Rak'Symma (Level 15 Harpy Cleric)

Ancestry: HarpyCulture: Mixed Culture (Warrior / Aerial)Background: FeylostDestiny: Devotion / Wanderer (Current)
StrengthDexterityConstitutionIntelligenceWisdomCharisma
8 (-1)16 (+3)14 (+2)8 (-1)20 (+5)14 (+2)

Size: Medium
Speed: 20 ft., 40 ft. fly
Languages: Culture: Common, Darnassian, Sylvan
Proficiency Bonus: +5
Hit Points: 108

Senses: Passive Perception 20, Passive Investigation 9
Resistances: Lightning

Ancestry Features

Avian Adaptation.
  • 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 Wisdom (Insight) check against a DC of 8 + your proficiency bonus + your Charisma modifier.
  • Keen Awareness. You have Advantage on Perception checks that rely on hearing and smell.
Flight. Thanks to your wings, you have a 40 foot fly speed equal. You can't use this flying speed if you're wearing medium or heavy armor.
Talons. You have talons that you can use to make unarmed strikes. When you hit with them, the strike deals 1d6 + your Strength modifier slashing damage, instead of the bludgeoning damage normal for an unarmed strike.
Paragon Trait: Flyby. You don't provoke opportunity attacks when you fly out of an enemy's reach.

Cultural Features

Fearless. You have Advantage on saving throws you make to avoid or end the Frightened condition on yourself.
Wind Caller. You learn certain magic passed down in your culture. You learn the feather fall and gust of wind spells. You can cast each of these spells once without spending mana and without material components. Once you do, you can't do so again until you finish a long rest. You can also cast these spells using mana if you can cast spells of the appropriate level. Wisdom is your spellcasting ability for these spells when you cast them with this trait.
Aerial Cultural Training. You can read, write, and speak Sylvan and have proficiency with the vocals instrument.

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

Strength Saving Throw-1
Athletics-1
Dexterity Saving Throw+3
Acrobatics+3
Sleight of Hand+3
Stealth+3
Charisma Saving Throw+2
Deception+2
Intimidation+2
Performance+2
Persuasion+2
Constitution Saving Throw+2
Intelligence Saving Throw+4
Arcana-1
History-1
Investigation-1
Nature-1
Religion+4
Wisdom Saving Throw+10
Animal Handling+5
Insight+10
Medicine+15
Perception+10
Survival+10
Artisan: Cartography Tools
Frontier: Harvesting Kit
Frontier: Navigating Tools
Instruments: Vocals
 No armor
 Simple weapons
Proficiency Sources:
Culture: Perception, Vocals
Background: Insight, Harvesting Kit, Navigating Tools
Cleric Class: Intelligence Saving Throws, Wisdom Saving Throws, Medicine, Religion, Survival (Tempest), Navigating Tools
Feats:
Downtime/Other:


Class Features

Cleric (Tempest) 15

Defensive Blessing: Armor of Conviction

While you are not wearing any armor or wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier. 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 one druid cantrip of your choice. This cantrip doesn't count against the number of cleric cantrips you know. You also gain proficiency in the Survival 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 a number of times equal to your Wisdom modifier (a minimum of once). 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

Talents

Signs of Faith (Cleric): 4Feats: 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.

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.

Righteous Path (Cleric)

Once per day you may choose to walk the Righteous Path for 1 hour. While walking the Righteous Path, you are aware when enemies are within 60 feet of you, and you know if backtracking or alternate routes could avoid them. You can also use an action to sense if there are traps within 30 feet, but not the location or nature of the traps.

Spells

Total Mana: 94Casting Stat: WisdomSpell Attack: +10Spell DC: 18Prepared Spells: 20Spell List:

Cantrips

1st-Level Spells

2nd-Level Spells

3rd-Level Spells

4th-Level Spells

5th-Level Spells

6th-Level Spells

7th-Level Spells

8th-Level Spells