Rak'Symma (Level 18 Harpy Cleric)
Ancestry: Harpy | Culture: Mixed Culture (Warrior / Aerial) | Background: Feylost | Destiny: Devotion / Wanderer (Current) |
Size Medium | Movement 20 ft., 40 ft. fly |

Languages Culture: Aviani, Darnassian, Sylvan | Downtime/Other: Taur-ahe, Titanic
Senses Passive Perception 21, Passive Investigation 9
Resistances cold, Lightning
Ancestry Features
- Mimicry. You can accurately mimic sounds you have heard, including voices. A creature that hears the sounds you make can tell they are imitations only with a successful
DC 17 Wisdom (Insight) check
. - Keen Awareness. You have Advantage on Perception checks that rely on hearing and smell.
Cultural Features
Background Feature
Feywild Connection
Your mannerisms and knowledge of fey customs are recognized by natives of the Feywild, who see you as one of their own. Because of this, friendly Fey creatures are inclined to come to your aid if you are lost or need help in the Feywild.
Destiny Features
Source of Inspiration
Its Own Reward. You draw inspiration from seeing your duty through to the end. You gain inspiration whenever you complete a quest, fulfill a difficult promise, or commit an act of self-sacrifice that includes grievous injury to yourself. |
The Dusty Trail. You are no stranger to the lonely road. You gain inspiration whenever you accomplish some feat of exploratory acumen. |
Inspiration Features
Selfless Sacrifice. You do not hesitate to put yourself in danger to save others. When a creature within 5 feet of you is hit with an attack or fails a saving throw against a spell or effect that targets only them, you can spend an inspiration to change the target of the attack or effect to you. The attack automatically hits you, and you automatically fail the saving throw against the spell. |
Free as a Bird. A journey begins with a single step, and you cannot be deterred from your wandering now. When you would be Grappled, Restrained, or Petrified, if your movement speed would be reduced, or if you would be moved against your will, you can spend your Inspiration to prevent the condition of effect from affecting you. |
Fulfillment Feature: Miraculous Revival
Universal forces are often inclined to restore those who die heroically for noble causes, blessing their sacrifice by making them better than they were before. The next time you die from a cause other than old age (including if dying caused you to earn this feature), you miraculously revive intact with full hit points. You appear after “narrowly surviving” the circumstances that killed you— climbing out of the chasm you fell down, crawling from the rubble of the structure that collapsed over you, waking up from impossibly lethal wounds that prove superficial, or magically transporting from the plane of existence you were caught in.
After you have been revived in this way, you gain Advantage on death saving throws.
Proficiencies
Proficiency Sources | |||||
---|---|---|---|---|---|
Culture: Perception, Oration | |||||
Background: Insight, Cartographer Tools, Harvesting Kit | |||||
Cleric Class: Intelligence Saving Throws, Wisdom Saving Throws, Medicine, Religion, Navigator Tools, Nature (Acolyte of the Storm), Convince (Confessor), Leadership (Voice of God) | |||||
Feats: Constitution Saving Throws, ★ Medicine (Healer), ★ Convince and Deception (Guile of the Cloud) | |||||
Downtime/Other: ★ Oration, Composition |
Saving Throws | ||
---|---|---|
◇ | Strength | -1 |
◇ | Dexterity | 3 |
◇ | Charisma | +3 |
◆ | Constitution | +8 |
◆ | Intelligence | +5 |
◆ | Wisdom | +11 |
Skills | |||||
---|---|---|---|---|---|
○ | Animal Handling | ● | Insight | ○ | Precision |
○ | Arcana | ○ | Investigation | ● | Religion |
○ | Athletics | ● | Leadership | ○ | Resilience |
★ | Convince | ★ | Medicine | ○ | Society |
● | Deception | ● | Nature | ○ | Stealth |
○ | Drive | ● | Perception | ○ | Streetwise |
Tools & Arts | |||||
---|---|---|---|---|---|
Artisan: Cartographer Tools | |||||
Frontier: Harvesting Kit, Navigator Tools | |||||
Performance Arts: Composition, ★ Oration | |||||
Armor: None | |||||
Weapons: Simple weapons |
Class Features
Cleric (Tempest) 18
Defensive Blessing: Armor of Conviction
While you are not wearing any armor or wielding a shield, you have an AC of 18. You always have the shield of faith spell prepared, and it doesn’t count against the number of spells you can prepare each day.
Sacred Call: Home-Grown Faith
Your faith has grown up from the iron-clad piety found in the humble and quiet places of the world. You can spend 5gp at a local shrine or small temple. If you do this, the temple will often provide you and your companions with food, lodging, and a modest lifestyle for the evening (even if the individual in charge has to open their own home to do so). If you do not take this lodging, you gain inspiration instead. You cannot gain inspiration in this way until 7 days have passed.
Additionally, as long as you are not within civilization or a dangerous place (like a dungeon), you can create a simple shrine to a god of your choosing during a Long Rest by spending 5 gp and making an Intelligence (Religion) check (DC varies depending on the god and location). If you succeed, you and your companions encounter no dangers during that night. The DM can ignore this, but if they do, you gain inspiration.
Tempest Domain: Acolyte of the Storm
You learn spare the dying. This cantrip doesn't count against the number of cleric cantrips you know. You also gain proficiency in the Nature skill.
Tempest Domain: Stormchaser
You thrive in the heart of the storm. You ignore difficult terrain and penalties to movement speed caused from storms and wind, and have Advantage against such magical effects. Additionally, while in an area of inclement weather, your speed increases by 10 feet.
Tempest Domain: Wrath of the Storm
You can thunderously rebuke attackers. When a creature within 5 feet of you that you can see hits you with an attack, you can use your Reaction to cause the creature to make a Dexterity saving throw. The creature takes 2d8 lightning or thunder damage (your choice) on a failed saving throw, and half as much damage on a successful one.
You can use this feature 5 times. You regain all expended uses when you finish a Long Rest.
Channel Divinity (2/Rest)
You gain the ability to channel divine energy directly from your deity, using that energy to fuel magical effects. 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.
- Turn Supernatural. As an Action, you present your holy symbol and speak a prayer censuring the undead and fiends. Each fiend or undead within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is Dazed for 1 minute or until it takes any damage or you are Incapacitated or die. While Dazed in this way, the creature must Move as far away from you as it can. If there's nowhere to move, the creature may take the Dodge action instead. Creatures turned by you of CR 2 or less are immediately destroyed, transformed into dust by a blinding flash of light, and creatures of a higher CR take 2d8 radiant damage. This damage doesn't end the turned effect.
- Harness Divine Power. You 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 mana equal to your proficiency bonus. You can use this ability twice. You regain all expended uses when you finish a long rest.
- Destructive Wrath. When you roll lightning or thunder damage, you can use your Channel Divinity to deal maximum damage, instead of rolling.
Principles of Devotion: Poverty
In exchange for forgoing material luxury, vendors who are not explicitly opposed to your greater entity are compelled to give you heavy discounts of up to 20%, and inn keeps offer free lodging.
Tempest Domain: Thunderous Strike
When you deal lightning damage to a Large or smaller creature, you can also push it up to 10 feet away from you.
Tempest Domain: Lightning Strike
You are blessed with divine might in battle. When a creature takes damage from one of your cantrips or weapon attacks, you can also deal 2d8 lightning or thunder damage (your choice) to that creature. Once you deal this damage, you can't use this feature again until the start of your next turn.
Sacred Presence: Eyes of the Heart
You have a way of seeing folk’s inner character. When you succeed on a contested Insight check, if the opposing creature’s Charisma score is equal to or less than your spell save DC, for the next 24 hours you do not need to make any further checks to recognize whenever that creature is lying, telling the truth, or excluding information.
Providence: Master Ritualist
Careful study of your holy texts has made you intimately familiar with all of your ritual spells. You may cast any ritual spell on the cleric spell list you could cast as a ritual, whether or not you have it prepared.
Tempest Domain: Stormborn
You have a flying speed equal to your current walking speed whenever you are not underground or indoors. If you already have a flying speed, that flying speed is instead doubled whenever you are not underground or indoors.
Feats & Ability Score Increases
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Talents
Signs of Faith (Cleric): 5 | Feats: 0 |
Cleric
Ancestral Guidance (Cleric)
You always have speak with dead prepared, and it doesn’t count against the number of spells you can prepare each day. Using this talent, you can cast the spell once at its lowest level, and you must finish a Long Rest before you can cast it in this way again. When you do so, you do not have to target a corpse; you can also target a grave marker, memorial, statue, painting, or other depiction of the deceased creature you wish to talk to. If the chosen creature is not dead, or if such a creature never existed in the first place, the spell fails.
Confessor (Cleric)
You gain proficiency in the Convince skill.
Numinous Awareness (Cleric)
You have Advantage on Intelligence and Wisdom checks made to interact with spells and abilities caused by aberrations, celestials, elementals, fey, fiends, or undead.
Premonition (Cleric)
After each Long Rest you know one
of the following:
- One piece of information that will help you in your endeavors before the end of your next Long Rest.
- How one action will play out before the end of your next long rest. Roll a d20. Before the end of your next long rest, you may choose to replace any roll made by a creature that you can see within 30 feet of you with the result of this d20 roll.
The GM lets you know which benefit is available whenever you finish a Long Rest.
Voice of God (Cleric)
You gain proficiency in the Leadership skill.
Spells
Total Mana: 76 | Casting Stat: Wisdom | Spell Attack: +11 | Spell DC: 19 | Prepared Spells: 23 | Spell List: |
Cantrips
- Spare the Dying [Acolyte of the Storm]
- Thaumaturgy
- Dancing Lights
- Guidance
- Gust
- Jolt
- Lightning Lure
1st-Level Spells
- Thunderwave [Domain Spell]
- Witch Bolt [Domain Spell]
- Feather Fall [Culture]
2nd-Level Spells
- Shatter [Domain Spell]
- Warding Wind [Domain Spell]
- Gust of Wind [Culture]
- Misty Step [Feat: Planar Wanderer]
- Mental Barrier [Feat: Warding Magic]
3rd-Level Spells
- Call Lightning [Domain Spell]
- Thunder Step [Domain Spell]
- Speak with Dead [Talent: Ancestral Guidance]
- Tongues [Feat: Planar Wanderer]
4th-Level Spells
- Storm Sphere [Domain Spell]
- Summon Elemental [Domain Spell]
5th-Level Spells
- Destructive Wave [Domain Spell]
- Storm of Radiance [Domain Spell]
6th-Level Spells (1)
7th-Level Spells (1)
8th-Level Spells (1)
9th-Level Spells (1)
Notable Items
Weapons & Armor
G'Hanir, Bough of the Mother Tree (Attunement II)
Attack: +11 | Damage: 1d6 + 5 bludgeoning damage |
This is a single branch taken from G'Hanir, the first tree, which was gifted to mortal druids by the demigod Aviana long ago. Its connection to the mystical Emerald Dream serves as a healing and stabilizing influence on the world of Azeroth. In recent times, druids have used this staff to hold back the corruption and madness of the Emerald Nightmare. As a result, satyrs within the Nightmare are desperate to see G'Hanir destroyed.
Properties. You have the following properties while attuned to G'Hanir:
- This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. While you hold it, you gain a +2 bonus to spell attack rolls and your spell save DC.
- You regain 1d4 hit points at the start of your turn if you have at least 1 hit point.
- As long as you are in sunlight or moonlight for at least 4 hours a day, you do not need to eat, drink, or sleep.
- While not in sunlight or moonlight, you have Disadvantage on attack rolls and ability checks.
Armor of the Ancients. When you finish a Short Rest, you gain the effects of barkskin, except its duration is until Dispelled, or until you end it early.
Flourishing Fulgurite. When you cast a spell of 1st level or higher, G'Hanir can cause flowers and vines to sprout around any number of targets of the spell for 1 minute. The flora flourishes in a 10-foot radius circle centered on the targets. Whenever a beneficial spell is cast on a creature standing in a circle, you may expend the circle's energy to create the following effects on the creature:
- The target regains 2d6 hit points. Any excess healing is converted into temporary hit points.
- You end
one
of the following conditions on the target: Blinded, Dazed, Deafened, Paralyzed, Poisoned, Silenced, Stunned
Alternatively, when a spell that deals fire, lightning, or radiant damage is cast on a creature standing in a circle, you may expend the circle's energy to cause one
of the following effects on the creature:
- The target takes 2d6 damage of the same type as the triggering spell.
- If the spell dealt fire damage, the creature begins Burning for 1d6 damage. The save to end this effect is equal to your spellcasting ability modifier.
- If the spell dealt lightning damage, the creature cannot take Reactions until the start of its next turn.
- If the spell dealt radiant damage, the creature's movement speed is halved until the end of its next turn.
Once you expend the energy of a number of circles equal to your spellcasting ability modifier, you cannot do so again until you finish a Long Rest.
Spells. The staff has 12 charges and regains 1d8 + 4
charges at midnight. On a full moon, or while resting physically within the Emerald Dream, it regains all of its charges. While holding the staff, you may expend some of its charges to cast one of the following spells, using your spell save DC and spellcasting ability:
- Entangling Roots (1 charge)
- Healing Spirit (2 charges)
- Nature's Curse (2 charges)
- Force of Nature (2 charges)
- Conjure Animals (3 charges)
- Plant Growth (3 charges)
- Speak with Plants (3 charges)
- Thorns (3 charges)
- Grasping Vine (4 charges)
- Mark of the Wild (4 charges, Great Tree only)
- Tree Stride (5 charges)
- Wrath of Nature (5 charges)
You can spend more charges to cast these spells at a higher level, to a maximum of 5th level. For each extra charge you spend, increase the level of the spell by one.
The staff holds even great powers, but only one who's essence is attuned to the Mother Tree can hope to unlock its true potential...
Jewelry & Accessories
Blaithe's Visage (Attunement I)
This skull has 3 charges. As an Action, you can speak the Blaithe's name expend 1 charge. For the next 10 minutes, you have Truesight out to 120 feet when you peer through the gem.
The skull regains 1d3 expended charges daily at dawn.
Blaithe's Love (Attunement II)
Blaithe never removed this amulet once throughout his life, but he entrusted it to you upon his death. While you wear this amulet, you gain the following benefits:
- Difficult terrain doesn't cost you extra movement.
- Magic can neither reduce your speed nor cause you to be Paralyzed or Restrained.
- You can spend 5 feet of movement to automatically escape from nonmagical restraints, such as manacles or a creature that has it Grappled.
- Being underwater imposes no penalties on the target's movement or attacks.
- When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
Ebonhorn's Handy Haversack
This backpack has a central pouch and two side pouches, each of which is an extra dimensional space. Each side pouch can hold up to 20 pounds of material, not exceeding a volume of 2 cubic feet. The large central pouch can hold up to 8 cubic feet or 80 pounds of material. The backpack always weighs 5 pounds, regardless of its contents.
Placing an object in the haversack follows the normal rules for interacting with objects. Retrieving an item from the haversack requires you to use an action. When you reach into the haversack for a specific item, the item is always magically on top.
The haversack has a few limitations. If it is overloaded, or if a sharp object pierces it or tears it, the haversack ruptures and is destroyed. If the haversack is destroyed, its contents are lost forever, although an artifact always turns up again somewhere. If the haversack is turned inside out, its contents spill forth, unharmed, and the haversack must be put right before it can be used again. If a breathing creature is placed within the haversack, the creature can survive for up to 10 minutes, after which time it begins to suffocate.
Placing the haversack inside an extra dimensional space created by a bag of holding , portable hole , or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it and deposited in a random location on the Astral Plane. The gate then closes. The gate is one-way only and can't be reopened.
Tattoos [6/18] (Attunement I)
Proof of the Skyfriend (Rare)
This tattoo marks you as a friend of the Skyhorn tribe, and ensures free passage through the lands of the Shu'halo. You have Advantage on Wisdom (Perception) checks that rely on sight. In conditions of clear visibility, you can make out details of even extremely distant creatures and objects as small as 2 feet across.
Marking of Aviana (Epic)
This tattoo appeared on your back at some point. You do not know what the symbol represents, but it teems with power.
- Necrotic Resistance. You have Resistance to necrotic damage.
- Life Ward. When you would be reduced to 0 hit points, you drop to 1 hit point instead. Once used, this property can't be used again until the next dawn.
Other
Figurine of Wondrous Power (Silver Raven)
A figurine of wondrous power is a statuette of a beast small enough to fit in a pocket. If you use an Action to speak the command word and throw the figurine to a point on the ground within 60 feet of you, the figurine becomes a living creature. If the space where the creature would appear is occupied by other creatures or objects, or if there isn't enough space for the creature, the figurine doesn't become a creature.
This silver statuette of a raven can become a raven for up to 12 hours. While in raven form, the figurine allows you to cast the animal messenger spell on it at will. Once it has been used, it can't be used again until 2 days have passed.
The creature is friendly to you and your companions.
It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions.