#The symbolic order is dead! Long live the somatic order!
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chicago-geniza · 2 months ago
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Took so much codeine I had a psychoanalytic insight about the nature of eroticism while processing, answering the phone, and operating the register at the same time. I need to start taking edibles again
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chicago-geniza · 4 years ago
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if it wouldn't be co-opted & interpreted in the worst way imaginable by militant transmeds i would *absolutely* make + wear that "Theory Mutilates, Surgery Liberates" pin every day of my life. (i'd pair it with my "the symbolic order is dead, long live the somatic order" pin, naturally.)
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This is a page from the zine Gendertrash From Hell #4, published in 1995. It’s an advertisement for pins offered by Genderpress.
Proof that queer and trans people have really always loved pins.
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tabletoplitza-blog · 8 years ago
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 octavius solnar, human acolyte grave cleric of hades
            original character for DUNGEONS & DRAGONS fifth edition, levels 6-10
           octavius came from a mixed background of various cultures and religions, raised in turns by his bright and colorful mother and step-father and his serious, dour birth father, but when he died just before his eighteenth birthday, it was to the underworld of his father’s pantheon that his soul was carried.  passing through the gates of judgement into lower elysium, he was taken to hades’ dark palace, able to observe from there that the once peaceful fields of asphodel had fallen into confusion and blight.
            whether the pity and compassion that filled his heart was by hades’ will or not, octavius felt it was his purpose to reclaim the fields and remake them as they once were: a place of renewal and reincarnation.   returned to life and imbued with the power of hades and the grave, he fights to protect balance and deliver the souls of those vile undead who think they can thwart death to the gates of judgement.
❛  octavius, level 6 human grave cleric of hades
      STR  20 / +5 / +8*   •   DEX  14 / +2 / +2   •   CON  18 / +4 / +7*       INT  11 / +0 / +0   •   WIS  16 / +3 / +3   •   CHA  11 / +0 / +0
      HP:  63   •   AC:  18   •   LEVEL:  6  (5 fighter, 1 cleric)   •   HD:  5d10 + 1d8       SPEED:  30ft   •   ARMOR:  chain mail, shield   •   PROF:  +3       RACE:  human   •   LANGUAGES:  common, dwarvish, elvish, giant
skills:
STR:  +7 athletics*
DEX:  +2 acrobatics  •  +2 sleight of hand  •  +2 stealth (disadvantage)
INT:  +0 arcana  •  +3 history*  •  +0 investigation  •  +0 nature  •  +3 religion*
WIS:  +3 animal handling  •  +3 insight  •  +3 medicine  •  +6 perception*  •  +6 survival*
CHA:  +0 deception  •  +0 intimidation  •  +0 performance  •  +0 persuasion
feats:
SHIELD MASTER:  you use shields not just for protection but also for offense.  you gain the following benefits while you are wielding a shield.  if you take the attack action on your turn, you can use a bonus action to try to shove a creature within 5 feet of you with your shield.  if you aren’t incapacitated, you can add your shield’s ac bonus to any dexterity saving throw you make against a spell or other harmful effect that targets only you.  if you are subjected to an effect that allows you to make a dexterity saving throw to take half damage, you can use your reaction to take no damage if you succeed on the saving throw, interposing your shield between yourself and the source of the effect.
fighter abilities:
PROTECTION:  when a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll with your shield.
SECOND WIND:  you have a limited well of stamina that you can draw on to protect yourself from harm.  on your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level.  once you use this feature, you must finish a short or long rest before you can use it again.
ACTION SURGE:  once per short or long rest, on your turn, you can take one additional action on top of your regular action.
IMPROVED CRITICAL:  your weapon attacks score a critical hit on a roll of 19 or 20.
EXTRA ATTACK:  you can attack twice instead of once whenever you take the attack action on your turn.
grave domain abilities:
CIRCLE OF MORTALITY:  you gain the ability to manipulate the line between life and death. when you cast a spell that restores hit points to a living creature currently at 1, treat any dice rolled as their maximum result.  in addition, if you have the spare the dying cantrip, you can cast it as a bonus action.
EYES OF THE GRAVE: you have an innate sense of creatures whose existence is an insult to the natural cycle of life.  once per long rest, if you spend 1 minute in uninterrupted contemplation, you can determine the presence and nature of undead creatures in the area up to 1 mile in all directions.  you learn the number of undead and their distance and direction from you, and the creature type of the undead in that area that has the highest challenge rating.
spellcasting:
SPELLS:  you know 3 cantrips, and can prepare 4 cleric spells and cast 2 first level spell slots per long rest.  preparing a new spell list requires at least one minute per spell level spent in prayer and meditation.
SPELL SAVE DC:  14
SPELL ATTACK MODIFIER:  +6
cantrips:
RESISTANCE:  one action, verbal / somatic / a miniature cloak, touch, up to one minute with concentration.  you touch one willing creature to grant it a d4 it can roll and add to one saving throw of its choice.
SACRED FLAME:  one action, verbal / somatic, 60 foot range, instantaneous. flame-like radiance descends on a creature that you can see within range.  the target must succeed on a dexterity saving throw or take 1d8 radiant damage, gaining no benefit from cover for the saving throw, and increasing by 1d8 at fifth and eleventh level.
SPARE THE DYING:  bonus action, verbal / somatic, touch, instantaneous.  you touch a living creature that has 0 hit points to stabilize it.
first level spells:
BANE:  one action, verbal / somatic / a drop of blood, 30 foot range, up to one minute with concentration, always prepared as a grave domain spell. up to three creature of your choice that you can see within range must succeed on a charisma saving throw or roll a d4 each time they make an attack roll or saving throw and subtract the number rolled, targeting one additional creature for each spell slot above first.
CURE WOUNDS:  one action, verbal / somatic, touch, instantaneous.  a creature you touch regains a number of hit points equal to 1d8+3 (your spellcasting ability modifier), increasing by 1d8 for each spell slot above first.
FALSE LIFE:  one action, verbal / somatic / a small amount of alcohol or distilled spirits, self, one hour, always prepared as a grave domain spell.  you gain 1d4+4 temporary hit points, increasing by 5 for each spell slot above first.
HEALING WORD:  bonus action, verbal, 60 foot range, instantaneous.  a creature of your choice regains 1d4+3 (your spellcasting ability modifier) hit points, increasing by 1d4 for each slot level above first.
INFLICT WOUNDS:  one action, verbal / somatic, touch, instantaneous.  make a melee spell attack against a creature in reach, dealing 3d10 necrotic damage on a hit, increasing by 1d10 for each spell slot above first.
SHIELD OF FAITH:  bonus action, verbal / somatic / a small parchment with a bit of holy text written on it, 60 foot range, up to ten minutes with concentration.  you grant a creature +2 to ac for the duration.
weapons:
LONGSWORD:  +8 to attack, 1d8+5 slashing, versatile 1d10
2 HANDAXES:  +8 to attack, 1d6+5 slashing, light, thrown 20/60
equipment:
CLOTHING:  common clothes
BACKPACK:  a bedroll, a blanket, 10 days rations, 10 torches, a tinderbox, a mess kit, a waterskin, a holy symbol of hades, 50 feet of hempen rope
background:
ACOLYTE WARRIOR: after his death and rebirth, his mother and step-father agreed to send him to a temple in the service of the greek pantheon, where he could be trained to defend himself and learn more about his paternal heritage. ( mix of acolyte and soldier / athletics and religion skills )
PERSONALITY:   being raised in turns by both his serious, severe father and his bright, vivacious mother and step-father, he is able to empathize with many types of people, though he struggles to know his place among them.
IDEAL:  he tries to do good by good people without disrupting the natural order of life and death.  ( lawful / good )
BOND: he feels it is his destiny to one day reclaim the fields of asphodel and remake them as they once were, into a place of renewal and reincarnation.
FLAW:  viewing this life as temporary, and death as a mere doorway to the realms of hell and paradise, death does not bother him.  he hesitates to attempt to prevent a natural death, refuses to participate in raising the dead and will not suffer undead to stand in his presence, and has no qualms sending his enemies’ souls to be judged in the afterlife.
❛  octavius, level 7 human grave cleric of hades
      STR  20 / +5 / +8*   •   DEX  14 / +2 / +2   •   CON  20 / +5 / +8*       INT  11 / +0 / +0   •   WIS  16 / +3 / +3   •   CHA  11 / +0 / +0
      HP:  74   •   AC:  18   •   LEVEL:  7  (6 fighter, 1 cleric)   •   HD:  6d10 + 1d8       SPEED:  30ft   •   ARMOR:  chain mail, shield   •   PROF:  +3       RACE:  human   •   LANGUAGES:  common, dwarvish, elvish, giant
skills:
STR:  +7 athletics*
DEX:  +2 acrobatics  •  +2 sleight of hand  •  +2 stealth (disadvantage)
INT:  +0 arcana  •  +3 history*  •  +0 investigation  •  +0 nature  •  +3 religion*
WIS:  +3 animal handling  •  +3 insight  •  +3 medicine  •  +6 perception*  •  +6 survival*
CHA:  +0 deception  •  +0 intimidation  •  +0 performance  •  +0 persuasion
feats:
SHIELD MASTER:  you use shields not just for protection but also for offense.  you gain the following benefits while you are wielding a shield.  if you take the attack action on your turn, you can use a bonus action to try to shove a creature within 5 feet of you with your shield.  if you aren’t incapacitated, you can add your shield’s ac bonus to any dexterity saving throw you make against a spell or other harmful effect that targets only you.  if you are subjected to an effect that allows you to make a dexterity saving throw to take half damage, you can use your reaction to take no damage if you succeed on the saving throw, interposing your shield between yourself and the source of the effect.
fighter abilities:
PROTECTION:  when a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll with your shield.
SECOND WIND:  you have a limited well of stamina that you can draw on to protect yourself from harm.  on your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level.  once you use this feature, you must finish a short or long rest before you can use it again.
ACTION SURGE:  once per short or long rest, on your turn, you can take one additional action on top of your regular action.
IMPROVED CRITICAL:  your weapon attacks score a critical hit on a roll of 19 or 20.
EXTRA ATTACK:  you can attack twice instead of once whenever you take the attack action on your turn.
grave domain abilities:
CIRCLE OF MORTALITY:  you gain the ability to manipulate the line between life and death. when you cast a spell that restores hit points to a living creature currently at 1, treat any dice rolled as their maximum result.  in addition, if you have the spare the dying cantrip, you can cast it as a bonus action.
EYES OF THE GRAVE:  you have an innate sense of creatures whose existence is an insult to the natural cycle of life.  once per long rest, if you spend 1 minute in uninterrupted contemplation, you can determine the presence and nature of undead creatures in the area up to 1 mile in all directions.  you learn the number of undead and their distance and direction from you, and the creature type of the undead in that area that has the highest challenge rating.
spellcasting:
SPELLS:  you know 3 cantrips, and can prepare 4 cleric spells and cast 2 first level spell slots per long rest.  preparing a new spell list requires at least one minute per spell level spent in prayer and meditation.
SPELL SAVE DC:  14
SPELL ATTACK MODIFIER:  +6
cantrips:
RESISTANCE:  one action, verbal / somatic / a miniature cloak, touch, up to one minute with concentration.  you touch one willing creature to grant it a d4 it can roll and add to one saving throw of its choice.
SACRED FLAME:  one action, verbal / somatic, 60 foot range, instantaneous. flame-like radiance descends on a creature that you can see within range.  the target must succeed on a dexterity saving throw or take 1d8 radiant damage, gaining no benefit from cover for the saving throw, and increasing by 1d8 at fifth and eleventh level.
SPARE THE DYING:  bonus action, verbal / somatic, touch, instantaneous.  you touch a living creature that has 0 hit points to stabilize it.
first level spells:
BANE:  one action, verbal / somatic / a drop of blood, 30 foot range, up to one minute with concentration, always prepared as a grave domain spell. up to three creature of your choice that you can see within range must succeed on a charisma saving throw or roll a d4 each time they make an attack roll or saving throw and subtract the number rolled, targeting one additional creature for each spell slot above first.
CURE WOUNDS:  one action, verbal / somatic, touch, instantaneous.  a creature you touch regains a number of hit points equal to 1d8+3 (your spellcasting ability modifier), increasing by 1d8 for each spell slot above first.
FALSE LIFE:  one action, verbal / somatic / a small amount of alcohol or distilled spirits, self, one hour, always prepared as a grave domain spell.  you gain 1d4+4 temporary hit points, increasing by 5 for each spell slot above first.
HEALING WORD:  bonus action, verbal, 60 foot range, instantaneous.  a creature of your choice regains 1d4+3 (your spellcasting ability modifier) hit points, increasing by 1d4 for each slot level above first.
INFLICT WOUNDS:  one action, verbal / somatic, touch, instantaneous.  make a melee spell attack against a creature in reach, dealing 3d10 necrotic damage on a hit, increasing by 1d10 for each spell slot above first.
SHIELD OF FAITH:  bonus action, verbal / somatic / a small parchment with a bit of holy text written on it, 60 foot range, up to ten minutes with concentration.  you grant a creature +2 to ac for the duration.
weapons:
LONGSWORD:  +8 to attack, 1d8+5 slashing, versatile 1d10
2 HANDAXES:  +8 to attack, 1d6+5 slashing, light, thrown 20/60
❛  octavius, level 8 human grave cleric of hades
      STR  20 / +5 / +8*   •   DEX  14 / +2 / +4**   •   CON  20 / +5 / +8*       INT  11 / +0 / +0   •   WIS  16 / +3 / +3   •   CHA  11 / +0 / +0
      HP:  85   •   AC:  18   •   LEVEL:  8  (7 fighter, 1 cleric)   •   HD:  7d10 + 1d8       SPEED:  30ft   •   ARMOR:  chain mail, shield   •   PROF:  +3       RACE:  human   •   LANGUAGES:  common, dwarvish, elvish, giant
skills:
STR:  +7 athletics*
DEX:  +4 acrobatics**  •  +4 sleight of hand**  •  +4 stealth** (disadvantage)
INT:  +0 arcana  •  +3 history*  •  +0 investigation  •  +0 nature  •  +3 religion*
WIS:  +3 animal handling  •  +3 insight  •  +3 medicine  •  +6 perception*  •  +6 survival*
CHA:  +0 deception  •  +0 intimidation  •  +0 performance  •  +0 persuasion *with proficiency  **with half proficiency rounded up
feats:
SHIELD MASTER:  you use shields not just for protection but also for offense.  you gain the following benefits while you are wielding a shield.  if you take the attack action on your turn, you can use a bonus action to try to shove a creature within 5 feet of you with your shield.  if you aren’t incapacitated, you can add your shield’s ac bonus to any dexterity saving throw you make against a spell or other harmful effect that targets only you.  if you are subjected to an effect that allows you to make a dexterity saving throw to take half damage, you can use your reaction to take no damage if you succeed on the saving throw, interposing your shield between yourself and the source of the effect.
fighter abilities:
PROTECTION:  when a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll with your shield.
SECOND WIND:  you have a limited well of stamina that you can draw on to protect yourself from harm.  on your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level.  once you use this feature, you must finish a short or long rest before you can use it again.
ACTION SURGE:  once per short or long rest, on your turn, you can take one additional action on top of your regular action.
IMPROVED CRITICAL:  your weapon attacks score a critical hit on a roll of 19 or 20.
REMARKABLE ATHLETE:  you can add half your proficiency bonus rounded up to any strength, dexterity, or constitution check you make that doesn’t already use your proficiency bonus.  in addition, when you make a running long jump, the distance you can cover increases by a number of feet equal to your strength modifier.
EXTRA ATTACK:  you can attack twice instead of once whenever you take the attack action on your turn.
grave domain abilities:
CIRCLE OF MORTALITY:  you gain the ability to manipulate the line between life and death. when you cast a spell that restores hit points to a living creature currently at 1, treat any dice rolled as their maximum result.  in addition, if you have the spare the dying cantrip, you can cast it as a bonus action.
EYES OF THE GRAVE:   you have an innate sense of creatures whose existence is an insult to the natural cycle of life.  once per long rest, if you spend 1 minute in uninterrupted contemplation, you can determine the presence and nature of undead creatures in the area up to 1 mile in all directions.  you learn the number of undead and their distance and direction from you, and the creature type of the undead in that area that has the highest challenge rating.
spellcasting:
SPELLS:  you know 3 cantrips, and can prepare 4 cleric spells and cast 2 first level spell slots per long rest.  preparing a new spell list requires at least one minute per spell level spent in prayer and meditation.
SPELL SAVE DC:  14
SPELL ATTACK MODIFIER:  +6
cantrips:
RESISTANCE:  one action, verbal / somatic / a miniature cloak, touch, up to one minute with concentration.  you touch one willing creature to grant it a d4 it can roll and add to one saving throw of its choice.
SACRED FLAME:  one action, verbal / somatic, 60 foot range, instantaneous. flame-like radiance descends on a creature that you can see within range.  the target must succeed on a dexterity saving throw or take 1d8 radiant damage, gaining no benefit from cover for the saving throw, and increasing by 1d8 at fifth and eleventh level.
SPARE THE DYING:  bonus action, verbal / somatic, touch, instantaneous.  you touch a living creature that has 0 hit points to stabilize it.
first level spells:
BANE:  one action, verbal / somatic / a drop of blood, 30 foot range, up to one minute with concentration, always prepared as a grave domain spell. up to three creature of your choice that you can see within range must succeed on a charisma saving throw or roll a d4 each time they make an attack roll or saving throw and subtract the number rolled, targeting one additional creature for each spell slot above first.
CURE WOUNDS:  one action, verbal / somatic, touch, instantaneous.  a creature you touch regains a number of hit points equal to 1d8+3 (your spellcasting ability modifier), increasing by 1d8 for each spell slot above first.
FALSE LIFE:   one action, verbal / somatic / a small amount of alcohol or distilled spirits, self, one hour, always prepared as a grave domain spell.  you gain 1d4+4 temporary hit points, increasing by 5 for each spell slot above first.
HEALING WORD:  bonus action, verbal, 60 foot range, instantaneous.  a creature of your choice regains 1d4+3 (your spellcasting ability modifier) hit points, increasing by 1d4 for each slot level above first.
INFLICT WOUNDS:  one action, verbal / somatic, touch, instantaneous.  make a melee spell attack against a creature in reach, dealing 3d10 necrotic damage on a hit, increasing by 1d10 for each spell slot above first.
SHIELD OF FAITH:  bonus action, verbal / somatic / a small parchment with a bit of holy text written on it, 60 foot range, up to ten minutes with concentration.  you grant a creature +2 to ac for the duration.
weapons:
LONGSWORD:  +8 to attack, 1d8+5 slashing, versatile 1d10
2 HANDAXES:  +8 to attack, 1d6+5 slashing, light, thrown 20/60
❛  octavius, level 9 human grave cleric of hades
      STR  20 / +5 / +9*   •   DEX  14 / +2 / +4**   •   CON  20 / +5 / +9*       INT  11 / +0 / +0   •   WIS  16 / +3 / +3   •   CHA  11 / +0 / +0
      HP:  114   •   AC:  18   •   LEVEL:  9  (8 fighter, 1 cleric)   •   HD:  8d10 + 1d8       SPEED:  30ft   •   ARMOR:  chain mail, shield   •   PROF:  +4       RACE:  human   •   LANGUAGES:  common, dwarvish, elvish, giant
skills:
STR:  +8 athletics*
DEX:  +4 acrobatics**  •  +4 sleight of hand**  •  +4 stealth** (disadvantage)
INT:  +0 arcana  •  +4 history*  •  +0 investigation  •  +0 nature  •  +4 religion*
WIS:  +3 animal handling  •  +3 insight  •  +3 medicine  •  +7 perception*  •  +7 survival*
CHA:  +0 deception  •  +0 intimidation  •  +0 performance  •  +0 persuasion *with proficiency  **with half proficiency rounded up
feats:
SHIELD MASTER:  you use shields not just for protection but also for offense.  you gain the following benefits while you are wielding a shield.  if you take the attack action on your turn, you can use a bonus action to try to shove a creature within 5 feet of you with your shield.  if you aren’t incapacitated, you can add your shield’s ac bonus to any dexterity saving throw you make against a spell or other harmful effect that targets only you.  if you are subjected to an effect that allows you to make a dexterity saving throw to take half damage, you can use your reaction to take no damage if you succeed on the saving throw, interposing your shield between yourself and the source of the effect.
TOUGH:  your hit point maximum increases by an amount equal to twice your level when you gain this feat.  whenever you gain a level thereafter, your hit point maximum increases by an additional two hit points.
fighter abilities:
PROTECTION:  when a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll with your shield.
SECOND WIND:  you have a limited well of stamina that you can draw on to protect yourself from harm.  on your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level.  once you use this feature, you must finish a short or long rest before you can use it again.
ACTION SURGE:  once per short or long rest, on your turn, you can take one additional action on top of your regular action.
IMPROVED CRITICAL:  your weapon attacks score a critical hit on a roll of 19 or 20.
REMARKABLE ATHLETE:  you can add half your proficiency bonus rounded up to any strength, dexterity, or constitution check you make that doesn’t already use your proficiency bonus.  in addition, when you make a running long jump, the distance you can cover increases by a number of feet equal to your strength modifier.
EXTRA ATTACK:  you can attack twice instead of once whenever you take the attack action on your turn.
grave domain abilities:
CIRCLE OF MORTALITY:  you gain the ability to manipulate the line between life and death. when you cast a spell that restores hit points to a living creature currently at 1, treat any dice rolled as their maximum result.  in addition, if you have the spare the dying cantrip, you can cast it as a bonus action.
EYES OF THE GRAVE:   you have an innate sense of creatures whose existence is an insult to the natural cycle of life.  once per long rest, if you spend 1 minute in uninterrupted contemplation, you can determine the presence and nature of undead creatures in the area up to 1 mile in all directions.  you learn the number of undead and their distance and direction from you, and the creature type of the undead in that area that has the highest challenge rating.
spellcasting:
SPELLS:  you know 3 cantrips, and can prepare 4 cleric spells and cast 2 first level spell slots per long rest.  preparing a new spell list requires at least one minute per spell level spent in prayer and meditation.
SPELL SAVE DC:  15
SPELL ATTACK MODIFIER:  +7
cantrips:
RESISTANCE:  one action, verbal / somatic / a miniature cloak, touch, up to one minute with concentration.  you touch one willing creature to grant it a d4 it can roll and add to one saving throw of its choice.
SACRED FLAME:  one action, verbal / somatic, 60 foot range, instantaneous. flame-like radiance descends on a creature that you can see within range.  the target must succeed on a dexterity saving throw or take 1d8 radiant damage, gaining no benefit from cover for the saving throw, and increasing by 1d8 at fifth and eleventh level.
SPARE THE DYING:  bonus action, verbal / somatic, touch, instantaneous.  you touch a living creature that has 0 hit points to stabilize it.
first level spells:
BANE:  one action, verbal / somatic / a drop of blood, 30 foot range, up to one minute with concentration, always prepared as a grave domain spell. up to three creature of your choice that you can see within range must succeed on a charisma saving throw or roll a d4 each time they make an attack roll or saving throw and subtract the number rolled, targeting one additional creature for each spell slot above first.
CURE WOUNDS:  one action, verbal / somatic, touch, instantaneous.  a creature you touch regains a number of hit points equal to 1d8+3 (your spellcasting ability modifier), increasing by 1d8 for each spell slot above first.
FALSE LIFE:   one action, verbal / somatic / a small amount of alcohol or distilled spirits, self, one hour, always prepared as a grave domain spell.  you gain 1d4+4 temporary hit points, increasing by 5 for each spell slot above first.
HEALING WORD:  bonus action, verbal, 60 foot range, instantaneous.  a creature of your choice regains 1d4+3 (your spellcasting ability modifier) hit points, increasing by 1d4 for each slot level above first.
INFLICT WOUNDS:  one action, verbal / somatic, touch, instantaneous.  make a melee spell attack against a creature in reach, dealing 3d10 necrotic damage on a hit, increasing by 1d10 for each spell slot above first.
SHIELD OF FAITH:  bonus action, verbal / somatic / a small parchment with a bit of holy text written on it, 60 foot range, up to ten minutes with concentration.  you grant a creature +2 to ac for the duration.
weapons:
LONGSWORD:  +9 to attack, 1d8+5 slashing, versatile 1d10
2 HANDAXES:  +9 to attack, 1d6+5 slashing, light, thrown 20/60
❛  octavius, level 10 human grave cleric of hades
      STR  20 / +5 / +9*   •   DEX  14 / +2 / +4**   •   CON  20 / +5 / +9*       INT  11 / +0 / +0   •   WIS  16 / +3 / +3   •   CHA  11 / +0 / +0
      HP:  126   •   AC:  18   •   LEVEL:  10  (8 fighter, 2 cleric)   •   HD:  8d10 + 2d8       SPEED:  30ft   •   ARMOR:  chain mail, shield   •   PROF:  +4       RACE:  human   •   LANGUAGES:  common, dwarvish, elvish, giant
skills:
STR:  +8 athletics*
DEX:  +4 acrobatics**  •  +4 sleight of hand**  •  +4 stealth** (disadvantage)
INT:  +0 arcana  •  +4 history*  •  +0 investigation  •  +0 nature  •  +4 religion*
WIS:  +3 animal handling  •  +3 insight  •  +3 medicine  •  +7 perception*  •  +7 survival*
CHA:  +0 deception  •  +0 intimidation  •  +0 performance  •  +0 persuasion *with proficiency  **with half proficiency rounded up
feats:
SHIELD MASTER:  you use shields not just for protection but also for offense.  you gain the following benefits while you are wielding a shield.  if you take the attack action on your turn, you can use a bonus action to try to shove a creature within 5 feet of you with your shield.  if you aren’t incapacitated, you can add your shield’s ac bonus to any dexterity saving throw you make against a spell or other harmful effect that targets only you.  if you are subjected to an effect that allows you to make a dexterity saving throw to take half damage, you can use your reaction to take no damage if you succeed on the saving throw, interposing your shield between yourself and the source of the effect.
TOUGH:   your hit point maximum increases by an amount equal to twice your level when you gain this feat.  whenever you gain a level thereafter, your hit point maximum increases by an additional two hit points.
fighter abilities:
PROTECTION:  when a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll with your shield.
SECOND WIND:  you have a limited well of stamina that you can draw on to protect yourself from harm.  on your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level.  once you use this feature, you must finish a short or long rest before you can use it again.
ACTION SURGE:  once per short or long rest, on your turn, you can take one additional action on top of your regular action.
IMPROVED CRITICAL:  your weapon attacks score a critical hit on a roll of 19 or 20.
REMARKABLE ATHLETE:  you can add half your proficiency bonus rounded up to any strength, dexterity, or constitution check you make that doesn’t already use your proficiency bonus.  in addition, when you make a running long jump, the distance you can cover increases by a number of feet equal to your strength modifier.
EXTRA ATTACK:  you can attack twice instead of once whenever you take the attack action on your turn.
cleric abilities:
CHANNEL DIVINITY:  you gain two effects, turn undead and path to the grave, which you can use once per short or long rest.
TURN UNDEAD:  as an action, you present your holy symbol and speak a prayer censuring the undead, “return to hades!”  each undead that can see or hear you within 30 feet of you must make a wisdom saving throw vs 15 or is turned for one minute or until it takes any damage.  a turned creature must use its turns trying to move as far away from you as it can, and is unable to take reactions.  for its actions, it can only use 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.
grave domain abilities:
CIRCLE OF MORTALITY:  you gain the ability to manipulate the line between life and death. when you cast a spell that restores hit points to a living creature currently at 1, treat any dice rolled as their maximum result.  in addition, if you have the spare the dying cantrip, you can cast it as a bonus action.
EYES OF THE GRAVE:   you have an innate sense of creatures whose existence is an insult to the natural cycle of life.  once per long rest, if you spend 1 minute in uninterrupted contemplation, you can determine the presence and nature of undead creatures in the area up to 1 mile in all directions.  you learn the number of undead and their distance and direction from you, and the creature type of the undead in that area that has the highest challenge rating.
PATH TO THE GRAVE:  you can use your channel divinity to mark another creature's life force for termination.  as an action, you touch a creature.  the next time that creature takes damage from a spell or an attack from you or an ally, it is vulnerable to that spell or attack's damage.  if the source of damage has multiple damage types, the creature is vulnerable to all of them.  the vulnerability applies only to the first time that the source inflicts damage, and then ends.  if the creature has resistance or is immune to the damage, it instead loses it resistance or immunity against that spell or attack when it first applies damage.
spellcasting:
SPELLS:  you know 3 cantrips, and can prepare 5 cleric spells and cast 3 first level spell slots per long rest.  preparing a new spell list requires at least one minute per spell level spent in prayer and meditation.
SPELL SAVE DC:  15
SPELL ATTACK MODIFIER:  +7
cantrips:
RESISTANCE:  one action, verbal / somatic / a miniature cloak, touch, up to one minute with concentration.  you touch one willing creature to grant it a d4 it can roll and add to one saving throw of its choice.
SACRED FLAME:  one action, verbal / somatic, 60 foot range, instantaneous. flame-like radiance descends on a creature that you can see within range.  the target must succeed on a dexterity saving throw or take 1d8 radiant damage, gaining no benefit from cover for the saving throw, and increasing by 1d8 at fifth and eleventh level.
SPARE THE DYING:  bonus action, verbal / somatic, touch, instantaneous.  you touch a living creature that has 0 hit points to stabilize it.
first level spells:
BANE:  one action, verbal / somatic / a drop of blood, 30 foot range, up to one minute with concentration, always prepared as a grave domain spell. up to three creature of your choice that you can see within range must succeed on a charisma saving throw or roll a d4 each time they make an attack roll or saving throw and subtract the number rolled, targeting one additional creature for each spell slot above first.
COMMAND:  one action, verbal, 60 foot range, one round duration.  you speak a one word command that is not harmful to it such as approach, drop, flee, grovel, or halt to a creature you can see within range that can understand you.  that creature must succeed on a wisdom saving throw vs 15 or follow the command on its next turn.  this spell has no effect on undead.  if you cast this using a spell slot above first, you may add one additional creature per spell slot that are within 30 feet of each other.
CURE WOUNDS:  one action, verbal / somatic, touch, instantaneous.  a creature you touch regains a number of hit points equal to 1d8+3 (your spellcasting ability modifier), increasing by 1d8 for each spell slot above first.
FALSE LIFE:   one action, verbal / somatic / a small amount of alcohol or distilled spirits, self, one hour, always prepared as a grave domain spell.  you gain 1d4+4 temporary hit points, increasing by 5 for each spell slot above first.
HEALING WORD:  bonus action, verbal, 60 foot range, instantaneous.  a creature of your choice regains 1d4+3 (your spellcasting ability modifier) hit points, increasing by 1d4 for each slot level above first.
INFLICT WOUNDS:  one action, verbal / somatic, touch, instantaneous.  make a melee spell attack against a creature in reach, dealing 3d10 necrotic damage on a hit, increasing by 1d10 for each spell slot above first.
SHIELD OF FAITH:  bonus action, verbal / somatic / a small parchment with a bit of holy text written on it, 60 foot range, up to ten minutes with concentration.  you grant a creature +2 to ac for the duration.
weapons:
LONGSWORD:  +9 to attack, 1d8+5 slashing, versatile 1d10
2 HANDAXES:  +9 to attack, 1d6+5 slashing, light, thrown 20/60
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God at Genesis 2:17 warned Adam of “the tree of the knowledge of good and evil you shall not eat, for in the day that you eat of it you shall surely die.” It would seem that when Adam passed that warning on to Eve, she took it very seriously because she expanded on and emphasized the warning when speaking with the serpent. The woman said to the serpent, God said, ‘You shall not eat of the fruit of the tree that is in the midst of the garden, neither shall you touch it, lest you die.’” (Gen 3:3) You will notice that she added, “neither shall you touch it.” “But the serpent said to the woman, “‘You will not surely die.’” (Gen 3:4) Was the serpent (i.e., Satan), telling the truth, as Adam would go on to live for another 930-years? (Gen. 5:5) No, Satan lied! In the day of their eating the fruit of the forbidden tree, they died spiritually.
If we look at the context of Adam when he received the command at Genesis 2:17, how would have Adam understood the expression, “in the day that you eat of it”? It is true, that Moses said to God, “For a thousand years in your sight are but as yesterday.” (Ps 90:4) In addition, while addressing the extent of Jehovah God’s patience, the apostle Peter said, “that with the Lord one day is as a thousand years and a thousand years as one day.” (2 Pet 3:8) However, Adam lived and died long before both of these statements, and would have had no knowledge of such. It was not as though Adam was thinking of his great love for Eve, and saying to himself, “If I eat of the forbidden tree, I will have one of Jehovah’s days to live, a thousand years to spend with Eve. Yes, Adam would have no knowledge with which to reason in such a way. In other words, he would have understood the word “day” to be a literal twenty-four-hour day. God does not speak ambiguously, and he would have expressed himself in order to be understood, according to what Adam would know as to the terms that were used. Thus, God meant exactly what Adam would have understood it to mean, a twenty-four-hour day. God did not mean, “the tree of the knowledge of good and evil you shall not eat, for in the [thousand-year-long day] that you eat of it you shall surely die.” Such a statement as that would have had no force in the mind of Adam; it would have lost all intended force of Jehovah’s warning.
Adam would have received the Genesis 2:17 warning directly from God, even if a representative, his only-begotten Son, “the Word”, delivered that warning.[1] This, of course, begs the question, why then did Adam and Eve not die ‘in a twenty-four-hour day?’ Well, we must ask another question first. As to the Bible, what is death? The World Book Encyclopedia (1987, Vol. 5, p. 52b) pointed out: “A person whose heart and lungs stop working may be considered clinically dead, but somatic death may not yet have occurred. The individual cells of the body continue to live for several minutes. The person may be revived if the heart and lungs start working again and give the cells the oxygen they need. After about three minutes, the brain cells, which are most sensitive to a lack of oxygen, begin to die. The person is soon dead beyond any possibility of revival. Gradually, other cells of the body also die. The last ones to perish are the bone, hair, and skin cells, which may continue to grow for several hours.” We know that the breathing and the active life force (Heb., ruach chaiyim) maintained in the cells by the blood are very important.  From this, we can see that it is not the termination of breathing and the heartbeat alone, but also includes the loss of the life force from the body’s cells that brings the sort of physical death as spoken of in the Scriptures. Ps 104:29; 146:4; Eccl 8:8.
However, the Scriptures speak of another kind of death, a spiritual death, which is illustrated by the death spoken of above as the condition of humankind at present but is also relative to our discussion as well. In other words, Adam died spiritually on the very day of eating from the forbidden tree, and this would result in old age and eventually death. A man was begging off from following Jesus, saying, “Lord, let me first go and bury my father.” Jesus responded, “Leave the dead to bury their own dead. . .” (Lu 9:59-60) The man’s father was not dead yet, the son simply wanted to hold off following Jesus until his father died, and was simply looking for a way out. However, Jesus’ response, “Leave the dead to bury their own dead,” illustrated that spiritually dead and being dead are, in essence, one and the same unless there is some sort of intervention (more on that later) because physical death is the eventuality of those that are spiritually dead.
In addition, we have the apostle Paul referring to the woman living for sensual indulgence as “dead even while she lives.” (Lu 9:60; 1Ti 5:6; Eph 2:1) Physical death was the sentence handed down to Adam and thus his descendants as well. However, this was brought about by way of the spiritual death, which affected Adam and Eve the very moment they ate from the forbidden tree. They were now alienated from God, and removed from the symbolic tree of life, being sent out from the Garden of Eden. This alienation is self-evident as the two vainly tried to hide from God, their guilt ridden conscious affecting them. (Gen 3:8) The apostle Paul expressed it as being “dead in the trespasses and sins,” becoming “children of wrath.” (Eph. 2:1–3)
Romans 6:7 says, “one who has died has been set free from sin.” However, Roman 6:2, 11 informs us that a Christian can ‘consider themselves dead to sin and alive to God in Christ Jesus.” Romans 7:2-6 helps us to appreciate that Christians “are released from the law, having died to that which held us captive, so that we serve in the new way of the Spirit and not in the old way of the written code. Jesus said that he came to earth “to give his life as a ransom for many.” (Matthew 20:28).
  Adam and Eve were guilty before God and then stood before him in an unrighteous condition. Within this unrighteous condition came a defilement and pollution of a new state of being, fallen flesh (Gr., sarx), which placed Adam and his descendants in an alienated position toward God and in enmity toward him (Rom 8:5-8) Hence, the mindset of imperfect man is mentally bent and geared toward evil. Because of Adam, we are born into sin (missing the mark of perfection) and are looking at the sentence of death. (Ps 51:5; Rom 5:12; Eph 2:3). This was the condition of Adam and Eve, the very moment they willfully chose to rebel against God, and commit that awful transgression. Instantly, they were thrown into the condition of a spiritual death. At that moment there was no hope for the human race, regardless of what any would do in life, the sentence would be death. However, Jehovah is a God of mercy, and while the human race merited death, we received undeserved kindness, which can be found in Genesis 3:15.
As has been stated and is obvious from Scripture, the physical death did not come immediately. God had created them perfectly after all; therefore, they would take far longer to grow older and die. Regardless, they were no longer going to be perfect but had taken on imperfection. God had removed his blessing of them as being good, and, eventually, their imperfection would show signs of growing old and impending death
The penalty was unavoidable. As to justice, from the viewpoint of God, Adam and Eve died that day. (Compare Luke 20:37-38.) However, to fulfill his own will and purpose regarding the inhabiting of the earth, Jehovah permitted them to produce a family before they were to grow old, get sick and die. All the same, while Adam and Eve may not have been aware of God’s viewpoint of time, they both did die within one of his days, a thousand years. While there may be no absolute connection between Moses or Peter’s statement about the way God views time, it seems a bit too much, to be a mere coincidence that Adam lived to be 930-years, and Methuselah lived to be 969-years, with not one preflood person living beyond a thousand years old.―Genesis 5:3-5; Psalm 90:4; 2 Peter 3:8.
[1] See question on Genesis 3:8 as to who had spoken directly with Adam.
Genesis 2:17 BDC: Why did Adam and Eve not die in the day that they ate of the fruit from the forbidden tree? God at Genesis 2:17 warned Adam of “the tree of the knowledge of good and evil you shall not eat, for in the day that you eat of it you shall surely die." It would seem that when Adam passed that warning on to Eve, she took it very seriously because she expanded on and emphasized the warning when speaking with the serpent.
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chicago-geniza · 2 years ago
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NISHT REBLOGN / N9 RBLG
Insane manifesto in "whomst among us didn't have a Kafka aphorisms phase" for future reference when I am more able to articulate what I mean without shorthand (based on pins i made 2 years ago)
1) THE SYMBOLIC ORDER IS DEAD
2) LONG LIVE THE SOMATIC ORDER
3) THE TRANS-SOMATIC ORDER WILL COME AFTER THE VERY LAST DAY
4) THERE IS AN INFINITE AMOUNT OF GEIST BUT NOT FOR US
5) ПОБЕДА НАД ТЕЛОМ. ДА ЗДРАЗВСТВУЕТ ДУХ (НЕ ДУША, НИ В КАКОМ СЛУЧАЕ)
6) IKH VEL NISHT AROYSGEYN
7) THE SYMBOLIC ORDER IS DEAD; LONG LIVE THE SOMATIC ORDER (AZHIM ACH'YEV AL AMAJA)
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tabletoplitza-blog · 8 years ago
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❛  octavius solnar, human acolyte grave cleric of hades
            original character for DUNGEONS & DRAGONS fifth edition, levels 1-5
            octavius came from a mixed background of various cultures and religions, raised in turns by his bright and colorful mother and step-father and his serious, dour birth father, but when he died just before his eighteenth birthday, it was to the underworld of his father’s pantheon that his soul was carried.  passing through the gates of judgement into lower elysium, he was taken to hades’ dark palace, able to observe from there that the once peaceful fields of asphodel had fallen into confusion and blight.
            whether the pity and compassion that filled his heart was by hades’ will or not, octavius felt it was his purpose to reclaim the fields and remake them as they once were: a place of renewal and reincarnation.  returned to life and imbued with the power of hades and the grave, he fights to protect balance and deliver the souls of those vile undead who think they can thwart death to the gates of judgement.
❛  octavius, level 1 human grave cleric of hades
      STR  18 / +4 / +6*   •   DEX  14 / +2 / +2   •   CON  18 / +4 / +6*       INT  11 / +0 / +0   •   WIS  16 / +3 / +3   •   CHA  11 / +0 / +0
      HP:  14   •   AC:  18   •   LEVEL:  1   •   HD:  1d10   •   PROF:  +2       SPEED:  30ft   •   ARMOR:  chain mail, shield   •   RACE:  human       LANGUAGES:  common, dwarvish, elvish, giant
skills:
STR:  +6 athletics*
DEX:  +2 acrobatics  •  +2 sleight of hand  •  +2 stealth (disadvantage)
INT:  +0 arcana  •  +2 history*  •  +0 investigation  •  +0 nature  •  +2 religion*
WIS:  +3 animal handling  •  +3 insight  •  +3 medicine  •  +5 perception*  •  +5 survival*
CHA:  +0 deception  •  +0 intimidation  •  +0 performance  •  +0 persuasion * denotes proficiency
feats:
SHIELD MASTER:  you use shields not just for protection but also for offense.  you gain the following benefits while you are wielding a shield.  if you take the attack action on your turn, you can use a bonus action to try to shove a creature within 5 feet of you with your shield.  if you aren’t incapacitated, you can add your shield’s ac bonus to any dexterity saving throw you make against a spell or other harmful effect that targets only you.  if you are subjected to an effect that allows you to make a dexterity saving throw to take half damage, you can use your reaction to take no damage if you succeed on the saving throw, interposing your shield between yourself and the source of the effect.
fighter abilities:
PROTECTION:  when a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll with your shield.
SECOND WIND:  you have a limited well of stamina that you can draw on to protect yourself from harm.  on your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level.  once you use this feature, you must finish a short or long rest before you can use it again.
weapons:
LONGSWORD:  +6 to attack, 1d8+4 slashing, versatile 1d10
2 HANDAXES:  +6 to attack, 1d6+4 slashing, light, thrown 20/60
equipment:
CLOTHING:  common clothes
BACKPACK:  a bedroll, a blanket, 10 days rations, 10 torches, a tinderbox, a mess kit, a waterskin, a holy symbol of hades, 50 feet of hempen rope
background:
ACOLYTE WARRIOR:  after his death and rebirth, his mother and step-father agreed to send him to a temple in the service of the greek pantheon, where he could be trained to defend himself and learn more about his paternal heritage.  ( mix of acolyte and soldier / athletics and religion skills )
PERSONALITY:  being raised in turns by both his serious, severe father and his bright, vivacious mother and step-father, he is able to empathize with many types of people, though he struggles to know his place among them.
IDEAL:  he tries to do good by good people without disrupting the natural order of life and death.  ( lawful / good )
BOND:  he feels it is his destiny to one day reclaim the fields of asphodel and remake them as they once were, into a place of renewal and reincarnation.
FLAW:  viewing this life as temporary, and death as a mere doorway to the realms of hell and paradise, death does not bother him.  he hesitates to attempt to prevent a natural death, refuses to participate in raising the dead and will not suffer undead to stand in his presence, and has no qualms sending his enemies’ souls to be judged in the afterlife.
❛  octavius, level 2 human grave cleric of hades
      STR  18 / +4 / +6*   •   DEX  14 / +2 / +2   •   CON  18 / +4 / +6*       INT  11 / +0 / +0   •   WIS  16 / +3 / +3   •   CHA  11 / +0 / +0
      HP:  23   •   AC:  18   •   LEVEL:  2  (1 fighter, 1 cleric)   •   HD:  1d10 + 1d8       SPEED:  30ft   •   ARMOR:  chain mail, shield   •   PROF:  +2       RACE:  human   •   LANGUAGES:  common, dwarvish, elvish, giant
skills:
STR:  +6 athletics*
DEX:  +2 acrobatics  •  +2 sleight of hand  •  +2 stealth (disadvantage)
INT:  +0 arcana  •  +2 history*  •  +0 investigation  •  +0 nature  •  +2 religion*
WIS:  +3 animal handling  •  +3 insight  •  +3 medicine  •  +5 perception*  •  +5 survival*
CHA:  +0 deception  •  +0 intimidation  •  +0 performance  •  +0 persuasion
feats:
SHIELD MASTER:  you use shields not just for protection but also for offense.  you gain the following benefits while you are wielding a shield.  if you take the attack action on your turn, you can use a bonus action to try to shove a creature within 5 feet of you with your shield.  if you aren’t incapacitated, you can add your shield’s ac bonus to any dexterity saving throw you make against a spell or other harmful effect that targets only you.  if you are subjected to an effect that allows you to make a dexterity saving throw to take half damage, you can use your reaction to take no damage if you succeed on the saving throw, interposing your shield between yourself and the source of the effect.
fighter abilities:
PROTECTION:  when a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll with your shield.
SECOND WIND:  you have a limited well of stamina that you can draw on to protect yourself from harm.  on your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level.  once you use this feature, you must finish a short or long rest before you can use it again.
grave domain abilities:
CIRCLE OF MORTALITY:  you gain the ability to manipulate the line between life and death.  when you cast a spell that restores hit points to a living creature currently at 1, treat any dice rolled as their maximum result.  in addition, if you have the spare the dying cantrip, you can cast it as a bonus action.
EYES OF THE GRAVE:  you have an innate sense of creatures whose existence is an insult to the natural cycle of life.  once per long rest, if you spend 1 minute in uninterrupted contemplation, you can determine the presence and nature of undead creatures in the area up to 1 mile in all directions.  you learn the number of undead and their distance and direction from you, and the creature type of the undead in that area that has the highest challenge rating.
spellcasting:
SPELLS:  you know 3 cantrips, and can prepare 4 cleric spells and cast 2 first level spell slots per long rest.  preparing a new spell list requires at least one minute per spell level spent in prayer and meditation.
SPELL SAVE DC:  13
SPELL ATTACK MODIFIER:  +5
cantrips:
RESISTANCE:  one action, verbal / somatic / a miniature cloak, touch, up to one minute with concentration.  you touch one willing creature to grant it a d4 it can roll and add to one saving throw of its choice.
SACRED FLAME:  one action, verbal / somatic, 60 foot range, instantaneous.  flame-like radiance descends on a creature that you can see within range.  the target must succeed on a dexterity saving throw or take 1d8 radiant damage, gaining no benefit from cover for the saving throw, and increasing by 1d8 at fifth and eleventh level.
SPARE THE DYING:  bonus action, verbal / somatic, touch, instantaneous.  you touch a living creature that has 0 hit points to stabilize it.
first level spells:
BANE:  one action, verbal / somatic / a drop of blood, 30 foot range, up to one minute with concentration, always prepared as a grave domain spell.  up to three creature of your choice that you can see within range must succeed on a charisma saving throw or roll a d4 each time they make an attack roll or saving throw and subtract the number rolled, targeting one additional creature for each spell slot above first.
CURE WOUNDS:  one action, verbal / somatic, touch, instantaneous.  a creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier, increasing by 1d8 for each spell slot above first.
FALSE LIFE:  one action, verbal / somatic / a small amount of alcohol or distilled spirits, self, one hour, always prepared as a grave domain spell.  you gain 1d4+4 temporary hit points, increasing by 5 for each spell slot above first.
HEALING WORD:  bonus action, verbal, 60 foot range, instantaneous.  a creature of your choice regains 1d4 + your spellcasting ability modifier hit points, increasing by 1d4 for each slot level above first.
INFLICT WOUNDS:  one action, verbal / somatic, touch, instantaneous.  make a melee spell attack against a creature in reach, dealing 3d10 necrotic damage on a hit, increasing by 1d10 for each spell slot above first.
SHIELD OF FAITH:  bonus action, verbal / somatic / a small parchment with a bit of holy text written on it, 60 foot range, up to ten minutes with concentration.  you grant a creature +2 to ac for the duration.
weapons:
LONGSWORD:  +6 to attack, 1d8+4 slashing, versatile 1d10
2 HANDAXES:  +6 to attack, 1d6+4 slashing, light, thrown 20/60
❛  octavius, level 3 human grave cleric of hades
      STR  18 / +4 / +6*   •   DEX  14 / +2 / +2   •   CON  18 / +4 / +6*       INT  11 / +0 / +0   •   WIS  16 / +3 / +3   •   CHA  11 / +0 / +0
      HP:  33   •   AC:  18   •   LEVEL:  3  (2 fighter, 1 cleric)   •   HD:  2d10 + 1d8       SPEED:  30ft   •   ARMOR:  chain mail, shield   •   PROF:  +2       RACE:  human   •   LANGUAGES:  common, dwarvish, elvish, giant
skills:
STR:  +6 athletics*
DEX:  +2 acrobatics  •  +2 sleight of hand  •  +2 stealth (disadvantage)
INT:  +0 arcana  •  +2 history*  •  +0 investigation  •  +0 nature  •  +2 religion*
WIS:  +3 animal handling  •  +3 insight  •  +3 medicine  •  +5 perception*  •  +5 survival*
CHA:  +0 deception  •  +0 intimidation  •  +0 performance  •  +0 persuasion
feats:
SHIELD MASTER:  you use shields not just for protection but also for offense.  you gain the following benefits while you are wielding a shield.  if you take the attack action on your turn, you can use a bonus action to try to shove a creature within 5 feet of you with your shield.  if you aren’t incapacitated, you can add your shield’s ac bonus to any dexterity saving throw you make against a spell or other harmful effect that targets only you.  if you are subjected to an effect that allows you to make a dexterity saving throw to take half damage, you can use your reaction to take no damage if you succeed on the saving throw, interposing your shield between yourself and the source of the effect.
fighter abilities:
PROTECTION:  when a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll with your shield.
SECOND WIND:  you have a limited well of stamina that you can draw on to protect yourself from harm.  on your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level.  once you use this feature, you must finish a short or long rest before you can use it again.
ACTION SURGE:  once per short or long rest, on your turn, you can take one additional action on top of your regular action.
grave domain abilities:
CIRCLE OF MORTALITY:  you gain the ability to manipulate the line between life and death. when you cast a spell that restores hit points to a living creature currently at 1, treat any dice rolled as their maximum result.  in addition, if you have the spare the dying cantrip, you can cast it as a bonus action.
EYES OF THE GRAVE:  you have an innate sense of creatures whose existence is an insult to the natural cycle of life.  once per long rest, if you spend 1 minute in uninterrupted contemplation, you can determine the presence and nature of undead creatures in the area up to 1 mile in all directions.  you learn the number of undead and their distance and direction from you, and the creature type of the undead in that area that has the highest challenge rating.
spellcasting:
SPELLS:  you know 3 cantrips, and can prepare 4 cleric spells and cast 2 first level spell slots per long rest.  preparing a new spell list requires at least one minute per spell level spent in prayer and meditation.
SPELL SAVE DC:  13
SPELL ATTACK MODIFIER:  +5
cantrips:
RESISTANCE:  one action, verbal / somatic / a miniature cloak, touch, up to one minute with concentration.  you touch one willing creature to grant it a d4 it can roll and add to one saving throw of its choice.
SACRED FLAME:  one action, verbal / somatic, 60 foot range, instantaneous. flame-like radiance descends on a creature that you can see within range.  the target must succeed on a dexterity saving throw or take 1d8 radiant damage, gaining no benefit from cover for the saving throw, and increasing by 1d8 at fifth and eleventh level.
SPARE THE DYING:  bonus action, verbal / somatic, touch, instantaneous.  you touch a living creature that has 0 hit points to stabilize it.
first level spells:
BANE:  one action, verbal / somatic / a drop of blood, 30 foot range, up to one minute with concentration, always prepared as a grave domain spell. up to three creature of your choice that you can see within range must succeed on a charisma saving throw or roll a d4 each time they make an attack roll or saving throw and subtract the number rolled, targeting one additional creature for each spell slot above first.
CURE WOUNDS:  one action, verbal / somatic, touch, instantaneous.  a creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier, increasing by 1d8 for each spell slot above first.
FALSE LIFE:  one action, verbal / somatic / a small amount of alcohol or distilled spirits, self, one hour, always prepared as a grave domain spell.  you gain 1d4+4 temporary hit points, increasing by 5 for each spell slot above first.
HEALING WORD:  bonus action, verbal, 60 foot range, instantaneous.  a creature of your choice regains 1d4 + your spellcasting ability modifier hit points, increasing by 1d4 for each slot level above first.
INFLICT WOUNDS:  one action, verbal / somatic, touch, instantaneous.  make a melee spell attack against a creature in reach, dealing 3d10 necrotic damage on a hit, increasing by 1d10 for each spell slot above first.
SHIELD OF FAITH:  bonus action, verbal / somatic / a small parchment with a bit of holy text written on it, 60 foot range, up to ten minutes with concentration.  you grant a creature +2 to ac for the duration.
weapons:
LONGSWORD:  +6 to attack, 1d8+4 slashing, versatile 1d10
2 HANDAXES:  +6 to attack, 1d6+4 slashing, light, thrown 20/60
❛  octavius, level 4 human grave cleric of hades
      STR  18 / +4 / +6*   •   DEX  14 / +2 / +2   •   CON  18 / +4 / +6*       INT  11 / +0 / +0   •   WIS  16 / +3 / +3   •   CHA  11 / +0 / +0
      HP:  43   •   AC:  18   •   LEVEL:  4  (3 fighter, 1 cleric)   •   HD:  3d10 + 1d8       SPEED:  30ft   •   ARMOR:  chain mail, shield   •   PROF:  +2       RACE:  human   •   LANGUAGES:  common, dwarvish, elvish, giant
skills:
STR:  +6 athletics*
DEX:  +2 acrobatics  •  +2 sleight of hand  •  +2 stealth (disadvantage)
INT:  +0 arcana  •  +2 history*  •  +0 investigation  •  +0 nature  •  +2 religion*
WIS:  +3 animal handling  •  +3 insight  •  +3 medicine  •  +5 perception*  •  +5 survival*
CHA:  +0 deception  •  +0 intimidation  •  +0 performance  •  +0 persuasion
feats:
SHIELD MASTER:  you use shields not just for protection but also for offense.  you gain the following benefits while you are wielding a shield.  if you take the attack action on your turn, you can use a bonus action to try to shove a creature within 5 feet of you with your shield.  if you aren’t incapacitated, you can add your shield’s ac bonus to any dexterity saving throw you make against a spell or other harmful effect that targets only you.  if you are subjected to an effect that allows you to make a dexterity saving throw to take half damage, you can use your reaction to take no damage if you succeed on the saving throw, interposing your shield between yourself and the source of the effect.
fighter abilities:
PROTECTION:  when a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll with your shield.
SECOND WIND:  you have a limited well of stamina that you can draw on to protect yourself from harm.  on your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level.  once you use this feature, you must finish a short or long rest before you can use it again.
ACTION SURGE:  once per short or long rest, on your turn, you can take one additional action on top of your regular action.
IMPROVED CRITICAL:  your weapon attacks score a critical hit on a roll of 19 or 20.
grave domain abilities:
CIRCLE OF MORTALITY:  you gain the ability to manipulate the line between life and death. when you cast a spell that restores hit points to a living creature currently at 1, treat any dice rolled as their maximum result.  in addition, if you have the spare the dying cantrip, you can cast it as a bonus action.
EYES OF THE GRAVE:  you have an innate sense of creatures whose existence is an insult to the natural cycle of life.  once per long rest, if you spend 1 minute in uninterrupted contemplation, you can determine the presence and nature of undead creatures in the area up to 1 mile in all directions.  you learn the number of undead and their distance and direction from you, and the creature type of the undead in that area that has the highest challenge rating.
spellcasting:
SPELLS:  you know 3 cantrips, and can prepare 4 cleric spells and cast 2 first level spell slots per long rest.  preparing a new spell list requires at least one minute per spell level spent in prayer and meditation.
SPELL SAVE DC:  13
SPELL ATTACK MODIFIER:  +5
cantrips:
RESISTANCE:  one action, verbal / somatic / a miniature cloak, touch, up to one minute with concentration.  you touch one willing creature to grant it a d4 it can roll and add to one saving throw of its choice.
SACRED FLAME:  one action, verbal / somatic, 60 foot range, instantaneous. flame-like radiance descends on a creature that you can see within range.  the target must succeed on a dexterity saving throw or take 1d8 radiant damage, gaining no benefit from cover for the saving throw, and increasing by 1d8 at fifth and eleventh level.
SPARE THE DYING:  bonus action, verbal / somatic, touch, instantaneous.  you touch a living creature that has 0 hit points to stabilize it.
first level spells:
BANE:  one action, verbal / somatic / a drop of blood, 30 foot range, up to one minute with concentration, always prepared as a grave domain spell. up to three creature of your choice that you can see within range must succeed on a charisma saving throw or roll a d4 each time they make an attack roll or saving throw and subtract the number rolled, targeting one additional creature for each spell slot above first.
CURE WOUNDS:  one action, verbal / somatic, touch, instantaneous.  a creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier, increasing by 1d8 for each spell slot above first.
FALSE LIFE:  one action, verbal / somatic / a small amount of alcohol or distilled spirits, self, one hour, always prepared as a grave domain spell.  you gain 1d4+4 temporary hit points, increasing by 5 for each spell slot above first.
HEALING WORD:  bonus action, verbal, 60 foot range, instantaneous.  a creature of your choice regains 1d4 + your spellcasting ability modifier hit points, increasing by 1d4 for each slot level above first.
INFLICT WOUNDS:  one action, verbal / somatic, touch, instantaneous.  make a melee spell attack against a creature in reach, dealing 3d10 necrotic damage on a hit, increasing by 1d10 for each spell slot above first.
SHIELD OF FAITH:  bonus action, verbal / somatic / a small parchment with a bit of holy text written on it, 60 foot range, up to ten minutes with concentration.  you grant a creature +2 to ac for the duration.
weapons:
LONGSWORD:  +6 to attack, 1d8+4 slashing, versatile 1d10
2 HANDAXES:  +6 to attack, 1d6+4 slashing, light, thrown 20/60
❛  octavius, level 5 human grave cleric of hades
      STR  20 / +5 / +8*   •   DEX  14 / +2 / +2   •   CON  18 / +4 / +7*       INT  11 / +0 / +0   •   WIS  16 / +3 / +3   •   CHA  11 / +0 / +0
      HP:  53   •   AC:  18   •   LEVEL:  5  (4 fighter, 1 cleric)   •   HD:  4d10 + 1d8       SPEED:  30ft   •   ARMOR:  chain mail, shield   •   PROF:  +3       RACE:  human   •   LANGUAGES:  common, dwarvish, elvish, giant
skills:
STR:  +7 athletics*
DEX:  +2 acrobatics  •  +2 sleight of hand  •  +2 stealth (disadvantage)
INT:  +0 arcana  •  +3 history*  •  +0 investigation  •  +0 nature  •  +3 religion*
WIS:  +3 animal handling  •  +3 insight  •  +3 medicine  •  +6 perception*  •  +6 survival*
CHA:  +0 deception  •  +0 intimidation  •  +0 performance  •  +0 persuasion
feats:
SHIELD MASTER:  you use shields not just for protection but also for offense.  you gain the following benefits while you are wielding a shield.  if you take the attack action on your turn, you can use a bonus action to try to shove a creature within 5 feet of you with your shield.  if you aren’t incapacitated, you can add your shield’s ac bonus to any dexterity saving throw you make against a spell or other harmful effect that targets only you.  if you are subjected to an effect that allows you to make a dexterity saving throw to take half damage, you can use your reaction to take no damage if you succeed on the saving throw, interposing your shield between yourself and the source of the effect.
fighter abilities:
PROTECTION:  when a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll with your shield.
SECOND WIND:  you have a limited well of stamina that you can draw on to protect yourself from harm.  on your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level.  once you use this feature, you must finish a short or long rest before you can use it again.
ACTION SURGE:  once per short or long rest, on your turn, you can take one additional action on top of your regular action.
IMPROVED CRITICAL:  your weapon attacks score a critical hit on a roll of 19 or 20.
grave domain abilities:
CIRCLE OF MORTALITY:  you gain the ability to manipulate the line between life and death. when you cast a spell that restores hit points to a living creature currently at 1, treat any dice rolled as their maximum result.  in addition, if you have the spare the dying cantrip, you can cast it as a bonus action.
EYES OF THE GRAVE:  you have an innate sense of creatures whose existence is an insult to the natural cycle of life.  once per long rest, if you spend 1 minute in uninterrupted contemplation, you can determine the presence and nature of undead creatures in the area up to 1 mile in all directions.  you learn the number of undead and their distance and direction from you, and the creature type of the undead in that area that has the highest challenge rating.
spellcasting:
SPELLS:  you know 3 cantrips, and can prepare 4 cleric spells and cast 2 first level spell slots per long rest.  preparing a new spell list requires at least one minute per spell level spent in prayer and meditation.
SPELL SAVE DC:  14
SPELL ATTACK MODIFIER:  +6
cantrips:
RESISTANCE:  one action, verbal / somatic / a miniature cloak, touch, up to one minute with concentration.  you touch one willing creature to grant it a d4 it can roll and add to one saving throw of its choice.
SACRED FLAME:  one action, verbal / somatic, 60 foot range, instantaneous. flame-like radiance descends on a creature that you can see within range.  the target must succeed on a dexterity saving throw or take 1d8 radiant damage, gaining no benefit from cover for the saving throw, and increasing by 1d8 at fifth and eleventh level.
SPARE THE DYING:  bonus action, verbal / somatic, touch, instantaneous.  you touch a living creature that has 0 hit points to stabilize it.
first level spells:
BANE:  one action, verbal / somatic / a drop of blood, 30 foot range, up to one minute with concentration, always prepared as a grave domain spell. up to three creature of your choice that you can see within range must succeed on a charisma saving throw or roll a d4 each time they make an attack roll or saving throw and subtract the number rolled, targeting one additional creature for each spell slot above first.
CURE WOUNDS:  one action, verbal / somatic, touch, instantaneous.  a creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier, increasing by 1d8 for each spell slot above first.
FALSE LIFE:   one action, verbal / somatic / a small amount of alcohol or distilled spirits, self, one hour, always prepared as a grave domain spell.  you gain 1d4+4 temporary hit points, increasing by 5 for each spell slot above first.
HEALING WORD:  bonus action, verbal, 60 foot range, instantaneous.  a creature of your choice regains 1d4 + your spellcasting ability modifier hit points, increasing by 1d4 for each slot level above first.
INFLICT WOUNDS:  one action, verbal / somatic, touch, instantaneous.  make a melee spell attack against a creature in reach, dealing 3d10 necrotic damage on a hit, increasing by 1d10 for each spell slot above first.
SHIELD OF FAITH:  bonus action, verbal / somatic / a small parchment with a bit of holy text written on it, 60 foot range, up to ten minutes with concentration.  you grant a creature +2 to ac for the duration.
weapons:
LONGSWORD:  +8 to attack, 1d8+5 slashing, versatile 1d10
2 HANDAXES:  +8 to attack, 1d6+5 slashing, light, thrown 20/60
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