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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