Race: Black Dragonborn
Class: Death Domain Cleric (30)
Alignment: Evil
Languages: Common, Draconic, Celestial
Loyalty: Goddess of Death, Raven Queen
Proficiencies
-Light to Heavy armor
-Shields
-Simple/Martial weapons
Backstory
Lived in Hultail with his family until they were murdered by a infamous person. Hellbent on revenge, he sought out a person who will greet him to a goddess of death; Raven Queen. And began the hunt for the murderer
Features
-½ damage to acid
-250 pounds
-8'6"ft
-Medium
-Darkvision 180ft
-ADV on Intimidation or Persuasion once per rest
-Fears ghosts of his past family criticizing him for failing to protect them
-180ft Telepathy
Legendary Features
Hide of the Dragon: While you aren't wearing armor, your AC is equal to 13 + Your Dexterity modifier. You can use a shield and still gain this benefit
STATS
HP: 495
AC: 40
Movement: 40ft, walking, 80ft Climbing, 90ft Flying
Initiative: +15
PB: +9
Spell Attack: +16
Spell Save: 24
PassWIS: 17
STATS
STR: 24 (+7)
DEX: 22 (+6)
CON: 17 (+3)
INT: 15 (+2)
WIS: 25 (+7)
CHA: 24 (+7)
Saving Throws
STR: +7
DEX: +6
CON: +12
INT: +2
WIS: +16
CHA: +16
ADV against spells
+5 from Lucky Stones
Skills
History: +11
Religion: +11
2 ADV Insight: +16
Medicine: +16
Persuasion: +25
2 ADV Deception: +16
DISADV Stealth: +6
ADV Arcana: +11
+5 from Lucky Stones
Attacks: 1, 4 in Malice Form
Malice, True Chaos Incarnate: +21 to hit; 10ft; Magical 6d12+21 slashing + 6d8 psychic/necrotic +2d8 necrotic
MCF; Malice, True Chaos Incarnate: +28 to hit; 10ft; Magical 8d12+28 slashing + 8d8 psychic/necrotic +2d8 necrotic
Acid Breath: 30ft line; 6d6 acid damage; DC 18 to take half damage
Spell slots:
1st level: 4
2nd level: 3
3rd level: 3
4th level: 3
5th level: 3
6th level: 3
7th level: 3
8th level: 3
9th level: 2
10th level: 1
11th level: 1
12th level: 1
True Beneficial: Necrotic
Beneficial: Thunder, Poison, Chromatic Warding (Acid)
Immune: Acid, Disease, Fire
Resistance: Psychic, Lightning
Vulnerabilities:
Eldritch Invocations
Feats
Alert
You gain a +5 bonus to initiative. You can't be surprised while you are conscious. Other creatures don't gain advantage on attack rolls against you as a result of being unseen by you
Resilient
Choose one ability score. You gain the following benefits: Increase the chosen ability score by 1, to a maximum of 20. You gain proficiency in saving throws using the chosen ability
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 2 hit points
Gift of the Gem Dragon
You've manifested some of the power of gem dragons, granting you the following benefits:
Ability Score Increase. Increase your Intelligence, Wisdom, or Charisma by 1, to a maximum of 20
Telekinetic Reprisal. When you take damage from a creature that is within 10 feet of you, you can use your reaction to emanate telekinetic energy. The creature that dealt damage to you must make a Strength saving throw (DC equals 8 + your proficiency bonus + the ability modifier of the score increased by this feat). On a failed save, the creature takes 2d8 force damage and is pushed up to 10 feet away from you. On a successful save, the creature takes half as much damage and isn't pushed. You can use this reaction a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest
Tarrasque Toughness
Your hit point maximum increases by an amount equal to three times your level when you gain this feat. Whenever you gain a level thereafter, your hit point maximum increases by an additional 3 hit points
Class actions
Actions
Chromatic Warding: You can channel your draconic energy to protect yourself. For 1 minute, you become immune to the damage type associated with your Chromatic Ancestry. Once you use this trait, you can’t do so again until you finish a long rest
Draconic Healing: Use the spell cure wounds without using a spell slot
Wing Growth: As an action, you may grow a set of leathery draconic wings that lasts for 1 minute. The wings destroy clothing not made to accommodate them, and cannot be manifested while wearing medium or heavy armor. While the wings are manifested, you have a flying speed equal to your walking speed
Evolution: Upon reaching 21th level, you may choose whether to make Draconic Warding or Wing Growth permanently active
Bonus Actions
Desperate Prayer: You may regain an expended usage of your channel divinity, or an expended spell slot of a level equal to or lower than your proficiency bonus 2 times per long rest
Reactions
Telekinetic Reprisal: When you take damage from a creature that is within 10 feet of you, you can use your reaction to emanate telekinetic energy. The creature must make a Strength saving throw or take 2d8 force damage and is pushed up to 10 feet away from you. On a successful save, the creature takes half as much damage and isn't pushed. You can use this equal to your proficiency bonus, and you regain all expended uses when you finish a long rest
Free Action
Channel Divinity: Deal extra necrotic damage (5+ twice your cleric lv) and regain it after a short rest
Divine Intervention: Call upon your god, Describe the assistance you seek, and roll percentile dice. If you roll a number equal to or lower than your cleric level, your deity intervenes. The DM chooses the nature of the intervention; the effect of any cleric spell or cleric domain spell would be appropriate. If your deity intervenes, you can't use this feature again for 7 days. At LV 20, the roll automatically succeeds. Otherwise, you can use it again after you finish a long rest
Divine Strike: Cause one attack to deal an additional 2d8 necrotic damage
Divine Resistance: Whenever you fail a saving throw, you may expend a usage of Channel Divinity to succeed instead
Class Passives
Inescapable Destruction: Any spell that does necrotic damage ignores any resistances
Resilient Body: our HP maximum increases by an amount equal to three times your level in this class. Every time you gain a Cleric level, your maximum HP increases by an additional 3 HP
Grim Reaper: You learn one 1-5th level necromancy spell of your choice from any spell list. When you cast a necromancy spell that normally targets only one creature, the spell can instead target two creatures within range and within 15 feet of each other
Cursed White Mage: Your healing is corrupted. Whenever you cast a spell or use a feature that would restore hit points, you can instead choose to deal damage to the target. This damage is equal to the amount that would've been healed, and it is necrotic damage
Divine Recovery: You are able to more easily recover your expended divine energy. Whenever you finish a short rest, you regain three expended usage of your Channel Divinity feature
Inevitable Harm: Cleric spells and Channel Divinity bypasses necrotic immunities
Embrace Death: Your body has taken on some of the beneficial aspects of undeath without suffering the consequences. You gain resistance to Necrotic and Poison damage. Additionally, you only age 1 year for every 10 that pass
Used to Desperation: You gain an additional usage of your Desperate Prayer feature. You may select this trait multiple times, gaining an additional usage for each subsequent taking
Lesser War Strike
Prerequisite: You do not have "Aspect of the Warrior"
Once on each of your turns (No action required) You may make an attack using a weapon you are proficient in. You may do so a number of times equal to half your Cleric modifier (Minimum of 1, Rounded up), you regain all expended uses upon completing a long rest
Holy Pledge
Raven Queen
Dead Protection. Undead of a CR equal to or lower than your proficiency bonus cannot harm you unless you harm them first.
Destroy Undead. If you damage an undead and that reduces its HP to be equal to or less than your Cleric level, it is instantly destroyed.
Undeath Protection. Over the course of 10 minutes, you may conduct a ritual on a willing creature or a corpse within 10-feet of you. At the end of this ritual, that creature can never be raised as an undead.
Aspect of the Conduit
Rampaging Conduit
21st Level
As a bonus action, you may cast a cleric cantrip you know. You may do so a number of times equal to your Cleric modifier (Minimum of 1) you regain all expended uses upon completing a long rest
Magic of the Gods
21st level
You learn any two cantrips of your choice, they are considered cleric spells for you
Inevitable Harm
Prerequisite: 23rd level
Your ability to channel negative energy becomes more potent. Necrotic damage dealt by your cleric spells and Channel Divinity options ignores immunities to necrotic damage
Embrace Death
Prerequisite: 25th level
Your body has taken on some of the beneficial aspects of undeath without suffering the consequences. You gain resistance to Necrotic and Poison damage. Additionally, you only age 1 year for every 10 that pass
Grand Reaper
Prerequisite: 27th level
When you cast a Necromancy spell of 1st through 9th-level that targets only one creature, the spell can instead target two creatures within range and within 15 feet of each other
Fully Embraced
Prerequisite: 30th level
You have conquered death. You gain immunity to Necrotic and Poison damage, you can no longer die of old age and when you die, you come back on half HP
Champion of Divinity
Your god has fully recognized you and declared you as one of their champions. This grants you the following benefits:
-Whenever you are killed, provided your deity is still alive and has other worshippers, your body and equipment discorporates. 24 hours later you are returned to life on your deities realm with all your equipment, having gained the benefits of a long rest. Your deity can choose to prevent this effect from happening.
-You now recover all expended usages of your Channel Divinity on a short rest, instead of just one.
-Your Divine Intervention feature is now guaranteed, and you regain usage of it after 24 hours have passed since you last used it.
Item actions
Actions
Wafer Shield of Sliding: Spray a 15ft cone of syrup, making the terrain, difficult terrain
Ring of Instant Death: Kill themselves, become Ghost
Shadestep: Expend 1 of 4 charges to teleport to an unoccupied space with a shadow within 90ft of you
Cover of Darkness: Expend 2 of 4 charges to cast the darkness spell, but you can see into it and can do Shadestep as a bonus action at 1 charge instead of 2
Shielding Cover: cast Globe of Invulnerability
Death Intent: Anyone within 30ft of you must make a WIS save or become frightened of you for 2 rounds
Spectral Moonstone Dragon: Once per long rest, you can summon a spectral ancient moonstone dragon to aid you in battle. The dragon appears in an unoccupied space within 30 feet of you and remains for 1 hour or until it drops to 0 hit points
Liquifier: Press the orb up against the body of a dead creature and absorb it into the orb. The size of the creature gives a number of charges to the orb, max of 10. Then you can throw the orb up to 20ft away from you and summon an ochre jelly to fight for you
Viklander's Cube: Turn the crank of the cube to get a random spell from a random spell list of a random level
Bonus Actions
Ring of Instant Death (Ghost): Tug the rope connected to your body to go back to your body at 1hp
Shadestep: Expend 2 of 4 charges to teleport to an unoccupied space with a shadow within 90ft of you
Ale of the Dragon: Breath Attack DC increase by 3, damage is doubled, doesn't use up a breath charge
Prismatic Lenses: Change the len color to gain a benefit from it
Reactions
Envy Ring (Your My Power): When you get hit with an attack, you can learn one of their ability scores and reduce it by 1d4, increasing your stat by the same number for 1 minute or until you use it again. Use it equal to your proficiency bonus until a long rest
Lunar Shield: When you are hit by an attack, you can create a shimmering shield around you. The shield grants you temporary hit points equal to 2d10 + your level. Once per short rest
Psionic Backlash: When an enemy within 30ft cast a spell, you deal 1d4 psychic damage per spell level
Free Action
Sin Ring, Weapon: Summon the weapon of this ring
Mindflayer Tadpole: Luck of the Far Realms: Once per long rest on a successful hit change it to a critical hit
Runic d20: Roll a 1d8-1 to see what table you get, then roll a d20 to see what effect you get
Item Passives
Gouger's Gift: Highlights Enemies, granting +1 to attack rolls and magical darkness can't affect this eye
Merlin's cursed Knowledge: Grants the user the entire Wizard spell list for their level and Adv on spell saving throws
Envy Ring (Envied Power): For every creature that has a higher CR than your level, you do +1 extra damage. But if they are weaker than you, they get stronger or regen hp
Ring of Instant Death (Ghost): If ring is remove off your body, you are hostile to all creatures until its put back on, can't cast spell or concentrate on spells, drop to 0hp and your soul is sent into the shadowfell, trapped until the living saves you or a wish spell is used
Death Adamantine Armor: Crits don't work 50% of the time and can come back to 1hp if fallen at or below 0hp
Malice: After dealing 40hp against a target with this blade, add an additionally 1d8 to the damage roll
Tome of the Healer: All healing spells heal double the amount and a 50/50 chance of not wasting a spell slot
Lunar Blessing: While attuned to the Moon-Lit Dragon Scale, you gain darkvision out to a range of 120 feet. If you already have darkvision, its range is increased by 60 feet. Additionally, you have advantage on Wisdom (Perception) checks made in dim light or darkness
Prismatic Lenses: The lens color will change a spell's damage type and give nice benefits
Special Grade
Limitless
With Dagon's technique, all water related spells doesn't take any components or spell slots. Also all water based spells do double of what ever. Can use this equal to your proficiency bonus until a long rest
Cursed Energy: LV x 5, regain 5 at the start of turn
Regen: # of Cursed energy x 20 hp as bonus action or reaction
Six Eyes: Constantly under the spell Foresight: For the duration, the target can’t be surprised and has advantage on attack rolls, ability checks, and saving throws. Additionally, other creatures have disadvantage on attack rolls against the target for the duration. Also has 120ft Truesight and can see the energy of other anime abilities and by doing a DC 40 Arcana check, you can understand its nature. Every feature that uses Cursed Energy will instead cost 0.5 times its original cost in Cursed Energy unless stated otherwise
Maximum Output: As a bonus action, you must spend Cursed Energy equal to the original cost of one of your lapse, reversal, extension, or maximum techniques twice. The first time you pay this cost, any reductions that apply to the technique are used; the second time, none are applied. Doing this will amplify its cursed energy output, making it gain two of the following benefits the next time it's cast:
-The technique's range and area of effect are increased by half its original range, rounded to the highest 5. This range increase does not work with touch-based techniques.
-The technique's damage dice is increased by half of its original dice or damage bonus if the technique is a flat damage rounded up. For example, a technique with 10d10 die of damage would add 5d10 die of damage to the total damage die.
-The technique's bonus to hit is increased by half of its original bonus rounded up. For example, a technique with a +7 to hit would add a +4 to hit in its maximum output form.
-The technique's DC is increased by half of your proficiency bonus rounded up.
-The technique's duration is increased by half of its original duration. For example, a technique that lasts a minute would last 1 minute and 5 rounds. You cannot choose the same benefit twice
Infinity: As an action for 20 Cursed Energy, you can cause the space around you to divide into infinite fractions for 1 minute. Whenever you are targeted by a weapon, grapple, spell, melee cursed energy attack roll, ranged cursed energy attack roll or any saving throws from sources outside your body, you may use a Reaction to spend 1 Cursed Energy and roll a d20. On an 4 or higher, any attacks or spells made against you automatically fail to hit or harm you in any physical way, also once per round you can get an automatic 20 on the dice. Additionally, you gain a number of additional reactions equal to your Charisma modifier + your proficiency bonus that can be used exclusively for this feature. You may also activate this ability as a reaction to being targeted by an attack or effect that would cause you damage that you can see. When you take the Dodge action while Infinity is activated, you may use your Infinity reactions to defend a number of creatures within your reach equal to your number of arms with Infinity alongside yourself. Regardless of level, this feature only works on things that travel and can be stopped. Abilities that do not physically travel will not be stopped by Infinity
(Cursed Energy no longer required thx to Six Eyes)
Blue: As an action for 10 Cursed Energy, you may cause space to be erased within 30 ft of you causing a blue sphere with a 10 ft. circle radius to draw everything towards it for 1 minute. All creatures within this area must make a Strength saving throw. On a failure, they take 16d10 force damage, are restrained until the beginning of their next turn, and are pulled to an open space closest to the center of the sphere. On a success, they take half as much damage and are not restrained or pulled. A creature can retry this saving throw at the beginning of each of their turns. If they succeed, they take half the damage and exit the sphere. If they fail, they remain there without being able to move and retake the damage. Any creatures that enter the sphere's range or start their turns in the sphere's range must also make the Strength saving throw. You can dispel this technique as a free action. Objects within the area that aren’t being worn or carried also take this damage. When you use your blue technique in its Maximum Output form you may spend a bonus action to move the sphere anywhere within 30 ft. of the original place. All creatures currently stuck in the sphere will be moved as well, and any creatures caught in the range of the sphere moving must do the saving throw.
Blue Redirection. Whenever a projectile, ranged attack roll, or spell/technique with a line area passes through Blue's area of effect, it is attracted to the center of the sphere. If said technique or attack would deal less damage than Blue, it is pulled in and stopped completely, missing its target in the case of an attack and being cut short in case of a line effect. If it is a projectile, it also takes Blue's damage. In the case of a line effect, it now changes its trajectory, with its area starting from the first point where it entered Blue's area of effect and ending at the center of the sphere. If any other creatures are in that area, they are affected by the line effect as normal. If the attack or line effect would deal more damage than Blue, it ignores this and works as normal, but its damage is reduced by Blue's damage.
Blue Manipulation. You have learned how to use blue to manipulate space more precisely. As an action for 10 Cursed Energy, you can precisely manipulate your Blue in order to cast telekinesis. Any adjustments used to enhance Blue besides effects that increase your damage dice also apply to this (including range increases and Cursed Energy cost reductions), and the distance you can move anything you've grabbed is equal to your base movement speed; If you have Simultaneous Casting you can cast this a number of additional times equal to your Charisma modifier to target more items, or to target the same item multiple times. This lets you double the weight limit per stack when focusing on one object, or to impose multiple Strength saves on the same target if they continue to escape. If you attempt to throw an object at someone in its range, you may treat the object as if it is under the effects of the Animate Object spell, dealing damage respective to its size; additionally, objects you manipulate that otherwise lack stat blocks can use these stat blocks if someone should attack them. For the purposes of commanding gargantuan objects (something normally impossible with Animate Objects), you can refer to this stat block: HP: 120, AC: 8, STR: 22, DEX: 4, Throw Attack: The creature must make a Dexterity saving throw, on a failure they take 4d12+6 bludgeoning damage and half as much on a success. If you attempt to throw a person at another person or object, they will be treated as a medium object regardless of size, and the damage dealt will be dealt back onto them. Additionally, for every 10 feet an object travels whilst closing the distance to its target, it gains an additional d8 of damage, up to a maximum of 12d8. This can be used out of combat to freely manipulate tiny objects at no cost.
Pulse Blue. You have learned to fire off your blue in a quick burst, weaponizing its attraction effect for damage rather than utility. As an action you can cast blue, instead firing it as a ranged cursed energy attack roll against a creature within 60ft of you. This use of blue does half of blue's damage, and does not pull creatures or linger after it has been cast
Teleport Technique: Basic Teleport: When you move, you may spend 6 Cursed Energy to teleport instead of walking. This movement does not provoke opportunity attacks. The first attack you make after teleporting has advantage unless the target’s passive Perception is higher than your Cursed Energy save DC. Reactive Teleport: As a reaction when you're targeted by an attack, spell, cursed energy attack, or saving throw, you can spend 5 Cursed Energy to teleport up to your movement speed to a visible empty space. If the effect is an attack roll, make a Dexterity check against the attack roll. If it's a saving throw or AoE, make a Dexterity check against the effect’s save DC. On a success, you teleport before the effect resolves and avoid it. On a failure, you teleport after the effect hits you. Aerial Boost: When you move, you can spend 6 Cursed Energy to gain a flying (hover) speed equal to your walking speed for 1 minute. You can extend this by spending 1 Cursed Energy per additional minute. You may grant this flight to any creature you're holding or sharing Infinity with.
Blue Augmented Speed: You can boost your speed using spatial compression. As a bonus action, spend up to your Charisma modifier in Cursed Energy to gain +10 ft. of movement per energy spent. This speed boost lasts for a number of rounds equal to your Charisma modifier
Space Manipulation: You can now cast Teleport as an action for 10 Cursed Energy, but with the following changes: Destination must be within 10 miles × your level. You must have a clear, unobstructed path to the location (e.g., open sky, visible hallway). If you have the Six Eyes, the range expands to anywhere on the same planet, and you always arrive exactly where intended
Red: As an action for 10 Cursed Energy, choose a point within 40 feet. All creatures within the range of the explosion centered on that point must make a Strength saving throw. On a failure, they are knocked back 100 feet, take 32d8 Force damage, and are knocked prone. On a success, the damage is halved and they are not knocked back nor prone. The explosion range can be a radius from 5 ft. up to 30 ft. (your choice). Alternatively, you may make a ranged cursed energy attack roll against a creature up to 120 feet away, shooting a more precise version of red that targets only said creature. On a hit, the creature takes Red's damage, and must make the Strength saving throw as normal to be knocked back. This technique deals twice as much damage to objects and structures. Objects within the area that aren’t being worn or carried also take this damage. You may grant the benefits of Simultaneous casting to your reversal
Simultaneous Casting: You have mastered the art of utilizing cursed energy. When you cast Blue/Red you may pay its cost an additional amount of times up to half your Charisma modifier (rounded down), creating an additional Blue/Red within 5ft. of the initial blue/red for each additional time you pay the cost. The additional blues/reds will deal the damage of the original and will not restrain the target. Alternatively, you can shoot them like projectiles following the rules for cursed projectiles but they do your blues/reds damage, and these attacks can replace any number of attacks on your turn.
Hollow Purple: You have also learned how to mix blue and red, creating a purple bolt of cursed energy that destroys everything in its path. As an action for 30 Cursed Energy, force every creature in a 15-foot wide 360-foot long line must make a Dexterity saving throw at disadvantage. On a failure, they take 30d12 force damage. On a successful save, they take half damage and do not take the additional effects. Objects within the area that aren’t being worn or carried also take this damage. If this damage reduces a creature or object to 0 hit points, that creature or object is disintegrated. This counts as an extension technique for the purposes of other features
Simple Domain: You surround yourself with a 15 ft. barrier for 1 minute. The circle has 180 hitpoints. Any cursed techniques or spells that target them or target an area that overlaps with their simple domain will now target the barrier instead, reducing its hit points by the damage it would cause. To use this technique, you must maintain concentration as if you were concentrating on a spell. If you are in a Domain Expansion, then you negate its sure-hit effect on himself and any other creatures inside the area, as it only affects the barrier. Your simple domain dampens techniques that any innate techniques or spells that target him, creatures inside your simple domain, or targets an area that overlaps with your simple domain, will have its damage dice reduced by 18 dice. If it does not deal damage, it will instead have its Cursed Save DC reduced by 9
DOMAIN EXPANSION: UNLIMITED VOID
Full Domain: As an action, 50 cursed energy, any targets within 60ft of you, friend or foe must make a WIS saving throw against your spell DC. On a failure, they take 20d8 psychic damage and have their Intelligence, Wisdom, and Charisma scores become 1 and are unable to do anything. On a success, they take half psychic damage and are incapacitated until the beginning of their next turn, and don’t need to make their next saving throws against this use of Unlimited Void. At the end of every turn, the creature can repeat this saving throw, ending these effects on a success. This feature can also be ended by greater restoration or wish. If they get a nat 1, then they are brain-dead until someone else comes save them
0.2 seconds: As an action, 20 cursed energy, any targets within 60ft of you, friend or foe, must make a WIS saving throw against your spell DC. If they fail, their INT, WIS, and CHA become 1 and won't be able to to do anything unless they succeed their WIS saving throw at the end of their next turn or a greater restoration is used on the target. Can use it equal to half of your proficiency bonus per week
Bleach: Ichidanme: Tameraikizu no Wakachiai
Any creature 60ft of your choosing will take half of your damage, use this equal to your proficiency bonus
Equipment
Gauntlets
Leggings
Class Features
Spellcasting, Divine Domain, Domain Spells
Channel Divinity(1/rest), Harness Divine Power
Destroy Undead (CR 1/2)
Channel Divinity(2/rest), Divine Domain Features
Destroy Undead (CR 1) Divine Domain Features
Divine Intervention (16%)
Destroy Undead (CR 2)
Destroy Undead (CR 3)
Destroy Undead (CR 4)
Channel Divinity(3/rest)
Subclass Features
Proficient in martial weapons, Reaper, Death Domain spells
Channel Divinity: Touch of Death, 2 more spells
2 more spells
Inescapable Destruction
2 more spells
Divine Strike
Improved Reaper
Combat Theme
2nd Combat Theme
Non-combat Theme
Notice: This will change over time, money won't be as up to date, and skills not mentioned just takes their stats modifier
If you feel like somethings wrong, it shouldn't be, I took 5hrs on this and did my research