RAVEN
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Short history: Raven was a somewhat successful cat-burglar for a large criminal family in major metropolis. She started her career as watcher for the family business and later, after getting the reputation for nine lives of the cat, developed into a operation mascot for the gangsters. The "Unlucky Raven" was a sight for major robberies and gang operations. She didn't like the Unlucky part though; she always though herself as not exceptionally unlucky…

How she died she doesn't know. There was lot of blood and she was torn to pieces, that was sure. She seemed to have the nine lives, that hard it was to kill her. She was liked by her gang, she was a bit sad that she never knew her blood relatives, or got to marry or have children… but she had friends… Her dead was mourned - in the fashion of the gang - by big celebration and feast. She liked that about her gang. They took life as a gift and dead as a aftershow. Raven watched her wake and her funeral fire - she doesn't really know how… Perhaps the people who killed her missed one of her lives and it hid somewhere to take a peek… She liked to watch and see people drinking her funeral wine as it was her blood…

There was a being there with her, who laughed as her body burned. It laughed with her as the thing hanging at the middle of crowd slowly turned into ash.

Class: Cleric (Death); Race: Thiefling (Revenant Variant); Background; Criminal (Burglar)
sharp teeth, cast no shadow or reflection, freaky eyes

F A T E
Death, Trickery and Wine

Hit Points: (10+7+7+7+7+7+7+7) = 59

P r o f i c i e n c i e s
Armor: Light armor, medium armor, shields
Weapons: Martial weapons
Tools: One type of gaming set, thieves’ tools
Saving Throws: Wisdom [+8] Charisma [+6]
Languages: Infernal, Common
Background Skills: Deception [6], Stealth [5]
Skills: Insight [8] Religion [4].
Stuff: Cleric plus A crowbar, a set of dark common clothes including a hood, and a belt pouch containing 15 GP.
(a) a mace
(b) leather armor,
(b) any simple weapon.
(a) priest's pack
A shield and a holy symbol.

Spell save DC = 8 + your proficiency bonus + your Wisdom modifier.

Spell attack modifier = your proficiency bonus + your Wisdom modifier.

Modified Ability Scores
STR 11 [+0]; CON 14 [+2]; DEX 14 [+2]; INT 12 [+1]; WIS 20 [+5] CHA 16 [+3]

Feature: Criminal Contact

You have a reliable and trustworthy contact who acts as your liaison to a network of other criminals. You know how to get messages to and from your contact, even over great distances; specifically, you know the local messengers, corrupt caravan masters, and seedy sailors who can deliver messages for you.

Cleric Levels Proficiency Bonus Features Cantrips Known 1st Level 2nd Level 3rd Level 4th Level
1st +2 Spellcasting, Divine Domain 3 2
2nd +2 Channel Divinity (1/rest),Domain feature 3 3
3rd +2 - 3 4 2
4th +2 Ability Score Improvement ( 4 4 3
5th +3 Destroy Undead (CR 1/2) 4 4 3 2
6th +3 Channel Divinity (2/rest),Domain feature 4 4 3 3 -
7th +3 - 4 4 3 3 1
8th +3 Destroy Undead, Ability, Domain Feature 4 4 3 3 2

Death Domain Spells

Cleric Level …………. Spells
1st …………. False Life, Ray of Sickness
3rd …………. Blindness/deafness, Ray of Enfeeblement
5th …………. Animate Dead, Vampiric Touch
7th …………. Blight, Death Ward
9th …………. Antilife Shell, Cloudkill

Bonus Proficiency
When the cleric chooses this domain at 1st level, he or she gains proficiency with martial weapons.

Reaper

At 1st level, the cleric learns one necromancy cantrip of his or her choice from any spell list. When the cleric casts a necromancy cantrip that normally targets only a single creature, the spell can instead target two creatures within range and within 5 feet of each other.

Channel Divinity:

Touch of Death
Starting at 2nd level, the cleric can use Channel Divinity to destroy another creature’s life force by touch.
When the cleric hits a creature with a melee attack, the cleric can use Channel Divinity to deal extra necrotic damage to the target. The damage equals 5 + twice his or her cleric level.

Inescapable Destruction

At 6th level, the cleric’s ability to channel negative energy becomes more portent. Necrotic damage dealt by the character’s cleric spells and Channel Divinity options ignores resistance to necrotic damage.

Divinity Strike
Starting at 8th level, the cleric gains the ability to infuse his or her weapon strikes with necrotic energy. Once on each of the cleric’s turns when he or she hits a creature with a weapon attack, the cleric can cause the attack to to deal an extra 1d8 necrotic damage to the target. When the cleric reaches 14th level, the extra damage increases to 2d8.

RACE :Modified Tiefling

T I E F L I N G T R A I T S
Tieflings share cerlain racial traits as a result of their infernal descent.
AbiJity Seore Inerease. Your lntelligence score increases by 1, and your Charisma score increases by 2.
Age. Tieflings mature at the same rate as humans but live a few years longer.
Alignment. Tieftings might not have an innate tendency toward evil. but many of them end up there. Evil or noto an independent nature inclines many tieflings toward a chaotic alignment.
Size. Tieftings are about the same size and build as humans. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Darkvision. Thanks lOyour infernal heritage, you have superior vision in dark and dim conditions. You can see in dim Iight within 60 feet of you as if it were bright 1ight. and in darkness as if it were dim light. You can't discern color in darkness. only shades of gray. Hellish Resistance. You have resistance to fire damage.
Infernal Legaey. You know the thaumatuqJy cantrip. Once you reach 3rd levei, you can cast the hellish rebuke spell once per day as a 2nd-levei spell. Once you reach 5th levei, you can also cast the darkness spell once per day. Charisma is your spellcasting ability for these spclls.
Languages. You can speak. read. and write Common and Infernal.

C L E R I C
C h a n n e l D i v i n i t y : T u r n U n d e a d
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 o f you must make a W isdom 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 o f 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.

P r e p a r i n g a n d C a s t i n g S p e l l s
The Cleric table shows how many spell slots you have to cast your spells o f 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.
You prepare the list o f cleric spells that are available for you to cast, choosing from the cleric spell list. When
you do so, choose a number o f cleric spells equal to your Wisdom modifier + your cleric level (minimum of
one spell). The spells must be o f a level for which you have spell slots.
For example, if you are a 3rd-level cleric, you have four 1st-level and two 2nd-level spell slots. With a Wisdom o f 16, your list o f prepared spells can include six spells o f 1st or 2nd level, in any combination. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn’t remove it from your list o f prepared spells.

R i t u a l C a s t in g
You can cast a cleric spell as a ritual if that spell has the ritual tag and you have the spell prepared.

Sp e l l c a s t in g F o c u s
You can use a holy symbol (found in chapter 5) as a spellcasting focus for your cleric spells.

C l e r i c S p e l l s P r e p a r e d
C a n t r i p s (0 L e v e l )
Guidance
Spare the Dying
Mending [Transmutation] (V,S,M) (casting time: 1 minute)
Chill Touch (Domain)
Thaumaturgy [Transmutation] (V) (casting time: 1 action) (racial)
light

1 s t L e v e l - 5 p r e p a r e d - (4 slots)
Bless
Cure Wounds
Inflict Wounds [necromancy]
Shield of Fate
Command

Domain
1st …………. False Life, Ray of Sickness

2 n d L e v e l - 3 p r e p a r e d - (3 slots)
Spiritual Weapon [Evocation] (V,S) (casting time: 1 bonus action) (duration: 1 minute)
Silence
Hold Person

Domain
3rd …………. Blindness/deafness, Ray of Enfeeblement

3 r d L e v e l - 3 p r e p a r e d - (3 slots)
Speak With Dead
Spirit Guardians
Create Food and Water

Domain
5th …………. Animate Dead, Vampiric Touch

4th L e v e l - 2 p r e p a r e d - (2 slot)
Banishment
Freedom of Movement

Domain
7th …………. Blight, Death Ward
9th …………. Antilife Shell, Cloudkill

Chill Touch Necromancy cantrip
Casting time: 1 action
Range: 120 feet
Components: V, S
Duration: 1 round
You create a ghostly, skeletal hand in the space of a creature within range. Make a ranged spell attack against the creature to assail it with the chill of the grave. On a hit, the target takes 1d8 necrotic damage, and it can't regain hit points until the start of your next turn. Until then, the hand clings to the target.
If you hit an undead target, it also has disadvantage on attack rolls against you until the end of your next turn.
This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Bless 1st-level enchantment
Casting time: 1 action
Range: 30 feet
Components: V, S, M (a sprinkling of holy water)
Duration: Concentration, up to 1 minute

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.

At Higher Levels. 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.

Cure Wounds 1st-level evocation
Casting time: 1 action
Range: Touch
Components: V, S
Duration: Instantaneous
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.

At Higher Levels. 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 1st-level necromancy
Casting time: 1 action
Range: Touch
Components: V, S
Duration: Instantaneous
Make a melee spell attack against a creature you can reach. On a hit, the target takes 3d10 necrotic damage.
At Higher Levels. 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.

Shield of Faith 1st-level abjuration
Casting time: 1 bonus action
Range: 60 feet
Components: V, S, M (a small parchment with a bit of holy text written on it)
Duration: Concentration, up to 10 minutes
A shimmering field appears and surrounds a creature of your choice within range, granting it a +2 bonus to AC for the duration.

Sanctuary 1st-level abjuration
Casting time: 1 bonus action
Range: 30 feet
Components: V, S, M (a small silver mirror)
Duration: 1 minute

You ward a creature within range against attack. Until the spell ends, any creature who targets the warded creature with an attack or a harmful spell must first make a Wisdom saving throw. On a failed save, the creature must choose a new target or lose the attack or spell. This spell doesn't protect the warded creature from area effects, such as the explosion of a fireball.

If the warded creature makes an attack or casts a spell that affects an enemy creature, this spell ends.

Ray of Enfeeblement 2nd-level necromancy
Casting time: 1 action
Range: 60 feet
Components: V, S
Duration: Concentration, up to 1 minute
A black beam of enervating energy springs from your finger toward a creature within range. Make a ranged spell attack against the target. On a hit, the target deals only half damage with weapon attacks that use Strength until the spell ends.
At the end of each of the target's turns, it can make a Constitution saving throw against the spell. On a success, the spell ends.

Vampiric Touch 3rd-level necromancy
Casting time: 1 action
Range: Self
Components: V, S
Duration: Concentration, up to 1 minute
The touch of your shadow-wreathed hand can siphon life force from others to heal your wounds. Make a melee spell attack against a creature within your reach. On a hit, the target takes 3d6 necrotic damage, and you regain hit points equal to half the amount of necrotic damage dealt. Until the spell ends, you can make the attack again on each of your turns as an action.
At Higher Levels. 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.

Blindness/Deafness 2nd-level necromancy
Casting time: 1 action
Range: 30 feet
Components: V
Duration: 1 minute
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.
At Higher Levels. 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.

Blight 4th-level necromancy
Casting time: 1 action
Range: 30 feet
Components: V, S
Duration: Instantaneous

Necromantic energy washes over a creature of your choice that you can see within range, draining moisture and vitality from it. The target must make a Constitution saving throw. The target takes 8d8 necrotic damage on a failed save, or half as much damage on a successful one. This spell has no effect on undead or constructs.

If you target a plant creature or a magical plant, it makes the saving throw with disadvantage, and the spell deals maximum damage to it.
If you target a nonmagical plant that isn’t a creature, such as a tree or shrub, it doesn’t make a saving throw; it simply withers and dies.
At Higher Levels. 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.

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