Threnody

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D&D: Song of Fates
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GM
Mark
Milestones
Level 10
Characters
Meeko Tel (Brendon)
Mercutio Escalus (Adam)
Moonglimmer (Erik)
Prasiolit (Ben)
Solaria (Lisa)
Takahashi Daichi (Tim)
Threnody (Mark)

Statistics

Race: Human

Class(es): Grave Cleric 10

Attributes
+2 -1 +2 +0 +4 +0
STR 15 DEX 8 CON 14 INT 10 WIS 18 CHA 10
+2 -1 +2 +0 +8 +4
Saves


Proficiency
Bonus (PB)
Initiative AC HP Speed
+4 -1 18 73 30'
By Tier Dex Armor Level 1: 8
Over Level 1: (5+Con)/Level
Base speed

Skills

Skill Total = Prof. + Attribute
Acrobatics (Dex) -1 = -1
Animal Handling (Wis) +8 = +4 +4
Arcana (Int) +0 = +0
Athletics (Str) +6 = +4 +2
Deception (Cha) +0 = +0
History (Int) +0 = +0
Insight (Wis) +8 = +4 +4
Intimidation (Cha) +0 = +0
Investigation (Int) +0 = +0
Medicine (Wis) +8 = +4 +4
Nature (Int) +0 = +0
Perception (Wis) +8 = +4 +4
Performance (Cha) +0 = +0
Persuasion (Cha) +0 = +0
Religion (Int) +3 = +3 +0
Sleight of Hand (Dex) -1 = -1
Stealth (Dex) -1 = -1
Survival (Wis) +8 = +4 +4

Features

  • Spellcasting
  • Divine Domain: Grave
    • Bonus spells: 1: bane, false life; 3: gentle repose, ray of enfeeblement; 5: revivify, vampiric touch; 7: blight, death ward; 9: antilife shell, raise dead
  • Circle of Mortality
    • When rolling dice to restore hit points on a creature with 0 hit points, use maximum die roll instead
    • Learn spare the dying cantrip, doesn't count against cleric cantrips known; has range of 30 feet, uses only bonus action
  • Eyes of the Grave
    • As an action, magically detect undead within 60 feet that isn't behind total cover and isn't protected from divination magic
    • Can use number of times equal to Wisdom modifier
  • Channel Divinity: Turn Undead
    • Make Wisdom saving throw, or creature tries to move away for 1 minute or until damage taken
  • Channel Divinity: Path to the Grave
    • As an action, mark a creature you can see within 30 feet cursing it until the end of your next turn. The next time you or an ally hits, the creature has vulnerability to all of the attack's damage, then the curse ends
  • Destroy Undead
    • When using Turn Undead, creatures at or below a certain CR are simply destroyed instead of turned
    • 5: CR 1/2; 8: CR 1; 11: CR 2; 14: CR3; 17: CR 14
  • Sentinel at Death’s Door
    • At 6th level, you gain the ability to impede death’s progress. As a reaction when you or a creature you can see within 30 feet of you suffers a critical hit, you can turn that hit into a normal hit. Any effects triggered by a critical hit are canceled.
    • 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.
  • Potent Spellcasting
    • Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.

Armor and Weapons

Armor: Light armor, Medium Armor, Shields

Weapons: Simple Weapons

Tools: Healer's Kit

Weapon Skill To Hit Damage Reach Attributes
Unarmed Strike Simple Melee Weapon +2 2 5'
Mace Simple Melee Weapon +6 1d6+2 B 5'
Light Crossbow Simple Melee Weapon +2 1d6-1 P 80'/320' Ammunition, loading, two-handed

Feats

Healer

You are an able physician, allowing you to mend wounds quickly and get your allies back in the fight. You gain the following benefits:

  • When you use a healer's kit to stabilize a dying creature, that creature also regains 1 hit point.
  • As an action, you can spend one use of a healer's kit to tend to a creature and restore 1d6 + 4 hit points to it, plus additional hit points equal to the creature's maximum number of Hit Dice. The creature can't regain hit points from this feat again until it finishes a short or long rest.

Skilled

  • You gain proficiency in any combination of three skills or tools of your choice.

Background: Acolyte

Feature: Shelter of the Faithful

As an acolyte, you command the respect of those who share your faith, and you can perform the religious ceremonies of your deity. You and your adventuring companions can expect to receive free healing and care at a temple, shrine, or other established presence of your faith, though you must provide any material components needed for spells. Those who share your religion will support you (but only you) at a modest lifestyle.

You might also have ties to a specific temple dedicated to your chosen deity or pantheon, and you have a residence there. This could be the temple where you used to serve, if you remain on good terms with it, or a temple where you have found a new home. While near your temple, you can call upon the priests for assistance, provided the assistance you ask for is not hazardous and you remain in good standing with your temple.

Personality Trait

I am tolerant of other faiths and respect the worship of other gods. After all, all will come before Kelemvor, one way or another.

Ideals

Aspiration. I seek to prove myself worthy of my god’s favor by matching my actions against his or her teachings.

Bonds

I will do anything to protect the temple where I served.

Flaws

My piety sometimes leads me to blindly trust those that profess faith in my god.

Spells

Spell Save DC 16 (Proficiency + Wisdom + 8)

  • Cantrips: 5 (Guidance, Light, Mending, Sacred Flame, Toll the Dead)
  • 1st Level: 4 (Cure Wounds, Healing Word, Guiding Bolt, Bane, False Life)
  • 2nd Level: 3 (Blindness/Deafness, Hold Person, Lesser Restoration, Spiritual Weapon, Gentle Repose, Ray of Enfeeblement)
  • 3rd Level: 3 (Dispel Magic, Mass Healing Word, Spirit Guardians, Revivify, Vampiric Touch)
  • 4th Level: 3 (Banishment, Freedom of Movement, Blight, Death Ward)
  • 5th Level: 2 (Dispel Evil and Good, Greater Restoration, Antilife Shell, Raise Dead)
    • Italics indicate Domain spells