Class
Bonus Cantrip: At 1st level, you learn one necromancy cantrip from any spell list. For you, this counts a Cleric cantrip.
Spectral Smite
At 1st level, you can conjure vile spirits from the Ethereal plane to lash out at your foes. When you use your action to cast a spell of 1st level or higher, you may use your bonus action make a melee or ranged spell attack versus one creature you can see within 30 feet. If it hits, that creature suffers necrotic damage equal to 1d6 + your Wisdom Modifier.
You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.
Channel Divinity: Conjure Undead
Starting at 2nd level, you can use your Channel Divinity to summon a horde of skeletons.
As an action, you create three horrid skeletons that last 1 minute, or until you lose your concentration (as if you were concentrating on a spell). The skeletons appear in three adjacent unoccupied spaces that you can see within 30 feet of you. Each skeleton has AC equal to 10 + your Wisdom modifier, Hit Points equal to 3 x your cleric level, and uses your saving throws. If a skeleton is dropped to 0 hit points, it crumbles to dust.
When you use this ability, you can make a melee spell attack for each skeleton against a creature within 5 feet of each of them. On a hit, the targets take magical slashing damage equal to 1d8 + Wisdom modifier.
As an action on each of your turns, you can move each of the skeletons up to 30 feet to a space you can see, but it must remain within 120 feet of you. You may then repeat the attack against a creature within 5 feet of each of the skeletons. The skeletons may move away from one another, can attack separate targets, and take up medium spaces as normal. These skeletons cannot take their own reactions, but you may spend a reaction to grant one of them an opportunity attack if one such attack is provoked.
Corpse Companion:
At 6th level, you learn to raise a permanent undead minion to do your bidding.
With an 8 hour ritual and the expenditure of 50 gp worth of rare herbs, you raise a single medium humanoid corpse to serve as your companion. Select your companion from one of the two following creatures: Skeleton or Zombie. At the end of the 8 hours, your corpse companion is raised. You can have only one corpse companion at a time.
If your corpse companion is ever slain, you may reactivate the vile magics within it to reanimate it. With an 8 hours ritual and the expenditure of 25 gp worth of rare herbs, you call forth your companion and reanimate its lifeless corpse. You must possess the companion’s body in order to reanimate it in this way.
Your corpse companion gains the following bonuses while it is controlled by you:
The companion obeys your commands as best it can. It rolls for initiative like any other creature, but you determine its actions. If you are incapacitated or absent, your companion does not act on its own.
Your companion has base hit points equal to 5 times your cleric level. If it is reduced to 0 hit points, it makes death saving throws as normal. It has proficiency with simple weapons and light armor, but has no attunement slots. Your companion uses your proficiency bonus rather than its own. In addition to the areas where it normally uses its proficiency bonus, a corpse companion also adds its proficiency bonus to its AC and to its damage rolls and gains proficiency with all saving throws. Finally, you may increase one of its ability scores by 2, or increase two ability scores 1.
Your corpse companion cannot spend hit dice or be healed by any effect that does not heal undead. It returns to full hit points on a long rest as normal. Whenever you cast Inflict Wounds on your corpse companion, it heals a number of hit points equal to the damage that would have been dealt rather than taking damage.
For each cleric level you gain after 6th, your corpse companion gains an additional hit die and increases its hit points by 5 + its Constitution Modifier.
Whenever you gain the Ability Score Improvement class feature, your companion's abilities also improve. Your companion can increase one ability score of your choice by 2, or it can increase two ability scores of your choice by 1. As normal, your companion can't increase an ability score above 20 using this feature unless its description specifies otherwise.
Faction
High Treason - Benefit: You are immune to fear.
The Iron Brand (Loyalty 1): You gain an additional 5 hit points.
Flame Serpent Sleeve(Loyalty 1; Participated in a Dsangir event): Gain fire resistance.
The Old Hand (Loyalty 2): You gain Thieves' Cant
Redeemer’s Grace (Loyalty 3): Whenever you would be reduced to 0 hit points, you are instead reduced to 1. This can happen once per long rest.
Racial
ASI: +1 DEX, +2 WIS
Darkvision – You can see in dim light within 60 feet of you
Duplicity – You gain proficiency with the Deception skill.
Adaptive Physiology – You have advantage on any Strength (Athletics) or Dexterity (Acrobatics) check you make to escape from being grappled or restrained.
Shapechanger – You can use an action to shapeshift into any humanoid of your size that you have seen, or back into your true form. Your equipment does not change with you. You do not gain any racial traits or abilities of your form, only cosmetic changes. If you die, you revert to your true form.
Origin
Dolten: +1 WIS, +3 to saving throws vs. Fear effects
Ward of Witchtown: +1 CON, +2 to passive perception and investigation, proficiency in Investigation skill and Brewer's supplies.
Burden: You cannot benefit from the help action.
Religion
Church Boon: +1 CON
Lip Service: Perception
Abilities
Str: 11
Dex: 15+1(racial)
Con: 14 +1 (ward of witchtown) +1 (Church Boon)
Int: 10
Wis: 15 + 2 (racial) + 1 (dolten) + 2 (ASI)
Cha: 10
MV Tracker
1 MV Healing Hearthhome RP event
1 MV Some Extermination Required
1 MV Ship's Ahoy
1 MV Doll House
1 MV A Noble Hunt
1MV Crestfall Market rp event (ran by Keyhall)
2 MV Suite Tooth
1MV Fresh Shores
1MV A Call to the Gate
1MV Defend Restala
10MV Troubles in Tentauhatli (6 sessions + major bonus)
Class/Racial Features & Traits