Remnii (Level 17 Draenei Cleric)
Ancestry: Draenei | Culture: Mixed Culture (Despotic / Itinerant / Theocratic) | Background: Acolyte | Destiny: / Enlightenment |
Strength | Dexterity | Constitution | Intelligence | Wisdom | Charisma |
---|---|---|---|---|---|
8 (-1) | 8 (-1) | 14 (+2) | 10 (+0) | 20 (+5) | 20 (+5) |
Hit Points: 156 | Proficiency Bonus: +6 | Size: Medium | Movement: 30 ft. |
Languages: Culture: Orcish, Draenic, Eredun, Celestial | Background: Darnassian | Downtime/Other: Common
Senses: Darkvision 60 ft., Passive Perception 15, Passive Investigation 10, Passive Insight 32
Resistances: Holy, Necrotic, Shadow, Poison, Psychic
Ancestry Features
Culture Features
Background Feature
Shelter 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.
Destiny Features
Source of Inspiration
Unburdening. ??? |
Shedding Burdens. The path to Enlightenment is difficult, and often the death of one's Ego and desire. You gain inspiration whenever you sacrifice comfort, convenience, or desire for the purposes of reaching Enlightenment. Examples include sparing a creature who killing would be simpler, abstaining from vices at great sacrifice, refusing to lie, cheat, or steal when doing so would offer great wealth or success, or sacrificing a large amount of wealth or assistance to those in need. |
Inspiration Features
Unearthly Diplomacy. ??? |
Mantra. You have developed a phrase or action which, by repeating, allows you to center yourself. At the beginning of your turn, you may spend inspiration to make a saving throw against any spell or ability which allows you to save at the end of your turn to end early, or any spell or ability which is causing you to be charmed, frightened, or turned. If the saving throw is a success, the spell or effect is removed before any negative consequences happen on your turn. |
Fulfillment Feature: Eye for an Eye
???
Proficiencies
◇ | Strength Saving Throw | -1 |
---|---|---|
○ | Athletics | -1 |
◇ | Dexterity Saving Throw | -1 |
○ | Acrobatics | -1 |
○ | Sleight of Hand | -1 |
○ | Stealth | -1 |
◇ | Charisma Saving Throw | +5 |
● | Deception | +11 |
○ | Intimidation | +5 |
● | Performance | +11 |
★ | Persuasion | +17 |
◆ | Constitution Saving Throw | +8 |
◆ | Intelligence Saving Throw | +6 |
---|---|---|
○ | Arcana | +0 |
○ | History | +0 |
○ | Investigation | +0 |
○ | Nature | +0 |
◆ | Wisdom Saving Throw | +11 |
○ | Animal Handling | +5 |
★ | Insight | +17 |
● | Medicine | +11 |
○ | Perception | +5 |
● | Religion | +11 |
○ | Survival | +5 |
● | Artisan: Jeweler Tools |
● | Artisan: Weaver Tools |
● | Instruments: Vocals |
Simple weapons |
Proficiency Sources: Culture: Deception Background: Performance, Jeweler Tools Cleric Class: Intelligence Saving Throws, Wisdom Saving Throws, Insight, Medicine (Talent), Persuasion, Religion (Life Domain), Weaver Tools Feats: Constitution Saving Throws, Vocals (Natural Charm) Downtime/Other: |
Class Features
Cleric (Life) 17
Defensive Blessing: Armor of Conviction
While you are not wearing any armor or wielding a shield, you have an AC of 14. 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
- Ordination. Your mission in the world is supported by the spiritual community or religious hierarchy who called you to religious service. As a formal leader within your religious order, you are expected to perform the ceremonies of your faith, including weddings and funerals. In exchange, members of your faith provide you and your companions with food, lodging, and a modest lifestyle. Additionally, if your congregation or order is able, they send you letters with regular updates about their well-being. They are willing to help connect you with other chapters of your faith through letters of introduction.
- Zeal of the Convert (Call Sign). You enthusiastically see the hand of a greater entity everywhere. You gain Advantage on Persuasion checks when you invoke the name of your deity or movement during a conversation with a pious person. If the listener is negatively disposed to your greater entity or movement, you have Disadvantage instead.
Life Domain: Life Initiate (Acolyte of Life)
You gain proficiency in the Religion skill. You also learn the blade ward cantrip. This cantrip doesn't count against the number of cleric cantrips you know.
Life Domain: Disciple of Life
Your healing spells are more effective. Whenever you use a spell of 1st level or higher to restore hit points to a creature, the creature regains additional hit points equal to 2 + the spell's level
.
Life Domain: Triage
you are adept at identifying illnesses and being where you need to be when you need to be there. Before your turn begins, you can choose to delay your turn anywhere later in the initiative order. You can use this feature 6 times, and you regain all expended uses of it when you finish a Long Rest.
Additionally, over the course of 1 minute, you can run quick tests on a willing living creature and make a DC 10 Medicine check. On a success, you learn one of the following facts, plus an additional fact for every increment of 5 you exceeded the DC by.
- Current and Maximum Hit Points.
- The creature's type and heritage.
- Any curses or spells currently affecting the creature.
- Any conditions or reduction to maximum hit points or attributes currently affecting the creature.
- How to end a single condition, curse, spell, or other effect you know is affecting the creature.
After you have used this ability on a creature, you cannot do so again until 24 hours have passed.
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, fiends and aberrations. Each fiend, undead, or aberration 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 holy 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.
- Preserve Life. As an Action, you present your holy symbol and evoke healing energy that can restore 85 hit points. Choose any creatures within 30 feet of you, and divide those hit points among them. This feature can restore a creature to no more than half of its hit point maximum. You can't use this feature on an undead or a construct.
Principle of Devotion: Integrity
You adhere to a strict code of morality and ethics. When an Action you take is honest and non-violent, you cannot have Disadvantage or penalties on Intelligence, Wisdom, or Charisma checks made as part of that Action.
Life Domain: Blessed Healer
The healing spells you cast on others heal you as well. When you cast a spell of 1st level or higher that restores hit points to a creature other than you, you regain hit points equal to 2 + the spell's level
.
Life Domain: Blessed 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 holy damage 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.
- Spiritual Salve (Philosopher). Your spiritual mindset has given you unique insights that can help you and your companions endure hardships. Your constant encouragements and proverbs allow allies within 30 feet of you to reroll a Constitution check or saving throw that they fail. If they do so, they must use the new roll. This feature cannot be used on saving throws made to maintain concentration on a spell. Once a creature has used your Spiritual Salve to make a reroll, it cannot do so again until it has finished a Long Rest.
Providence: Divine Intervention
You can use an Action to call on your deity to intervene on your behalf when your need is great. Describe the assistance you seek and roll percentile dice. If you roll a number equal to or lower than your cleric level, your deity intervenes. The DM chooses the nature of the intervention; the effect of any cleric spell or cleric archetype spell would be appropriate. If your deity intervenes, you can’t use this feature again for 7 days. Otherwise, you can use it again after you finish a long rest.
After each failed divine intervention roll, subtract 1 from the percentile roll until it is a success, at which point it resets to your cleric level or below.
At 20th level, your call for intervention succeeds automatically, no roll required.
Life Domain: Supreme Healing
When you would normally roll one or more dice to restore hit points with a spell, you instead use the highest number possible for each die. For example, instead of restoring 2d6 hit points to a creature, you restore 12.
Feats & Ability Score Increases
|
|
|
Talents
Signs of Faith (Cleric): 5 | Feats: 4 |
Cleric
Call Sign (Cleric)
Choose a second option from the Sacred Call class feature. You gain the benefits from it.
Compassionate Nurse (Cleric)
You gain proficiency in the Medicine skill. While you are overseeing someone’s medical care, they are Charmed by you.
Graceful Fall (Cleric)
Falling from a height greater than 30 feet causes your greater entity to intervene. You are protected as if by the feather fall spell. This sign does not use your Reaction.
Intuitive Theology (Cleric)
You gain proficiency in the Religion skill. If you are already proficient in it, you may instead choose to use Wisdom when making Religion checks.
Philosopher (Cleric)
Choose a second option from the Sacred Presence class feature. You gain the benefits from it.
Feats
Eldritch Mind (Eldritch Adept: Warlock)
You have Advantage on Constitution saving throws that you make to maintain your concentration on a spell.
Inscruitability (Eldritch Adept: Warlock)
You are immune to any effect that would sense your emotions or read your thoughts, as well as any divination spell that you refuse. Insight checks made to ascertain your intentions or sincerity have Disadvantage.
Bewitching Companion (Natural Charm: Bard)
You have Advantage on Charisma checks made against creatures you have travelled with for at least 1 day.
Sly Confidant (Natural Charm: Bard)
When you succeed on an opposed Intelligence, Wisdom, or Charisma check, you gain Advantage on your next opposed Intelligence, Wisdom, or Charisma check against the same creature.
Spells
Total Mana: 107 | Casting Stat: Wisdom | Spell Attack: +11 | Spell DC: 19 | Prepared Spells: 22 | Spell List: Priest |
Cantrips
- Light (Gift of the Naaru)
- Blade Ward (Acolyte of Life)
- Thaumaturgy
- 5 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 |