Inevitable Arbiter

King Uriel (The Sagacious)
Class: Cleric (Knowledge): 21   Proficiency BonusPB: +6
Alignment: True Neutral Speed: 30 feet
Hit PointsHP: 163   Hit DiceHD: 21d8 AC: 19
Resistances: Adv vs Charmed, Immune to Psychic & Sleep
STR: 10 (+0) Save: +0
INT: 18 (+4) Save: +4
Arcana: +22, History: +16, Religion: +16
DEX: 18 (+4) Save: +4
Initiative: +10
WIS: 22 (+6) Save: +12
Perception: +12
CON: 12 (+1) Save: +7
CHA: 16 (+3) Save: +9
Other Info
Height: 6' 4''    Weight: 155 lbs Lineage: Elf [Shadar-Kai] (humanoid) Gender: Male Size: Medium
AppearanceLooks: A shadowy elf, unusually tall, richly adorned, and becrowned. Temperament: A bit dour, somewhat arrogant, very serious. Flaws: No fun at all. Like anti-fun. Total killjoy
Traits: Regal, Ruthless, Secretive Ideals: You are bound to resolve the mystery of the Multiversal Glitch. Bonds: Your realm, your legacy, your fate.
Languages: Common, Druidic, Elven, Sylvan, Celestial Proficiencies: Simple Weapons, Light & Medium Armors, Shields, Navigator's Tools
Gear
Attuned: Inevitable Edge, Memory Comb, Amulet of Planar Gates
Gear: Dimensional Satchel
Lineage
Elf [Shadar-Kai]
  Darkvision. You have Darkvision with a range of 60 feet.
  Fey Ancestry. You have Advantage on saving throws you make to avoid or end the Charmed condition.
  Keen Senses. You have proficiency with Perception.
  Shadow Step. As a Bonus Action, you can magically teleport up to 30 feet to an unoccupied space you can see. You also gain Resistance to all damage until the start of your next turn when you teleport using this trait. During that time, you appear ghostly and translucent. Uses: []/LR
  Trance. You do not need to sleep and are immune to magical sleep. You can finish a Long Rest in 4 hours if you spend those hours in meditation.
Background
Fey Royalty: +2 Wisdom, +1 Dexterity, Arcana, History, Sylvan, Druidic, Alert.
Feats
Alert: You have proficiency with Initiative. Immediately after Initiative is resolved, you can swap yours with a willing non-Incapacitated ally in the same combat.
Shadow-Touched: +1 Wisdom. You always have Wrathful Smite and Invisibility prepared. You can cast each of these spells once without a spell slot per Long Rest, as well as with any available spell slots of appropriate level you may have. The spellcasting ability for these spells is the ability increased by this feat.
Mage Slayer: +1 Dexterity. When you damage a creature that is concentrating, it has Disadvantage on the saving throw it makes to maintain Concentration. If you fail an Intelligence, Wisdom, or Charisma saving throw, you can cause yourself to succeed instead. Once you use this benefit you can't use it again until you finish a Short or Long Rest.
Resilient: +1 Constitution. You have proficiency with Constitution saving throws.
War Caster: +1 Intelligence. You have Advantage on Concentration saving throws. When a creature provokes an Opportunity Attack from you by leaving your reach you can instead take a Reaction to cast a spell with a casting time of one action that targets only that creature. You can perform Somatic components while holding weapons or a Shield.
Fortitude: +1 Wisdom. Your maximum Hit Points are increased by 40. Also, when you regain Hit Points you can regain 1 additional Hit Points. If you do, you can't do so again until the start of your next turn.
Truesight: +1 Wisdom. You have Truesight with a range of 60 feet.
Class: Cleric (Knowledge)
Class Features: Spellcasting (WIS, Spell Save DC: 20), Divine Order: Thaumaturge (Add Wisdom modifier to Arcana and Religion checks, cantrip), Channel Divinity (Divine Spark, Sear Undead) []/LR regain 1/SR, Divine Strike (Once per your turn, deal extra 2d8 Necrotic or Radiant damage on weapon hit), Greater Divine Intervention
Cantrips: True Strike, Mind Sliver, Minor Illusion, Projectile Screen, Mage Hand, Gear [Message]
Spells: Bless, Bane, Healing Word, Shield of Faith, Protection from Evil & Good, Blindness/Deafness, Command, Comprehend Languages [Ritual], Detect Magic [Ritual], Detect Thoughts, Identify [Ritual], Mind Spike, Aid, Spirit Guardians, Remove Curse, Dispel Magic, Nondetection, Tongues, Clairvoyance, Death Ward, Arcane Eye, Banishment, Confusion, Divination, Greater Restoration, Circle of Power, Legend Lore, Scrying, Synaptic Static, Dispel Evil & Good, Word of Recall, Ethrealness, Divine Word, Astral Projection, Gate, Power Word Heal, True Resurrection, Gear [Modify Memory /LR, Dream /LR, Dimension Door /LR, Plane Shift /LR], Shadow-Touched [Wrathful Smite /LR, Invisibility /LR]
Spell Slots: 1: 2: 3: 4: 5: 6: 7: 8: 9:
Subclass Features
Level 3: Knowledge Domain Spells: You always have Knowledge Domain Spells prepared. Spells. Command, Comprehend Languages [Ritual], Detect Magic [Ritual], Detect Thoughts, Identify [Ritual], Mind Spike, Dispel Magic, Nondetection, Tongues, Arcane Eye, Banishment, Confusion, Legend Lore, Scrying, Synaptic Static
Level 3: Blessings of Knowledge: You have Expertise with Arcana and History. You have proficiency with Navigator's Tools
Level 6: Unfettered Mind: Your mind expands towards its full potential.
  Telepathic: You gain telepathy out to 60 feet. When you use this telepathy, you can simultaneously contact 6 creatures.
  Intuitive Knowledge: If your total for an Intelligence check is lower than your Wisdom score, you can use that score in place of the total.
Level 17: Divine Foreknowledge: As a Bonus Action, you magically expand your mind to the possibilities of the future. For 1 hour, you have Advantage on D20 Tests. Once you use this feature, you can't use it again until you finish a Long Rest. You can also restore your use of this feature by expending a level 6+ spell slot (no action required).
Armor and Attacks
Armor: Studded Leather +3 19 AC
Attacks: Inevitable Edge [Sap] w/ True Strike
  1h, 5-feet, +12 to hit, 1d8+6 Slashing damage, Versatile
  Accurate (see write up)
  Inevitable Doom (+2d4 Force damage vs chosen creature type)
  ...w/ True Strike: +3d6 Radiant damage
Mind Sliver 60-feet, DC 20 Int save, 4d6 Psychic damage
  on fail target has -1d4 to next save