Menimar (Wordbearer of Graz'zt) | ||
---|---|---|
Class: Cleric |
|
![]() ![]() |
Alignment: Neutral Evil | Speed: 30 feet | |
|
AC: 14/16 | |
Resistances: Fire, Poison | ||
|
|
|
Initiative: +4,
|
|
|
|
|
Other Info | |||
---|---|---|---|
|
Lineage: Cambion |
|
|
AppearanceLooks: Pitch black skin, six fingered, yellow eyed, devilishly handsome. Obvious Graz'zt-spawn. | Temperament: Insidious, patient, sneaky | Flaws: You're the scorpion. | |
Traits: Just remember your ABP's: * Always Be Persuasive * Always Be Perfidious * Always Be Proselytizing |
Ideals: Your place in your father's court surely awaits you. Until that day, you put in the work to secure it. | Bonds: Verin is your father's closest advisor. A job that should be yours one day. | |
Languages: Common, Abyssal | Proficiencies: Simple Weapons, Light & Medium Armors, Shields | ||
Gear |
---|
Attuned: Amulet Of the Six Fingered One, Staff of Last Resort, Grimoire of Dark Reflections |
Gear: Dimensional Satchel |
Lineage | ||
---|---|---|
Cambion
Darkvision. You have Darkvision with a range of 60 feet. Resistance. You have Resistance to Fire and Poison damage and Advantage to avoid or end the Poisoned condition. Spells. You know the Fire Bolt, Friends, and Thaumaturgy cantrips. As of character level 5 you always have Alter Self prepared, and can also cast it without a spell slot once per Long Rest. |
Background |
---|
Abyssal Prodigy: +2 Wisdom, +1 Dexterity, Arcana, Perception, Abyssal, Tough. |
Feats |
---|
Tough: Your maximum Hit Points are increased by 2 per character level. |
Resilient: +1 Constitution. You have proficiency with Constitution saving throws. |
Skill Expert: +1 Wisdom. |
Class: Cleric (Trickery) |
---|
Class Features: Spellcasting (WIS, Spell Save DC: 17), Divine Order: Thaumaturge (Add Wisdom modifier to Arcana and Religion checks, Guidance cantrip), Channel Divinity (Divine Spark, Sear Undead, Invoke Duplicity) |
Cantrips: Toll the Dead, Word of Radiance, Resistance, Mending, Light, Lineage [Fire Bolt, Thaumaturgy], Thaumaturge [Guidance] |
Spells: Shield of Faith, Cure Wounds, Bane, Inflict Wounds, Sanctuary, Blindness/Deafness, Charm Person, Disguise Self, Invisibility, Pass without Trace, Aid, Tongues, Spirit Guardians, Hypnotic Pattern, Nondetection, Magic Circle, Banishment, Confusion, Dimension Door, Freedom of Movement, Flame Strike, Planar Binding, Dominate Person, Modify Memory, Circle of Power, Planar Binding, Lineage [Charm Person /LR, Darkness /LR] |
Spell Slots: 1: 2: 3: 4: 5: 6: |
Subclass Features |
---|
Level 3: Trickery Domain Spells: You always have Trickery Domain Spells prepared. Spells. Charm Person, Disguise Self, Invisibility, Pass without Trace, Hypnotic Pattern, Nondetection, Confusion, Dimension Door, Dominate Person, Modify Memory |
|
|
Armor and Attacks |
---|
Armor: Staff of Last Resort: 14/16 AC |
Attacks:
Staff of Last Resort [+2 AC while wielded] 1h, 5-feet, +4 to hit, 1d8 Bludgeoning / Slashing / Piercing damage |
Toll the Dead 60-feet, DC 17 Wis save, 3d8 Necrotic damage, damage uses d12 if the target is missing HP Potent Spellcasting: add Wisdom modifier to damage |
Firebolt 120-feet, +9 to hit, 3d10 Fire damage |