Chaotic Good
Friends of Zephyra and Thalia, with nobility in the city. She is a follower of the Raven Queen and likes to do rituals with her sister named Salkra. She gave Ryuma her blood number after the night club. She is around 24 human yrs old
1 child on the way
STATS
HP: 390
AC: 18
Movement: 30ft
Initiative: +2
PB: +9
Spell Attack: +13
Spell Save: 21
Passive WIS: 23
Languages: Common, Elvish, Orc
STATS
STR: 16 (+3)
DEX: 14 (+2)
CON: 18 (+4)
INT: 13 (+2)
WIS: 20 (+5)
CHA: 18 (+4)
Saving Throws
STR: +3
DEX: +11
CON: +4
INT: +11
WIS: +14
CHA: +13
Skills
History: +11
Insight: +14
Perception: +14
Persuasion: +14
Religion: +11
Medicine: +11
Persuasion: +13
Attacks
Longsword: +10 to hit; 5ft; 1d10+3 slashing damage
Spell slots
Cantrips
1st level: 4
2nd level: 3
3rd level: 3
4th level: 3
5th level: 5
6th level: 3
7th level: 3
8th level: 3
9th level: 2
10th: 1
11th: 1
12th: 1
Immune: Gravity Spells
Resistance: Necrotic, Poison
Vulnerabilities:
Skills of Mythos
You gain proficiency in any three skills or tools of your choice.
You gain proficiency in two saving throws of your choice.
Actions
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 Monk 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 two 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
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.
Special Grade
Antigravity System; counteracts gravitational forces to some degree
Anti-gravitational Energy: Able to change damage type to force damage
Antigravity System: As an action, you inverse the gravity around by a 20ft radius and 170ft tall. All creatures and objects that aren’t somehow anchored to the ground in the area fall upward and reach the top of the area when you use this technique. A creature can make a Dexterity saving throw to grab onto a fixed object it can reach, thus avoiding the fall. If some solid object (such as a ceiling) is encountered in this fall, falling objects and creatures strike it just as they would during a normal downward fall. If an object or creature reaches the top of the area without striking anything, it remains there, oscillating slightly, for the duration. At the end of the duration, affected objects and creatures fall back down. Additionally, fall damage from this technique ignores fall damage negation, reduction or immunity
Hard Fall: Fall damage is now d12s for every 5ft and counts as magical to overcome any non-magical resistances and immunities
Antigravity Focus: you have created an extension technique to not affect all creatures at once with your antigravity system. As a bonus action after using antigravity system, choose a number of creatures up to your proficiency bonus to not be affected by your antigravity system and also gain a flying speed equal to your movement speed for 10 minutes
Gravity System: As an action, you force every creature within a 20 foot-radius of you to make a Strength saving throw. On failure, they take 24d12 force damage and are knocked prone and restrained until the beginning of your next turn or until they leave the area. On a success, they take half as much damage and are not prone or restrained. This technique deals twice as much damage to objects and structures. You can also use gravity as a reaction to an attack being made against you or if you're forced to make a line or cone saving throw. If any melee attacks try to hit you while you're in Gravity Field, the attack will fail if the attacker fails the saving throw, and will be made at disadvantage if the attacker succeeds. If any ranged attack tries to hit you while you're in Gravity field, it's attack roll must be higher than your Spell DC added twice, otherwise said attack will fail. Psychic or thunder damage ranged attacks or saving throws aren't affected by this
Sprial Death: You make a creature with 30ft of you make a STR saving throw. On a failure, they start spinning in the air as you manipulate gravity, taking 36d12 force damage and becoming restrained for 1 minute while it spins in the air. On a success it takes half as much damage and it's not restrained. It may remake the saving throw at the begging of it's turns, freeing itself in a success, and receiving the damage again on a failure
Unbearable Gravity: If your opponent's Strength score is equal or smaller than your Spell DC, it will roll the saving throw with disadvantage. Also, if they fail your saving throw by 5 or more they gain one level of exhaustion. Additionally, you now inflict the stunned condition instead of restrained, bypassing immunities
The Law: To give your opponents a fair trial
Gavel
With your great sense of justice came a technique that defines you well. You will gain a cursed tool called Gavel. You use your Charisma modifier for any its attack and damage rolls. As a bonus action for x cursed energy, you summon one of the following gavel types:
Gavel: 1; Light, thrown(20/60); 1d4 + your Charisma modifier bludgeoning damage + 1d4 + your Charisma modifier necrotic damage
Staff Gavel: 2; Versatile; 1d6(1d8) + your Charisma modifier bludgeoning damage + 1d6(1d8) + your Charisma modifier necrotic damage.
Whip Gavel: 3; Reach; 1d10 + your Charisma modifier bludgeoning damage + 1d10 + your Charisma modifier necrotic damage.
Giant Gavel: 4; Heavy, two-handed, special; 2d8 + your Charisma modifier bludgeoning damage + 2d8 + your Charisma modifier necrotic damage.
Giant Gavel. Instead of making an attack roll, you may use your action to force every creature in a 5ft. circle in front of you to make a Dexterity saving throw. On a failure they take the full damage and are knocked prone. On a success, they take half as much damage and are not prone. You keep pressing the Gavel down on top of the person if they fail, so they must succeed a Strength saving throw or take the full damage again and keep being prone.
If you ever stop holding a gavel, it disappears. It automatically disappears after a minute passes.
Facts and Logic: You know you need to be cold and analytical to win your cases. You will gain advantage against being frightened and charmed. You'll also gain proficiency in the Persuasion and Insight skills, or expertise if already proficient.
Ruthless Cross-Examination. Once per short rest, when you make a Charisma (Persuasion) or Charisma (Deception) check during a trial, you can roll an additional d20 and choose the higher result, reflecting your unmatched skill in presenting arguments and cross-examining witnesses.
Sorcerer Genius: You were always considered more than above average in intelligence, maybe even the genius of the century. You will gain the domain amplification refinement in case you don't already have it. If you already have it you gain a cursed feat that cannot be a body or background feat of your choice that you meet the requirements off. In addition, you will gain one Cursed Energy Enhancement of your choice.
Tokyo School Feature: Corruption: Kyoto has taught you to use your technique only to give fair trials to your opponents. However, after the things you have seen in Tokyo you have decided this world is filthy, and doesn't deserve a fair trial. You may spend 20 cursed energy to submit fake evidence of your choice to Judgeman when you use your domain. You can only do this once per trial.
Perfect Lawyer: Finally at 20th level, you have perfected your lawyer abilities to the absolute maximum. Whenever you roll a persuasion check to submit subpar evidence, you add your Charisma modifier to the roll an additional time. In addition, all of your gavels deal one additional damage tier of damage.
Proven Innocence: Must have the Cursed Technique Reversal cursed feat
Because of your unique technique and your mastery over Reverse Cursed Technique, your cursed technique reversal is much different than others. Your reversal works inside of your domain. The main properties of your domain, such as the appearance and range stay the same, but you now are proving the innocence of a deceased creature. If you witness a creature die in the range you can cast your domain, you can use a reaction to open it in its reversed form. This costs an action. When you open it in this way, you bring inside yourself, the deceased creature, and the creature who killed them. For the duration of the domain, the deceased creature is revived.
Inside the domain, Judgeman will first announce the charges against the defendant, which are actual crimes they may or may not have committed(Chosen by the Game Master). These crimes should relate to why the defendant died. Judgeman automatically knows everything about everyone inside the domain but this information isn't shared with the caster. The verdict of the trial depends only on the arguments presented by both sides.
After the accusation is reviewed, the defendant is given one chance to defend their case. You can help the defendant prove their innocence. They have three options: silence, confession, or denial. If the defendant chooses to deny the charges, they can lie in their statements. The defendant's goal is to dispel all doubt and win a pronouncement of innocence from Judgeman. Lies the defendant makes can be cross examined by the prosecutor(Deception vs Insight) as normal, same for lies from the prosecutor being cross examined by the defendant. Confession or Silence make the guilty verdict automatic in the former’s case, or uncontestable given sufficient evidence in the latter’s case. Judgeman will give you information in the form of evidence to help you find the defendant not guilty. The evidence submitted appears as a sealed envelope in your hand. The evidence submitted is not necessarily conclusive and it will not be opened and shared with the prosecutor until after their statement, but you will be informed of the contained information by Judgeman upon receiving the envelope. Evidence that is mostly unrelated or merely tangentially related may require a persuasion check to go through, with the DC depending on how much of a reach the argument is. (10 for a slight reach, 15 for a moderate reach, 20 for a hard reach, 25 for an exceedingly hard reach, and 30 for a nearly impossible to agree with reach. 45 for a fully impossible to agree with reach).
The prosecutor also only has one chance to make a statement. The prosecutors goal is to provide reasoning for why they killed the defendant. After their statement, they must make the same persuasion check against your argument if their reasoning was not sufficient. (15 for a slight reach, 20 for a moderate reach, 25 for a hard reach, 30 for an exceedingly hard reach, and 35 for a nearly impossible to agree with reach. 50 for a fully impossible to agree with reach).
Once the prosecution and defense have both made their statements, Judgeman(the Game Master) will deliver a lawful verdict. The person who proved their argument better will win the case. If the defendant is found innocent, the domain will end and they will be revived with full hit points. If the defendant is found guilty they will remain dead. If the defendant is found guilty, the domain will end and you will gain 1 level of exhaustion for 1 minute, and cannot use your innate technique features.
Every time you cause a creature to be innocent, you gain an additional free domain use that day, and will gain refinement points as if you have reduced them to 0 hit points.
Domain Expansion: Deadly Sentencing
Your Domain Expansion came along with your technique, it is a place where only true justice will thrive. As an action, you can target up to 2 creatures within 30 ft. of you to take to your domain. Your domain reflects a small courtroom where the user and their target stand across from one another playing the roles of prosecutor and defendant. There are numerous guillotines in the background with chopped-up debris beneath them. This domain is considered non-lethal. While inside Deadly Sentencing, the sure hit effect makes it so no kinds of violence are allowed from any creature, including the caster.
The trial-based cursed technique imbued into the domain allows you to prosecute your target with a shikigami called Judgeman serving as your namesake. First Judgeman will announce the charges against the defendant, which are actual crimes they may or may not have committed(Chosen by the Game Master). Judgeman automatically knows everything about everyone inside the domain but this information isn't shared with the caster. The verdict of the trial depends only on the arguments presented by both sides.
After the accusation is reviewed, the defendant is given one chance to defend their case. They have three options: silence, confession, or denial. If the defendant chooses to deny the charges, they can lie in their statements. The defendant's goal is to dispel all doubt and win a pronouncement of innocence from Judgeman. Lies the defendant makes can be cross examined by the prosecutor(Deception vs Insight) as normal, same for lies from the prosecutor being cross examined by the defendant. Confession or Silence make the guilty verdict automatic in the former’s case, or incontestable given sufficient evidence in the latter’s case.
The prosecutor also only has one chance to make a statement, but theirs is a rebuttal based on evidence submitted by Judgeman for deliberation. The evidence submitted appears as a sealed envelope in the prosecutor's hand. The evidence submitted is not necessarily conclusive and it will not be opened and shared with the defendant until after their statement, but the prosecutor will be informed of the contained information by Judgeman upon receiving the envelope. Evidence which is mostly unrelated or merely tangentially related may require a persuasion check to go through, with the DC depending on how much of a reach the argument is. (10 for a slight reach, 15 for a moderate reach, 20 for a hard reach, 25 for an exceedingly hard reach, and 30 for a nearly impossible to agree with reach. 45 for a fully impossible to agree with reach). On a success, the argument and evidence are accepted by Judgeman regardless.
Once the prosecution and defense have both made their statements, Judgeman (the Game Master) will deliver a lawful verdict.
If the defendant is found innocent, the domain will end and you will gain 1 level of exhaustion for 1 minute, and cannot use your innate technique features.
If the defendant is found guilty, they are punished with one of the following punishments dependent of the severity of the crime, and the domain ends without giving you domain burnout, but for the duration of the punishment you cannot reopen your domain. (Confiscation for anything petty, like theft, death penalty for serious crimes like murder, and confiscation + death penalty for the most serious death-row worthy crimes. The DM has the final say on what punishment is appropriate, using the above guidelines.)
Confiscation. The guilty target is unable to use their Cursed Technique features for 1 minute. During this minute, all other Cursed Energy fueled features the creature uses cost double the normal amount of cursed energy. In case the guilty target doesn't have a Cursed Technique, they are instead unable to use any cursed energy fueled features for one minute.
Death Penalty. The worst penalty someone can receive, they will receive the same consequences as the confiscation feature for 2 minutes. However, your gavel will transform into a executioner's sword, acting as a longsword. This sword is a tool of justice, so you can only attack the guilty creature with it. You use your Charisma modifier for its attack and damage rolls, and deals 5d12 radiant damage on a hit and causes the target to receive one level of exhaustion. This radiant damage overcomes resistances and immunities. After the 2 minutes end, your sword will also disappear. While under the confiscation punishment but not death penalty, the creature may make an Insight check against your cursed energy DC as an action. On a success, they figure out your technique and can now ask for a retrial as a bonus action. Your domain costs nothing the first time you use it in the day, costing 30 cursed energy after it. However, every time you cause a creature to be guilty, you gain an additional free domain use that day, and will gain refinement points as if you have reduced them to 0 hit points. You regain all free domain uses at the end of an long rest.