Irmin Mavourne Character in Verum | World Anvil

Irmin Mavourne

Irmin Mavourne

Alignment
Lawful Neutral
Age
19 Years Old (28 Years Lived)
Children
Gender
Male
Eyes
Brown with specks of red
Hair
Black
Skin Tone/Pigmentation
Very pale, corpse-like
Height
5'10"
Weight
126 lb.

Irmin Mavourne

Dhampir Race
Orde (Lineage of Coin) Origin
Balance Cleric 7 Class & Level
Lawful Neutral Alignment
Babylon Deity
The Crowsworn Faction
Member (Corporal) Rank/Position
14 Loyalty
Company

Strength 10
+0
Dexterity 15
+2
constitution 12
+1
intelligence 11
+0
wisdom 16
+3
charisma 18
+4
Total Hit Dice 6
Hit Die
1d8+1
+3 proficiency bonus
+0 Strength
+2 Dexterity
+4 Constitution
+0 Intelligence
+6 Wisdom
+7 Charisma
saving throws
+2 Acrobatics
+3 Animal Handling
+0 Arcana
+0 Athletics
+7 Deception
+0 History
+6 Insight
+4 Intimidation
+0 Investigation
+6 Martial
+3 Medicine
+0 Nature
+3 Perception
+4 Performance
+7 Persuasion
+3 Religion
+2 Sleight of Hands
+2 Stealth
+3 Survival
skills

 
24
MV

Prestige

Attunement Slots
18
Armor Class
50
Hit Points
+2
Initiative
30
Speed
Attacks
Armor: Light armor, medium armor, shields

Weapons: Simple weapons

Tools: Calligrapher's Tools, Smith's Tools

Saving Throws: WIS, CHA, CON (Resilient)

Skills: Religion, Insight, Martial, Persuasion, Deception (from race)
Proficiences
Spell save DC 14
Attack roll modifier +6
Wis mod (3) + cleric level (7) = 10 Prepared spells (Not including domain spells(*))

PREPARED
CANTRIPS
Toll The Dead
1 Action • Instantaneous • 60 ft • VS • 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).

Sacred Flame
1 Action • Instantaneous • 60 ft • VS • 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).

Guidance(C)
1 Action • 1 Minute • Touch • VSM • You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends.

Mending
1 minute • Instantaneous • Touch • VSM • This spell repairs a single break or tear in an object you touch, such as a broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage.
This spell can physically repair a magic item or construct, but the spell can't restore magic to such an object.


-------------------------------------------

1ST LEVEL SPELLS
Bane(C)*
1 Action • 1 Minute • 30 ft • VSM • 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.
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.

Bless(C)*
1 Action • 1 Minute • 30 ft • VSM • 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. 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.


Guiding Bolt
1 Action • 1 Round • 120 ft • VS • 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.
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.


Detect Magic(C)
1 Action • 10 Minutes • Self (30 ft) • VS • For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any.
The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.


Cure Wounds
1 Action • Instantaneous • Touch • VS • A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st.


Inflict wounds

-------------------------------------------

2ND LEVEL SPELLS
Lesser Restoration*
1 Action - Instantaneous - Touch - VS - You touch a creature and can end either one disease or one condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned.

Blindness/Deafness*
1 Action • 1 Minute • 30 ft • V • You can blind or deafen a foe. Choose one creature that you can see within range to make a Constitution saving throw. If it fails, the target is either blinded or deafened (your choice) for the duration. At the end of each of its turns, the target can make a Constitution saving throw. On a success, the spell ends.
When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.


Spiritual Weapon
Bonus Action • 1 Minute • 60 ft • VS • You create a floating, spectral weapon within range that lasts for the duration or until you cast this spell again. When you cast the spell, you can make a melee spell attack against a creature within 5 feet of the weapon. On a hit, the target takes force damage equal to 1d8 + your spellcasting ability modifier.
As a bonus action on your turn, you can move the weapon up to 20 feet and repeat the attack against a creature within 5 feet of it.
The weapon can take whatever form you choose. Clerics of deities who are associated with a particular weapon (as St. Cuthbert is known for his mace and Thor for his hammer) make this spell's effect resemble that weapon.
When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for every two slot levels above 2nd.


aid

enhance ability

silence

-------------------------------------------

3RD LEVEL SPELLS
Fireball*
1 Action • Instantaneous • 150 ft • VSM • A bright streak flashes from your pointing finger to a point you choose within range and then blossoms with a low roar into an explosion of flame. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A target takes 8d6 fire damage on a failed save, or half as much damage on a successful one.
The fire spreads around corners. It ignites flammable objects in the area that aren't being worn or carried.
When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.

Sleet Storm(C)*
1 Action • 1 Minute • 150 ft • VSM • Until the spell ends, freezing rain and sleet fall in a 20-foot-tall cylinder with a 40-foot radius centered on a point you choose within range. The area is heavily obscured, and exposed flames in the area are doused.
The ground in the area is covered with slick ice, making it difficult terrain. When a creature enters the spell's area for the first time on a turn or starts its turn there, it must make a Dexterity saving throw. On a failed save, it falls prone.
If a creature starts its turn in the spell's area and is concentrating on a spell, the creature must make a successful Constitution saving throw against your spell save DC or lose concentration.


Dispel Magic
1 Action • Instantaneous • 120 ft • VS • Choose one creature, object, or magical effect within range. Any spell of 3rd level or lower on the target ends. For each spell of 4th level or higher on the target, make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a successful check, the spell ends.
When you cast this spell using a spell slot of 4th level or higher, you automatically end the effects of a spell on the target if the spell's level is equal to or less than the level of the spell slot you used.


sending

meld into stone

-------------------------------------------
4TH LEVEL SPELLS
Wall of Fire(C)*
1 Action • 1 Minute • 120ft • VSM • You create a wall of fire on a solid surface within range. You can make the wall up to 60 feet long, 20 feet high, and 1 foot thick, or a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. The wall is opaque and lasts for the duration.
When the wall appears, each creature within its area must make a Dexterity saving throw. On a failed save, a creature takes 5d8 fire damage, or half as much damage on a successful save.
One side of the wall, selected by you when you cast this spell, deals 5d8 fire damage to each creature that ends its turn within 10 feet of that side or inside the wall. A creature takes the same damage when it enters the wall for the first time on a turn or ends its turn there. The other side of the wall deals no damage.
When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th.

Watery Sphere
1 Action • 1 Minute • 90ft(5ft sphere) • VSM • You conjure up a sphere of water with a 5-foot radius at a point you can see within range. The sphere can hover but no more than 10 feet off the ground. The sphere remains for the spell’s duration.
Any creature in the sphere’s space must make a Strength saving throw. On a successful save, a creature is ejected from that space to the nearest unoccupied space of the creature’s choice outside the sphere. A Huge or larger creature succeeds on the saving throw automatically, and a Large or smaller creature can choose to fail it. On a failed save, a creature is restrained by the sphere and is engulfed by the water. At the end of each of its turns, a restrained target can repeat the saving throw, ending the effect on itself on a success.
The sphere can restrain as many as four Medium or smaller creatures or one Large creature. If the sphere restrains a creature that causes it to exceed this capacity, a random creature that was already restrained by the sphere falls out of it and lands prone in a space within 5 feet of it.
As an action, you can move the sphere up to 30 feet in a straight line. If it moves over a pit, a cliff, or other drop-off, it safely descends until it is hovering 10 feet above the ground. Any creature restrained by the sphere moves with it. You can ram the sphere into creatures, forcing them to make the saving throw.
When the spell ends, the sphere falls to the ground and extinguishes all normal flames within 30 feet of it. Any creature restrained by the sphere is knocked prone in the space where it falls. The water then vanishes.




-------------------------------------------

UNPREPARED (Here for easy edits)
(first level)
Inflict Wounds
1 Action • Instantaneous • Touch • VS • Make a melee spell attack against a creature you can reach. On a hit, the target takes 3d10 necrotic damage.
When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.

Cure Wounds
1 Action • Instantaneous • Touch • VS • A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st.

Detect Evil and Good (C)
1 Action • 10 Minutes • Self (30 ft) • VS • For the duration, you know if there is an aberration, celestial, elemental, fey, fiend, or undead within 30 feet of you, as well as where the creature is located. Similarly, you know if there is a place or object within 30 feet of you that has been magically consecrated or desecrated.
The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.


Cure Wounds
1 Action • Instantaneous • Touch • VS • A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st.


Healing Word
1 Bonus Action • Instantaneous • 60 ft • V • 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.
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.


(second level)
Aid
1 Action • 8 Hours • 30 ft • VSM • Your spell bolsters your allies with toughness and resolve. Choose up to three creatures within range. Each target's hit point maximum and current hit points increase by 5 for the duration.
When you cast this spell using a spell slot of 3rd level or higher, a target's hit points increase by an additional 5 for each slot level above 2nd.



Gentle Repose
1 Action • 10 Days • Touch • VSM(R) • You touch a corpse or other remains. For the duration, the target is protected from decay and can't become undead.
The spell also effectively extends the time limit on raising the target from the dead, since days spent under the influence of this spell don't count against the time limit of spells such as raise dead.


Enhance Ability(C)
1 Action • 1 Hour • Touch • VSM • You touch a creature and bestow upon it a magical enhancement. Choose one of the following effects; the target gains that effect until the spell ends.
--Bear's Endurance. The target has advantage on Constitution checks. It also gains 2d6 temporary hit points, which are lost when the spell ends.
--Bull's Strength. The target has advantage on Strength checks, and his or her carrying capacity doubles.
--Cat's Grace. The target has advantage on Dexterity checks. It also doesn't take damage from falling 20 feet or less if it isn't incapacitated.
--Eagle's Splendor. The target has advantage on Charisma checks.
--Fox's Cunning. The target has advantage on Intelligence checks.
--Owl's Wisdom. The target has advantage on Wisdom checks.
When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.


(3rd)

Mass Healing Word
]1 Bonus Action • Instantaneous • 60 ft • V • As you call out words of restoration, up to six creatures of your choice that you can see within range regain hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs.


Meld Into Stone
1 Action • 8 Hours • Touch • VS • You step into a stone object or surface large enough to fully contain your body, melding yourself and all the equipment you carry with the stone for the duration. Using your movement, you step into the stone at a point you can touch. Nothing of your presence remains visible or otherwise detectable by nonmagical senses.
While merged with the stone, you can't see what occurs outside it, and any Wisdom (Perception) checks you make to hear sounds outside it are made with disadvantage. You remain aware of the passage of time and can cast spells on yourself while merged in the stone. You can use your movement to leave the stone where you entered it, which ends the spell. You otherwise can't move.
Minor physical damage to the stone doesn't harm you, but its partial destruction or a change in its shape (to the extent that you no longer fit within it) expels you and deals 6d6 bludgeoning damage to you. The stone's complete destruction (or transmutation into a different substance) expels you and deals 50 bludgeoning damage to you. If expelled, you fall prone in an unoccupied space closest to where you first entered.


Clairvoyance(C)
10 Minutes • 10 Minutes(C) • 1 Mile • VSM (focus worth at least 100gp, jeweled horn for hearing or glass eye for seeing • You create an invisible sensor within range in a location familiar to you (a place you have visited or seen before) or in an obvious location that is unfamiliar to you (such as behind a door, around a corner, or in a grove of trees). The sensor remains in place for the duration, and it can't be attacked or otherwise interacted with.

When you cast the spell, you choose seeing or hearing. You can use the chosen sense through the sensor as if you were in its space. As your action, you can switch between seeing and hearing.

A creature that can see the sensor (such as a creature benefiting from see invisibility or truesight) sees a luminous, intangible orb about the size of your fist.

(third level)
Mass Cure Wounds
]1 Bonus Action • Instantaneous • 60 ft • V • As you call out words of restoration, up to six creatures of your choice that you can see within range regain hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs.



Spellcasting
Up to date as of 03/04/20

INVENTORY
CURRENCY: [479gp]

ARMOR AND APPAREL
Half Plate Armor -- 40lbs
Iron Crown
Fine clothes -- 6 lbs
Holy symbol -- 2 lbs
Bandolier // 3 PGH (4d4+4) -- 7 lbs
Bandolier // 3 Scrolls of Cure Wounds -- 4 lbs
Billowing Cape
Mundane metal mask with symbol of Crowley etched on the inside


WEAPONRY
Mace -- 4 lbs
Light crossbow // 20 bolts in case -- 7 lbs (5+2)


ADVENTURING SUPPLIES
Backpack
Blanket -- 3 lbs
Tinderbox -- 1 lbs
Alms box
Censer -- 2 lbs
Water skin -- 5 lbs full
1 4oz vials (empty)
Vestments
Silk Rope (50 ft)
Manacles
Steel Mirror
Ink
Paper x5


CONSUMABLES
10 candles
2 blocks of incense
2 days of rations
Antitoxin
2 Potions of Healing (2d4+2) -- 6 lbs
4 Vials of Holy Water (range 20/60, 2d6 radiant dmg)
Tier 2 Food Token
1 Scroll of Fireball
1 Scroll of Detect Poison and Disease
1 Scroll of Detect Evil and Good
2 Scrolls of Create or Destroy Water
2 Scrolls of Inflict Wounds
3 Scrolls of Healing Word
2 thunderwave scrolls
1 knock scroll
2 heat metal scrolls


MATERIALS AND RESOURCES
50GP worth of powdered silver

 


MISC and TOOLS
3x Enchanted Fireflies
2x Wand of Blooming
Psychedelic Mushroom
A glass eye with a pupil made of ruby, worth 100gp


WEIGHT 100ish LBS

Magic Items (Some, at least)
Plenty-Purpose Plank™
Plenty-Purpose Plank™
T2 Mission Reward
Shield - Minor Rare (1,650gp)

The sizable unit of a plank is made out gnarly driftwood. While seemingly mundane at first, adoption of Viaken genius Milly Bays' patented plank tactics reveals its notable versatility.

Emergency PFD™: The driftwood material making up this plank is surprisingly buoyant. Holding this plank in any way grants you 10 feet of passive swim speed. Only one person can benefit from this effect at a given time.

Viaken vs Wild Guide™: Upon close inspection of the inward side of the shield, a multitude of scrawlings and poorly drawn images decorate the uneven surface. It's not immediately clear if these are actually helpful tips or just a bored Viaken's doodles. You can attempt to decipher the madness by making an Investigation check against a DC of 13. On a success, you receive a +2 bonus to your next Survival check made within the next hour. You can only attempt this Investigation check once between taking long rests.

This item is Glorybound.



'at home'
Brewer's Supplies
Calligrapher's Tools
Cook's Utensils
Shield
Life-Size Werewolf Plushie
Myths of the Seven: The Marriages of the Fey Kingdoms and other fairy tales.
"Honorary" Steton Strider beer stein and temporary tattoo set
777 Ways to Cook A Turkey
a stuffed stuffed turkey
turkey-bone dice
turkey mask that screams in your brain
Mundane Crown of the Marble King (from Table Road, Crossroads of Whimsey)
Scale mail -- 45lbs
Glassblower's Tools
Jeweler's Tools
Dagger x5
Manacles x1


Also an untrained pet mastiff named Red, no barding.

CT: 11
BLUEPRINTS
Symbol of Kalkatesh Blueprint

Equipment
The Crowsworn
Faction
The Mad Man
Stat Array
Languages
• Common
• Necrill
• Wicked
• Elven

Blessings of the Krähewyrm
Beguiling Grace
You gain an aura of dark allure. You gain a +2 on intimidation checks against good or chaotic creatures, and +2 on persuasion checks against lawful or evil creatures.

Avatar of the Setting Sun
You can use your action to sprout enormous wings of darkest black and gain a fly speed of 30 feet for one minute. On each of your turns as a bonus action while you have this fly speed, you may shoot a serrated quill from your wings at a creature within 120 feet of you. The target must make a DC 15 Dexterity saving throw or take 2d6 necrotic damage, halved on successful save. Using this attack 5 times removes your fly speed, and ends the ability.


Balance Domain
Domain Spells
1st - Bane, Bless
3rd - Blindness/Deafness, Lesser Restoration
5th - Fireball, Sleet Storm
7th - Watery Sphere, Wall of Fire
9th - Negative Energy Flood, Mass Cure Wounds

Balanced Scales
You are immune to the effects of advantage and disadvantage. Additionally, creatures cannot have advantage or disadvantage on attack rolls that target you.

Balancing Surge
Whenever you would normally have advantage or disadvantage on an attack roll or ability check that you make, you may grant that advantage or disadvantage to another creature within 30 feet of you as a bonus action. That creature has advantage or disadvantage on the next appropriate roll they make within one minute. You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.

Balance Restored
At 6th level, whenever a creature within 30 feet would fail an attack roll or saving throw with advantage or succeed on such checks with disadvantage, you are healed for a number of hit points equal to 2d10 plus your Wisdom modifier. You may instead use your reaction to grant this healing to an ally within 30 feet.


Dhampir Features
Blood Curse
Once per week, Dhampirs must partake in the blood of another humanoid in order to replace their own blood to survive. If a Dhampir fails to do so, they gain one point of exhaustion per day afterwards that cannot be removed until they consume the blood of another humanoid.

Fangs
Your fangs are a natural weapon which you can use to make unarmed strikes. Your fangs count as a finesse weapon, and as such if you hit with it, you deal piercing damage equal to 1d4 + your Strength or Dexterity modifier.

Invigorate
Once per long rest, when you successfully attack a living humanoid with blood using your fangs, you can spend one Hit Die to heal yourself (no action required). Roll the die, add your Constitution modifier, and regain a number of hit points equal to the total. Using this ability counts as a source of blood for the blood curse effect.

Sunlight Sensitivity
(Negated by Balance Domain)
You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.

Predatory Charm
You can magically beguile the mind of creatures, twisting their perception of you. You can cast the spell Charm Person once with this trait. At 7th level, you can cast the spell Charm Monster with this trait instead. You regain the ability to cast it this way when you finish a long rest. Charisma is your spellcasting ability for this spell.
Charm Person - 1 Action - 1 Hour - 30 ft - VS - You attempt to charm a humanoid you can see within range. It must make a Wisdom saving throw, and does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is charmed by you until the spell ends or until you or your companions do anything harmful to it. The charmed creature regards you as a friendly acquaintance. When the spell ends, the creature knows it was charmed by you.
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. The creatures must be within 30 feet of each other when you target them.

Darkvision
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.


Orde -- Lineage of Coin
You may change your channel divinity once per long rest to that of another domain. This choice remains until you change it. Your character level counts as your cleric level for the purposes of this channel divinity.

Prepared Channel Divinities
Base -- 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.

FATE -- Channel Divinity: Fateful Girding
Starting at second level you can channel the forces of fate to allow your allies the power to better shape the tapestry.
As an action, you present your holy symbol and cause you and all allies that you can see to gain temporary hit points equal to 1d8+ Your Wisdom Modifier+ Your Proficiency Bonus. These temporary hit points remain until you successfully complete a short rest.
Additionally, whenever they roll a d20 they roll with advantage. This effect fades at the end of your next turn.



Channel Divinities Frequently Used/Changed To
Balance -- Channel Divinity: Wrath
At 2nd level you can use your channel divinity class feature to unleash the wrath of natural forces against those that would seek to control them. As an action, You can unleash a wave of either fire, cold, lightning, or acid damage that affects all creatures of your choice within 30 feet. These creatures cannot gain the benefits of advantage from any source until the start of your next turn. Additionally, all creatures affected by this ability must make a Wisdom saving throw, taking 2d4 damage on a failed save, plus an additional 1d4 per every second level after 2. Affected creatures take half as much damage on a successful save.

Undead -- Channel Divinity: Conjure Undead
Starting at 2nd level, you can use your Channel Divinity to summon a horde of skeletons.
As an action, you create three horrid skeletons that last 1 minute, or until you lose your concentration (as if you were concentrating on a spell). The skeletons appear in three adjacent unoccupied spaces that you can see within 30 feet of you. Each skeleton has AC equal to 10 + your Wisdom modifier, Hit Points equal to 3 x your cleric level, and uses your saving throws. If a skeleton is dropped to 0 hit points, it crumbles to dust.
When you use this ability, you can make a melee spell attack for each skeleton against a creature within 5 feet of each of them. On a hit, the targets take magical slashing damage equal to 1d8 + Wisdom modifier.
As an action on each of your turns, you can move each of the skeletons up to 30 feet to a space you can see, but it must remain within 120 feet of you. You may then repeat the attack against a creature within 5 feet of each of the skeletons. The skeletons may move away from one another, can attack separate targets, and take up medium spaces as normal. These skeletons cannot take their own reactions, but you may spend a reaction to grant one of them an opportunity attack if one such attack is provoked.

Strife/Life -- Channel Divinity: Preserve Life
Starting at 2nd level, you can use your Channel Divinity to heal the badly injured.
As an action, you present your holy symbol and evoke healing energy that can restore a number of hit points equal to five times your cleric level. Choose any creatures within 30 feet of you, and divide these hit points among them. This feature can restore a creature to no more than half of its maximum hit points. You cannot use this ability on an undead or a construct.

Time -- Channel Divinity: Time Splinter
At 2nd level, you may use your Channel Divinity to vanish within a splinter of time. As a reaction after you suffer damage or are forced to make a saving throw, you can vanish from time, becoming temporarily immune until the start of your next turn. During this time, you cannot be targeted or seen. After which, you return to an unoccupied space of your choice that is 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 freely if more than one space is equally near).

LIGHT -- Channel Divinity: Radiance of Dawn
As an action, you present your holy symbol, and any magical darkness within 30 feet of you is dispelled. Additionally, each hostile creature within 30 feet of you must make a Constitution saving throw. A creature takes radiant damage equal to 2d10 + your cleric level on a failed saving throw, and half as much damage on a successful one. A creature that has total cover from you is not affected.


Feats
Resilient (CON)
Choose one ability score. You gain the following benefits:
Increase the chosen ability score by 1, to a maximum of 20.
You gain proficiency in saving throws using the chosen ability.

Class/Racial Features & Traits

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