic damage if you hit them with an attack | VSM, 1 creature, 30ft | any ability checks of your choice get disadvantage until the spell ends (concentration)

  • Spiritual Weapon create a spectral weapon, make spell attack, if hit do 1d8+4 damage | VS, one minute, 60ft |

  •  

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spacer.pngKerenza "Ren" Marston

5th level Imperial Human Noble Grave Domain Cleric

AC: 17 (19 w shield) | HP: 52/52 (5d8) | PP: 14 | PInv: 11 | PIns: 17


"My words" | 'My thoughts' | My actions


 

Ren found it a little sad that none of her companions wanted to send messages but was glad she had at least offered delivery.

Lord Alban's speech sounded military to her. She found it strange that some might find a call to fight for glory, assuming that meant praise or renown, rousing, but then she didn't care about renown and wasn't sure that being praised was the most important thing. His shaking told her the truth, and she placed a hand on his arm just briefly, wondering whether he would coldly pull away or receive the sense of not being alone that she hoped to impart. For all that she didn't like most noblemen, what they faced was daunting and she might need this one's aid before this was all over. She herself found that feeling not alone eased the sick feeling that kept rising from her stomach. A little—a very little.

When Jozelle's posture changed, Ren followed suit, standing taller, chest out, head up, as she had been taught in her life before the priesthood. It was a lie, but it might help those they fought with.

Like Dalin, she peered into the woods beyond where the ghouls and ghasts had emerged. And that steam? What could be causing that? Thinking about steam helped her to not think about what was coming. For just a moment, anyhow.

Then she called, "Per Mosheach, adjuva eos!" and a beam of radiant light went out to touch each of her three companions.

 

OoC

Ren just cast the Aid spell on Lord Alban, Jozelle, and Dalin. For the next 8 hours, you add +5 to your maximum HP and +5 HP. Note that that means that if you have 5 HP or less when the spell ends, you go unconscious.

Mechanics

 

Imperial Human Cleric (Grave Domain) 5

Languages: Common, Elven, Dwarven

Background: Noble Background Feature Retainers


 Str 8 Dex 14 Con 16 Int 12 Wis 18 Cha 14

Proficiency Bonus +3 Saving Throws: Wis, Cha

Speed 30

Tools/Instruments: Harp

Spell Attack Bonus +7 | Spell Save DC 15 | Spell Slots L1 4/4 ; L2 3/3; L3 2/2

 


Actions

  • Dagger +4 to hit for [1d4+2] piercing damage | Light, Finesse, Thrown 20/60

  • Light Crossbow +4 to hit for [1d8+2] piercing damage | Loading, Two-handed, 80/320

  • Channel Divinity: Path to the Grave You can use Channel Divinity as an action to curse one creature you can see within 30 ft. of you until the end of your next turn. The next time you or an ally of yours hits the cursed creature with an attack, the creature has vulnerability to all of that attack’s damage, and then the curse ends.

  • 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.

  • Eyes of the Grave At 1st level, you gain the ability to occasionally sense the presence of the undead, whose existence is an insult to the natural cycle of life. As an action, you can open your awareness to magically detect undead. Until the end of your next turn, you know the location of any undead within 60 feet of you that isn’t behind total cover and that isn’t protected from divination magic. This sense doesn’t tell you anything about a creature’s capabilities or identity. You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a long rest.

  • Destroy Undead Starting at 5th level, when an undead of CR 1/2 or lower fails its saving throw against your Turn Undead feature, the creature is instantly destroyed.

  • Guidance VS, one creature, touch | +1d4 to next abililty check

  • Light Dex DC14 cast light |VM (firefly or phosphorescent moss), touch/20 ft | touched item sheds light for up to 1 hr

  • Sacred Flame DC14 DEX Sv for [1d8] radiant damage | VS, one creature, 60ft | cover grants no advantage to the saving throw

  • Toll the Dead DC14 WIS Sv for [1d8] necrotic damage if full HP, 1d12 if missing HP| VS, one creature, 60ft | 

  • Detect Magic VS, self, up to 30 feet | sense the presence of magic within 30 feet

  • Bane DC14 CHA Sv | VSM, up to 3 creatures, 30ft | -1d4 to next attack roll or saving throw before spell ends

  • (U) Bless | VSM, up to 3 creatures, 30ft | +1d4 to next attack roll or saving throw before spell ends (concentration)

  • False Life add 1d4+4 THP for 1 hour| VSM, self |

  • Guiding Bolt spell attack [4d6] radiant damage (5d6 at lvl2) | VS, one creature, 120ft | next attack by anyone before next turn has advantage

  • Inflict Wounds spell attack 3d10 necrotic damage at lvl 1, 4d10 at lvl 2 |VS, one creature, touch

  • Protection from Evil and Good warding buff against celestials, aberrations, elementals, fey, fiends, and undead | VSM, one creature, touch | attacks against protected creature have disadvantage, protected creature can't be charmed, frightened or possessed, or if already charmed, frightened, or possessed at the time of casting, the protected creature has advantage on saving throws against the relevant condition.

  • (U) Cure Wounds 1d8+4 healing at lvl 1, 2d8+4 at lvl 2 |VS, one creature, touch

  • Ray of Enfeeblement (D) DC14 CON Sv  spell attack, upon a hit targets do half damage when using weapons that use STR| VS, one creature, 60ft | 

  • Aid buff allies with toughness and resolve | VSM, up to 3 creatures, 30 ft. | buffed creatures' hit point maximum and current hit points increase by 5 for the spell's duration (8 hrs)

  • Gentle Repose (D) target corpse is protected from decay and can't become undead | VSM, 1 corpse, touch | extends time limit during which a corpse may be raised from the dead.

  • Enhance Ability bestow a magical enhancement to the stats of one creature | VSM, one creature, touch | target gains advantage on checks made with the chosen attribute and possibly other benefits. (See spell definition)

  • Dispel Magic end magical effect on one creature or object, or otherwise end a magical effect | VS, creature, item or effect, 120 ft. | If the effect is from a 3rd level spell or lower, the effect ends automatically; if it is from a 4th level spell or higher, the DC is 10 + the spell level, and is rolled using the caster's spellcasting ability. On a success, the effect ends.

  • Spirit Guardians call forth spirits to protect you WIS DC 15 | VSM, self, 15 ft | any seen creatures can be specified to be unaffected; affected creatures' speed is halved in the area and when affected creatures enter the area or start a turn there, they must make a WIS saving throw. Upon a failed save, affected creatures take 3d8 radiant damage (if the caster is good) or 3d8 necrotic damage (if the caster is evil). Upon a successful save, affected creatures take half damage.

  • Vampiric Touch (D) use melee spell attack to siphon the life force from others to heal your wounds | VS, self | upon a successful hit, the touched creature takes 3d6 necrotic damage, and the caster receives half that amount as healing. Until the spell ends, the attack can be made again as an action on each of your turns.

  • Revivify (D) raise a creature that has died within the last minute from the dead | VSM, one creature, touch

Bonus Actions

  • Spare the Dying | VS, one creature, 30ft | stabilize a dying creature (note that this is special usage of this spell granted by Circle of Mortality feature of the Grave Domain)

  • Healing Word do 1d4+4 healing | V, one creature within sight, 60 ft

  • Misty Step | V, self | teleport up to 30 ft away to an unoccupied space you can see.

  • Hex 1d6 necrotic damage if you hit them with an attack | VSM, 1 creature, 30ft | any ability checks of your choice get disadvantage until the spell ends (concentration)

  • Spiritual Weapon create a spectral weapon, make spell attack, if hit do 1d8+4 damage | VS, one minute, 60ft |

  •  

Reactions

  • AoO

 

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spacer.pngKerenza "Ren" Marston

5th level Imperial Human Noble Grave Domain Cleric

AC: 17 (19 w shield) | HP: 52/52 (5d8) | PP: 14 | PInv: 11 | PIns: 17


"My words" | 'My thoughts' | My actions


 

Ren found it a little sad that none of her companions wanted to send messages but was glad she had at least offered delivery.

Lord Alban's speech sounded military to her. She found it strange that some might find a call to fight for glory, assuming that meant praise or renown, rousing, but then she didn't care about renown and wasn't sure that being praised was the most important thing. His shaking told her the truth, and she placed a hand on his arm just briefly, wondering whether he would coldly pull away or receive the sense of not being alone that she hoped to impart. For all that she didn't like most noblemen, what they faced was daunting and she might need this one's aid before this was all over. She herself found that feeling not alone eased the sick feeling that kept rising from her stomach. A little—a very little.

When Jozelle's posture changed, Ren followed suit, standing taller, chest out, head up, as she had been taught in her life before the priesthood. It was a lie, but it might help those they fought with.

Like Dalin, she peered into the woods beyond where the ghouls and ghasts had emerged. And that steam? What could be causing that? Thinking about steam helped her to not think about what was coming. For just a moment, anyhow.

 

OoC

OOC comments, if I have them, go here.

Mechanics

 

Imperial Human Cleric (Grave Domain) 5

Languages: Common, Elven, Dwarven

Background: Noble Background Feature Retainers


 Str 8 Dex 14 Con 16 Int 12 Wis 18 Cha 14

Proficiency Bonus +3 Saving Throws: Wis, Cha

Speed 30

Tools/Instruments: Harp

Spell Attack Bonus +7 | Spell Save DC 15 | Spell Slots L1 4/4 ; L2 3/3; L3 2/2

 


Actions

  • Dagger +4 to hit for [1d4+2] piercing damage | Light, Finesse, Thrown 20/60

  • Light Crossbow +4 to hit for [1d8+2] piercing damage | Loading, Two-handed, 80/320

  • Channel Divinity: Path to the Grave You can use Channel Divinity as an action to curse one creature you can see within 30 ft. of you until the end of your next turn. The next time you or an ally of yours hits the cursed creature with an attack, the creature has vulnerability to all of that attack’s damage, and then the curse ends.

  • 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.

  • Eyes of the Grave At 1st level, you gain the ability to occasionally sense the presence of the undead, whose existence is an insult to the natural cycle of life. As an action, you can open your awareness to magically detect undead. Until the end of your next turn, you know the location of any undead within 60 feet of you that isn’t behind total cover and that isn’t protected from divination magic. This sense doesn’t tell you anything about a creature’s capabilities or identity. You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a long rest.

  • Destroy Undead Starting at 5th level, when an undead of CR 1/2 or lower fails its saving throw against your Turn Undead feature, the creature is instantly destroyed.

  • Guidance VS, one creature, touch | +1d4 to next abililty check

  • Light Dex DC14 cast light |VM (firefly or phosphorescent moss), touch/20 ft | touched item sheds light for up to 1 hr

  • Sacred Flame DC14 DEX Sv for [1d8] radiant damage | VS, one creature, 60ft | cover grants no advantage to the saving throw

  • Toll the Dead DC14 WIS Sv for [1d8] necrotic damage if full HP, 1d12 if missing HP| VS, one creature, 60ft | 

  • Detect Magic VS, self, up to 30 feet | sense the presence of magic within 30 feet

  • Bane DC14 CHA Sv | VSM, up to 3 creatures, 30ft | -1d4 to next attack roll or saving throw before spell ends

  • (U) Bless | VSM, up to 3 creatures, 30ft | +1d4 to next attack roll or saving throw before spell ends (concentration)

  • False Life add 1d4+4 THP for 1 hour| VSM, self |

  • Guiding Bolt spell attack [4d6] radiant damage (5d6 at lvl2) | VS, one creature, 120ft | next attack by anyone before next turn has advantage

  • Inflict Wounds spell attack 3d10 necrotic damage at lvl 1, 4d10 at lvl 2 |VS, one creature, touch

  • Protection from Evil and Good warding buff against celestials, aberrations, elementals, fey, fiends, and undead | VSM, one creature, touch | attacks against protected creature have disadvantage, protected creature can't be charmed, frightened or possessed, or if already charmed, frightened, or possessed at the time of casting, the protected creature has advantage on saving throws against the relevant condition.

  • (U) Cure Wounds 1d8+4 healing at lvl 1, 2d8+4 at lvl 2 |VS, one creature, touch

  • Ray of Enfeeblement (D) DC14 CON Sv  spell attack, upon a hit targets do half damage when using weapons that use STR| VS, one creature, 60ft | 

  • Aid buff allies with toughness and resolve | VSM, up to 3 creatures, 30 ft. | buffed creatures' hit point maximum and current hit points increase by 5 for the spell's duration (8 hrs)

  • Gentle Repose (D) target corpse is protected from decay and can't become undead | VSM, 1 corpse, touch | extends time limit during which a corpse may be raised from the dead.

  • Enhance Ability bestow a magical enhancement to the stats of one creature | VSM, one creature, touch | target gains advantage on checks made with the chosen attribute and possibly other benefits. (See spell definition)

  • Dispel Magic end magical effect on one creature or object, or otherwise end a magical effect | VS, creature, item or effect, 120 ft. | If the effect is from a 3rd level spell or lower, the effect ends automatically; if it is from a 4th level spell or higher, the DC is 10 + the spell level, and is rolled using the caster's spellcasting ability. On a success, the effect ends.

  • Spirit Guardians call forth spirits to protect you WIS DC 15 | VSM, self, 15 ft | any seen creatures can be specified to be unaffected; affected creatures' speed is halved in the area and when affected creatures enter the area or start a turn there, they must make a WIS saving throw. Upon a failed save, affected creatures take 3d8 radiant damage (if the caster is good) or 3d8 necrotic damage (if the caster is evil). Upon a successful save, affected creatures take half damage.

  • Vampiric Touch (D) use melee spell attack to siphon the life force from others to heal your wounds | VS, self | upon a successful hit, the touched creature takes 3d6 necrotic damage, and the caster receives half that amount as healing. Until the spell ends, the attack can be made again as an action on each of your turns.

  • Revivify (D) raise a creature that has died within the last minute from the dead | VSM, one creature, touch

Bonus Actions

  • Spare the Dying | VS, one creature, 30ft | stabilize a dying creature (note that this is special usage of this spell granted by Circle of Mortality feature of the Grave Domain)

  • Healing Word do 1d4+4 healing | V, one creature within sight, 60 ft

  • Misty Step | V, self | teleport up to 30 ft away to an unoccupied space you can see.

  • Hex 1d6 necrotic damage if you hit them with an attack | VSM, 1 creature, 30ft | any ability checks of your choice get disadvantage until the spell ends (concentration)

  • Spiritual Weapon create a spectral weapon, make spell attack, if hit do 1d8+4 damage | VS, one minute, 60ft |

  •  

Reactions

  • AoO

 

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spacer.pngKerenza "Ren" Marston

5th level Imperial Human Noble Grave Domain Cleric

AC: 17 (19 w shield) | HP: 52/52 (5d8) | PP: 14 | PInv: 11 | PIns: 17


"My words" | 'My thoughts' | My actions


 

Ren found it a little sad that none of her companions wanted to send messages but was glad she had at least offered delivery.

Lord Alban's speech sounded military to her. She found it strange that some might find a call to fight for glory, assuming that meant praise or renown, rousing, but then she didn't care about renown and wasn't sure that being praised was the most important thing. His shaking told her the truth, and she placed a hand on his arm just briefly, wondering whether he would coldly pull away or receive the sense of not being alone that she hoped to impart. For all that she didn't like most noblemen, what they faced was daunting and she might need this one's aid before this was all over.

When Jozelle's posture changed, Ren followed suit, standing taller, chest out, head up, as she had been taught in her life before the priesthood. It was a lie, but it might help those they fought with.

Like Dalin, she peered into the woods beyond where the ghouls and ghasts had emerged. And that steam? What could be causing that?

 

OoC

OOC comments, if I have them, go here.

Mechanics

 

Imperial Human Cleric (Grave Domain) 5

Languages: Common, Elven, Dwarven

Background: Noble Background Feature Retainers


 Str 8 Dex 14 Con 16 Int 12 Wis 18 Cha 14

Proficiency Bonus +3 Saving Throws: Wis, Cha

Speed 30

Tools/Instruments: Harp

Spell Attack Bonus +7 | Spell Save DC 15 | Spell Slots L1 4/4 ; L2 3/3; L3 2/2

 


Actions

  • Dagger +4 to hit for [1d4+2] piercing damage | Light, Finesse, Thrown 20/60

  • Light Crossbow +4 to hit for [1d8+2] piercing damage | Loading, Two-handed, 80/320

  • Channel Divinity: Path to the Grave You can use Channel Divinity as an action to curse one creature you can see within 30 ft. of you until the end of your next turn. The next time you or an ally of yours hits the cursed creature with an attack, the creature has vulnerability to all of that attack’s damage, and then the curse ends.

  • 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.

  • Eyes of the Grave At 1st level, you gain the ability to occasionally sense the presence of the undead, whose existence is an insult to the natural cycle of life. As an action, you can open your awareness to magically detect undead. Until the end of your next turn, you know the location of any undead within 60 feet of you that isn’t behind total cover and that isn’t protected from divination magic. This sense doesn’t tell you anything about a creature’s capabilities or identity. You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a long rest.

  • Destroy Undead Starting at 5th level, when an undead of CR 1/2 or lower fails its saving throw against your Turn Undead feature, the creature is instantly destroyed.

  • Guidance VS, one creature, touch | +1d4 to next abililty check

  • Light Dex DC14 cast light |VM (firefly or phosphorescent moss), touch/20 ft | touched item sheds light for up to 1 hr

  • Sacred Flame DC14 DEX Sv for [1d8] radiant damage | VS, one creature, 60ft | cover grants no advantage to the saving throw

  • Toll the Dead DC14 WIS Sv for [1d8] necrotic damage if full HP, 1d12 if missing HP| VS, one creature, 60ft | 

  • Detect Magic VS, self, up to 30 feet | sense the presence of magic within 30 feet

  • Bane DC14 CHA Sv | VSM, up to 3 creatures, 30ft | -1d4 to next attack roll or saving throw before spell ends

  • (U) Bless | VSM, up to 3 creatures, 30ft | +1d4 to next attack roll or saving throw before spell ends (concentration)

  • False Life add 1d4+4 THP for 1 hour| VSM, self |

  • Guiding Bolt spell attack [4d6] radiant damage (5d6 at lvl2) | VS, one creature, 120ft | next attack by anyone before next turn has advantage

  • Inflict Wounds spell attack 3d10 necrotic damage at lvl 1, 4d10 at lvl 2 |VS, one creature, touch

  • Protection from Evil and Good warding buff against celestials, aberrations, elementals, fey, fiends, and undead | VSM, one creature, touch | attacks against protected creature have disadvantage, protected creature can't be charmed, frightened or possessed, or if already charmed, frightened, or possessed at the time of casting, the protected creature has advantage on saving throws against the relevant condition.

  • (U) Cure Wounds 1d8+4 healing at lvl 1, 2d8+4 at lvl 2 |VS, one creature, touch

  • Ray of Enfeeblement (D) DC14 CON Sv  spell attack, upon a hit targets do half damage when using weapons that use STR| VS, one creature, 60ft | 

  • Aid buff allies with toughness and resolve | VSM, up to 3 creatures, 30 ft. | buffed creatures' hit point maximum and current hit points increase by 5 for the spell's duration (8 hrs)

  • Gentle Repose (D) target corpse is protected from decay and can't become undead | VSM, 1 corpse, touch | extends time limit during which a corpse may be raised from the dead.

  • Enhance Ability bestow a magical enhancement to the stats of one creature | VSM, one creature, touch | target gains advantage on checks made with the chosen attribute and possibly other benefits. (See spell definition)

  • Dispel Magic end magical effect on one creature or object, or otherwise end a magical effect | VS, creature, item or effect, 120 ft. | If the effect is from a 3rd level spell or lower, the effect ends automatically; if it is from a 4th level spell or higher, the DC is 10 + the spell level, and is rolled using the caster's spellcasting ability. On a success, the effect ends.

  • Spirit Guardians call forth spirits to protect you WIS DC 15 | VSM, self, 15 ft | any seen creatures can be specified to be unaffected; affected creatures' speed is halved in the area and when affected creatures enter the area or start a turn there, they must make a WIS saving throw. Upon a failed save, affected creatures take 3d8 radiant damage (if the caster is good) or 3d8 necrotic damage (if the caster is evil). Upon a successful save, affected creatures take half damage.

  • Vampiric Touch (D) use melee spell attack to siphon the life force from others to heal your wounds | VS, self | upon a successful hit, the touched creature takes 3d6 necrotic damage, and the caster receives half that amount as healing. Until the spell ends, the attack can be made again as an action on each of your turns.

  • Revivify (D) raise a creature that has died within the last minute from the dead | VSM, one creature, touch

Bonus Actions

  • Spare the Dying | VS, one creature, 30ft | stabilize a dying creature (note that this is special usage of this spell granted by Circle of Mortality feature of the Grave Domain)

  • Healing Word do 1d4+4 healing | V, one creature within sight, 60 ft

  • Misty Step | V, self | teleport up to 30 ft away to an unoccupied space you can see.

  • Hex 1d6 necrotic damage if you hit them with an attack | VSM, 1 creature, 30ft | any ability checks of your choice get disadvantage until the spell ends (concentration)

  • Spiritual Weapon create a spectral weapon, make spell attack, if hit do 1d8+4 damage | VS, one minute, 60ft |

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