Vasavi - Abilities
- General - Equipment - Skills & Feats - Abilities - Background -
Cleric Abilities -
Channel Divinity - Do one of two things twice a long rest.
Turn Undead
As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage. Any Undead CR2 or below are destroyed instantly if they fail the save.
Path to the Grave
As an action, you choose one creature you can see within 30 feet of you, cursing it until the end of your next turn. The next time you or an ally of yours hits the cursed creature with an attack, the creature has vulnerability to all of that attack's damage, and then the curse ends.
Circle of Mortality
At 1st level, you gain the ability to manipulate the line between life and death. When you would normally roll one or more dice to restore hit points with a spell to a creature at 0 hit points, you instead use the highest number possible for each die.
Eyes of the Grave
As an action, you can open your awareness to magically detect undead. Until the end of your next turn, you know the location of any undead within 60 feet of you that isn't behind total cover and that isn't protected from divination magic. This sense doesn't tell you anything about a creature's capabilities or identity.
You can use this feature a number of times equal to your Wisdom modifier (5). You regain all expended uses when you finish a long rest.
Sentinel at Death's Door
As a reaction when you or a creature you can see within 30 feet of you suffers a critical hit, you can turn that hit into a normal hit. Any effects triggered by a critical hit are canceled.
You can use this feature a number of times equal to your Wisdom modifier (5). You regain all expended uses when you finish a long rest.
Potent Spellcasting
Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.
Divine Intervention
Beginning at 10th level, you can call on your deity to intervene on your behalf when your need is great.
Imploring your deity's aid requires you to use your action. 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. Otherwise, you can use it again after you finish a long rest.
Spells -
Slots -
Lev 1 - 4/4
Lev 2 - 3/3
Lev 3 - 3/3
Lev 4 - 3/3
Lev 5 - 2/2
Lev 6 - 1/1
5 cantrips + 17 standard spells
Cantrips -
Spare the Dying (Innate (Grave)) - Bonus Action
30ft, Stabilizes a dying unit.
5ft melee AoE CON save for 3d6+5 Radiant
60ft One unit makes CON save for 3d8+5 Necrotic if at full hp, 3d12+5 if missing hp
Touchy touchy an ally to give them 1d4 on an ability check. 1 minute, concentration.
Repair a single break or a tear in an object no larger than a foot. Casting time - 1 minute.
Concentration, 1 minute touch - Add 1d4 to a saving throw.
Level 1 -
Three enemies in 30ft make a CHA save. Upon failure, they must subtract 1d4 from any attack or save for 1 minute. Concentration.
Three units in 30 feet can add 1d4 to attacks or saving throws. 1 minute, concentration.
Touch heal for 1d8+5. +1d8 per spell slot.
60ft 1d4+5 heal. Bonus action. +1d4 per spell slot.
10 minute concentration, 60ft, granting a unit +2 AC.
Level 2 -
Locate gay things in 120ft. Doesn't tell you where they are, but the general nature of the danger they possess.
Touch a unit to purge Blinded, Deafened, Paralyze or Posion.
Ten minute cast time, 30ft heal for 2d8+5.
Summon a Stand to clobber a cuck up to 60ft away. Bonus action. +9 to hit, 1d8+5 force damage, can move 20ft a turn. +1d8 per spell level above 2.
Level 3 -
Touch a creature, and it makes a WIS save. Concentration, 1 minute.
- Choose one ability score. While cursed, the target has disadvantage on ability checks and saving throws made with that ability score.
- While cursed, the target has disadvantage on attack rolls against you.
- While cursed, the target must make a Wisdom saving throw at the start of each of its turns. If it fails, it wastes its action that turn doing nothing.
- While the target is cursed, your attacks and spells deal an extra 1d8 necrotic damage to the target.
Duration increases per spell slot. 5th and above don't require concentration.
Dispel magic 3th and below instantly. 4th and above, roll 1d20+9 to contest spell level DC. 120ft
Bonus action, 60ft 1d4+5 heal for 6 units.
Touch a unit to remove a curse. Will break attunement from cursed items but not remove that curse.
Revive a unit that has died in the last minute. Touch.
Level 4
Touch a unit. For the next hour its movement is not effected by difficult terrain and its movement speed cannot be reduced, nor can it be paralyzed or restrained. The target can spend 5 feet of movement to automatically escape from nonmagical restraints, such as manacles or grapple. Underwater poses no penalties.
Banishment (?)
Target makes a CHA save or is banished for a minute. Concentration.
Level 5
Mass is short for American! 60ft 3d8+5 heal for 6 units.
Level 6
60ft Heal 70hp. Straight up juice a brother.
Tabaxi Traits
Darkvision. You have a cat's keen senses, especially in the dark. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
Feline Agility. Your reflexes and agility allow you to move with a burst of speed. When you move on your turn in combat, you can double your speed until the end of the turn. Once you use this trait, you can't use it again until you move 0 feet on one of your turns.
Cat's Claws. Because of your claws, you have a climbing speed of 20 feet. In addition, your claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
Cat's Talents. You have proficiency in the Perception and Stealth skills.
Languages. You can speak, read, and write Common and one other language of your choice.