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Olvyn Tallindor - Human Grave Cleric


Krezzlar

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Olvyn Tallindor
 
Olvyn Tallindor
 

 

Gender: Male
Race: Human

 
Class: Grave Cleric 3
Background: Custom (The Temple)

Passive Perception/Investigation: 13 / 12
Passive Insight: 15

 

HP: 21
Hit Dice: 1d8
AC: 16
Initiative: +0
Size: Medium
Speed: 30 feet

 


skill-1-512.png Abilities & Skills
Proficiency Bonus: +2
STR
8
(-1)
DEX
10
(+0)
CON
12
(+1)
INT
14
(+2)
WIS
16
(+3)
CHA
14
(+2)
-1 Saves
+4 Saves
+1 Saves
+2 Saves
+5 Saves
+4 Saves
-1 Athletics



 
+0 Acrobatics
+0 Sleight of Hand
+0 Stealth


 
  +4 Arcana
+4 History

+2 Investigation
+2 Nature
+2 Religion
+3 Animal Handling
+5 Insight
+5 Medicine

+3 Perception
+3 Survival
+4 Deception
+2 Intimidation
+2 Performance
+2 Persuasion

 
 
Proficiencies Languages Class Abilities Racial & Background Traits Feats

Medium Armor, Shields

 

Tools: Jeweller's Tools

 

 

Common
Orc

 

Circle of MortalityAt 1st level, you gain the ability to manipulate the line between life and death. When you would normally roll one or more dice to restore hit points with a spell to a creature at 0 hit points, you instead use the highest number possible for each die.

In addition, you learn the spare the dying cantrip, which doesn't count against the number of cleric cantrips you know. For you, it has a range of 30 feet, and you can cast it as a bonus action.
Eyes of the GraveAt 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.
Ritual CastingYou can cast a cleric spell as a ritual if that spell has the ritual tag and you have the spell prepared.
Channel DivinityAt 2nd level, you gain the ability to channel divine energy directly from your deity, using that energy to fuel magical effects. You start with two such effects: Turn Undead and an effect determined by your domain. Some domains grant you additional effects as you advance in levels, as noted in the domain description.

When you use your Channel Divinity, you choose which effect to create. You must then finish a short or long rest to use your Channel Divinity again.

Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your cleric spell save DC.

Beginning at 6th level, you can use your Channel Divinity twice between rests, and beginning at 18th level, you can use it three times between rests. When you finish a short or long rest, you regain your expended uses.
 
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.
Harness Divine PowerYou can expend a use of your Channel Divinity to fuel your spells. As a bonus action, you touch your holy symbol, utter a prayer, and regain one expended spell slot, the level of which can be no higher than half your proficiency bonus (rounded up). The number of times you can use this feature is based on the level you've reached in this class: 2nd level, once; 6th level, twice; and 18th level, thrice. You regain all expended uses when you finish a long rest.
Path to the GraveStarting at 2nd level, you can use your Channel Divinity to mark another creature's life force for termination.

As an action, you choose one creature you can see within 30 feet of you, cursing it 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.

Gates Pass Connection:

The TempleFortune smiles on you. You or any ally within 30 feet of you may reroll a single saving throw, using the better of the two results.

Once you use this feature, you must finish a long rest before you can use it again.

Eldritch Adept (Mask of a Many Faces)Studying occult lore, you have unlocked eldritch power within yourself: you learn one Eldritch Invocation option of your choice from the warlock class. If the invocation has a prerequisite of any kind, you can choose that invocation only if you're a warlock who meets the prerequisite.
Whenever you gain a level, you can replace the invocation with another one from the warlock class.

Mask of Many Faces: You can cast Disguise Self at will, without expending a spell slot.

 

 

magic-21-512.png Spells

Spellcasting Cantrips 1st Level 2nd Level

Casting Ability: CHA
Save DC: 13
Attack Bonus: +5

Guidance

Light

Toll The Dead

Word of Radiance

Spare the Dying

Cure Wounds

Healing Word

Bless

Command

Bane

False Life

Spiritual Weapon

Warding Bond

Gentle Repose

Ray of Enfeeblement

 

8437-200.png Attacks

Weapon To Hit Damage Type/(Range)

Toll the Dead
Word of Radiance

WIS Sv
Con Sv

1d8 (1d12 if already wounded)

1d6

necrotic (60ft)

radiant (5ft AoE)

 

money-dollar-circle-512.pngMONEY


Copper: 0 Silver: Gold: 15 Platinum: 0

(15 Coins * .02 lbs. = 0.30 lbs. Total Weight)

 

spacer.pngENCUMBRANCE


Weight: 72 lbs. / 120 lbs. max. (15 x STR Score)
Status: Unencumbered
Penalty: None

 

688885-200.pngEQUIPMENT READIED


Equipped Items: (4 lbs.)

Equipped items can be retrieved with a manipulate item interaction.

ARMOR (0 lbs.) WEAPONS (3 lbs.) READIED ITEMS (1 lbs.)

Scale Mail

Shield

Dagger

Dagger

 

Holy Symbol

 

 

education_icons_IF-06-512.pngEQUIPMENT STORED


Stored Items: (67 lbs.)

Stored items can be retrieved with an action.

IN BACKPACK (67 lbs.) STRAPPED TO BACKPACK (inc) NOT CARRIED (0 lbs)

Explorer's Pack - 59 lbs.

  • a Backpack
  • a Mess kit
  • a Tinderbox
  • 10 days of Rations
  • a Waterskin
  • Crowbar

 

Included in Explorer's Pack

  • a Bedroll
  • 10 torches
  • 50 feet of Hempen rope

 

 

 

Item_necklace_9.pngMAGIC ITEMS


Magic Items: (6 lbs.)

 

NOT ATTUNED (1 lbs.) ATTUNED 0/3 (0/0 lbs.)

 

 

 

 

DESCRIPTION & PERSONALITY


Description

Age: 52 Height: 5' 8" Weight: 150 lbs.
Hair: Gray Eyes: Brown Complexion: Fair

 

 

Personality

"I am always calm, no matter what the situation. I never raise my voice or let my emotions control me."

 

Ideals

"Power. If I can attain more power, no one will tell me what to do."

 

Bonds

"Nothing is more important than the other members of my family."

 

Flaws

"I secretly believe that everyone is beneath me."

 

Additional Info

Backstory

40 years ago: Olvyn Tallindor II was a young teen during the Ragasian occupation. His father, Olvyn Tallindor I, was a powerful necromancer who helped the resistance against the occupiers.

38 years ago: After the retreat of the Ragesian forces, Olvyn The First was given a seat on the Council and leadership of the Soul Brokers Guild. The Soul Brokers allowed citizens to willingingly sell their bodies to the guild in death to be immortal workers and guardians for the city. Olvyn the First set up Soulgate Manor, a large mansion in the city inhabited with "tamed" undead. Olvyn the Second lived in the manor for several years as his father worked on the council.

~30 years ago: Olvyn the Second leaves Soulgate Manor and Gate's Pass on poor terms with his father. He travels to Ragesia where he explores largely in secret and grows in his power.

~20 years ago: Olvyn the First dies by assassination. Council members and high ranking Soul Brokers try to fill the power vacuum until Olvyn the Second returned. The undead of Soulgate Manor immediately recognized the younger Olvyn as their new master giving him the power to take control of the Soul Broker Guild and take a seat on the council. He also brought back with him his daughter, a half-orc infant.

~20-10 years ago: Olvyn the Second as a council member was outspokenly anti-Ragesian and an advocate for a much firmer, totalitarian rule of the city. He expanded the Soul Brokers Guild to be a larger presence in the city.

~10 years ago: Olvyn the Second attempts a coup on the council of Gate's Pass and to claim control for himself. His plot is sniffed out just in time (maybe by Astorus?) and the city guard fought back. The Soul Brokers were obliterated as a guild, Soulgate Manor was besieged and destroyed and Olvyn was captured. Olvyn was tried and imprisoned with a life sentence.

Edited by Krezzlar (see edit history)
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Olvyn Tallindor - Human Cleric (Grave)https://i.ibb.co/sVDd7y5/human-wizard-small.jpg


AC: 16 | HP: 21/21 | Initiative: +0 | Passive Perception: 13 | Spell Slots: 1st 4/4 2nd 2/2 (+5, DC 13) | Channel Divinity: 1/1 | Concentration: None

Post goes here.

"Speech"

thoughts in italics

 



Mechanics

Main Hand: Empty
Off Hand: Empty


Action: Your action goes here.
Bonus Action: Your bonus action goes here.
Move: Your movement goes here.
Manipulate: Your one free object interaction goes here.

     

 

 

Edited by Krezzlar (see edit history)
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