Rhynia Erie

Rhynia Erie (a.k.a. Rin)

Alignment
CN
Children
Gender
Female
Eyes
depends
Hair
yep
Skin Tone/Pigmentation
I have that too
Height
5' 8"

Rhynia "Rin" Erie

Changeling Race
Dolten (Ward of Witchtown) Origin
Cleric (Undead) 6 Class & Level
CN Alignment
The Seven Deity
Shackled Legion Faction
Guard Rank/Position
3 (+3 HP, +15gp day job) Loyalty
Company

Strength 11
+0
Dexterity 16
+3
constitution 16
+3
intelligence 10
+0
wisdom 20
+5
charisma 10
+0
Total Hit Dice 6
Hit Die
1d8+3
+3 proficiency bonus
+0 Strength
+3 Dexterity
+3 Constitution
+0 Intelligence
+8 Wisdom
+3 Charisma
saving throws
+3 Acrobatics
+5 Animal Handling
+0 Arcana
+0 Athletics
+3 Deception
+3 History
+5 Insight
+0 Intimidation
+3 Investigation
+5 Martial
+5 Medicine
+0 Nature
+8 Perception
+0 Performance
+0 Persuasion
+3 Religion
+3 Sleight of Hands
+3 Stealth
+5 Survival
skills

 
20
MV

Prestige
1
Attunement Slots
19
Armor Class
59
Hit Points
+3
Initiative
30
Speed
Attacks
Weapons
Simple weapons


Armor
Medium armor, Light armor, Shields


Languages
Common(Leaf), Elvish (Nomad), Wicked(Infernal)


Tools
Brewer's Supplies, Callligrapher's Supplies, Flute


Skills
Deception, History, Investigation, Perception, Religion


Academy

Proficiences
Cantrips: Toll the Dead, Chill Touch, Guidance, Spare the Dying

(7 Spells preparable)
1st: Bless, Command, Guiding Bolt, Healing Word.

2nd: Hold Person, Spiritual Weapon.

3rd: Animate Dead, Gentle Repose, Spirit Guardians, Vampiric Touch.


Domain Spell
1st - Inflict Wounds, Ray of Sickness
3rd - Darkness, Misty Step
5th - Animate Dead, Vampiric Touch
7th - Blight, Phantasmal Killer
9th - Danse Macabre, Negative Energy Flood
Spellcasting
Carry Capacity: 165lbs (195lbs with Backpack)
Currently Carrying: 94lbs
Magic Items

Blood-Cursed Orb
Wondrous (Arcane Focus: Orb) - Rare - 1600gp - Attunement

What once was used to siphon magic now siphons blood.

Lingering Wounds: This ability has 5 charges, When you deal damage to an enemy creature within 60 feet of you with a spell attack, you can consume a charge and your reaction to deal 1 bleed damage to that creature. You regain all charges after a long rest.

The Alluring Scent of Life: This ability has three charges. As an action, you can consume a charge to target a bleeding creature within 60 feet of you to draw forth the blood from the wound. The target must make a DC 13 Constitution saving throw. On a failed save, the creature takes 1d6 bleed, halved on success. You regain all charges after a long rest.



Mundane Items

Mace; 4lbs: 1d6 bludgeoning
Light Crossbow; 5lbs: 1d8 piercing (80/320)
20 bolts; 2lbs
Shield; 5lbs: +2 to AC
Half-plate; 45lbs: 15+(2 Dex max)
Holy Symbol; 1lbs (Amulet)
Pole of Collapsing


Consumables

Bandolier 1: 3x Potion of Greater Healing

Bandolier 2: 1x Potion of Growth

x3 Potion of Healing; 6lbs
Antitoxin; 2lbs


Backpack; 5lbs (Capacity 19/30lbs) 

• a Blanket
• 10 candles
• a Tinderbox
• an alms box
• 2 blocks of incense
• a censer
• vestments
• 2 days of Rations
• a Waterskin.


Currency

625gp
14 crafting tokens


Materials

(In SL bank) Assistant's Lucky Night Night Club; Flawless; Base Material, Enhancement; Weapons, Wondrous, Shields; Wisdom, Charisma; Bludgeoning, Necromancy, Strife, Enchantment, Reflex, Stealth

Equipment
Shackled Legion
Faction
Mad Man
Stat Array
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