Sanguinist Raphael Nightwing
Sanguinist Raphael Nightwing CR: 13
STR
8 -1
DEX
12 +1
CON
18 +4
INT
20 +5
WIS
13 +1
CHA
10 +0
Spellcasting. Raphael is a 14th-level spellcaster. His spellcasting modifier is Intelligence (spell save DC 18, +10 to hit with spell attacks) and he has the following wizard spells prepared:
- Cantrips (at will): chill touch, druidcraft, infestation, mage hand, mending, minor illusion, spare the dying.
- 1st-Level (4 slots): cure wounds, entangle, inflict wounds, mage armour, shield.
- 2nd-Level (3 slots): hold person, lesser restoration, wither and bloom.
- 3rd-Level (3 slots): remove curse, revivify, vampiric touch.
- 4th-Level (3 slot): blight, death ward, sickening radiance.
- 5th-Level (2 slots): antilife shell, dominate person, greater restoration, hold monster.
- 6th-Level (1 slots): eyebite.
- 7th-Level (1 slot): finger of death.
- At Will: light.
Special Equipment. Raphael wears a Mantle of Spell Resistance, Periapt of Wound Closure and Ring of Regeneration, and also carries a Dagger +1. Arcane Recovery (1/Day). When Raphael finishes a short rest, he can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than 7 and none of the slots can be 6th level or higher. Blood Channeling. When Raphael's current hit points are less than his maximum hit points, he can use his blood as a spellcasting focus. Additionally, he can ignore the material costs of spells he casts by taking 1D10 necrotic damage per 50GP of the cost of the components. This damage can't be reduced in any way. Sanguine Blast. When Raphael rolls damage on a spell he's cast of 1st-level or higher, he can choose to take necrotic damage equal to the spell's level to reroll up to 5 of the damage dice. This damage can't be reduce in any way. Glyph of Hemorrhaging (recharges on a short or long rest). When Raphael damages a creature with a spell, he can choose to curse that creature for 1 minute. While curse, the creature takes an extra 1D6 necrotic damage when hit by an attack. The creature can make a DC 18 Constitution saving throw at the end of its turn, ending the curse on a success. Thicker Than Water. When Raphael regains hit points from a spell or magical effect, he regains an additional 5 hit points. Additionally, while concentrating on a spell, he has resistance to bludgeoning, piercing and slashing damage from nonmagical attacks. Mantle of Spell Resistance. Raphael has advantage on saving throws against spells. Periapt of Wound Closure. Raphael stabilises whenever he is dying at the start of his turn. In addition, whenever he rolls a Hit Die to regain Hit Points, double the number of Hit Points he restores. Ring of Regeneration. Raphael regains 1D6 Hit Points every 10 minutes, provided that you have at least 1 hit point. If he loses a body part, the ring causes the missing part to regrow and return to full functionality after 1D6+1 days if he has at least 1 hit point the whole time.
Actions
Dagger +1. Melee Weapon Attack: +7 to hit, reach 5ft., one target. Hit: 1D4+2 piercing damage. Healing Hands (1/Day). Raphael touches a creature, that creature regains 5D4 hit points. BONUS ACTIONS Necrotic Shroud. Raphael's transforms, his eyes briefly become pools of darkness, and ghostly, flightless wings sprout from his back for 1 minute. Creatures other than Raphael's allies within 10 feet on him that can see him must succeed on a DC 13 Charisma saving throw or become frightened of Raphael until the end of his next turn. Additionally, until the transformation ends, once on each of his turns, Raphael he can deal an extra 5 necrotic damage to one target when he deals damage to it with an attack or spell.
Reactions
Bond of Mutual Suffering (1/Day). When a creature Raphael can see hits him with an attack, he can use his reaction to deal damage equal to the damage he takes.
Mental characteristics
Personal history
Gender Identity
- Associate - The Cloaks
- Sanguimancer - The Crimson Consortium
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