Thread: Quantum's Character Directory

GENERAL INFO Character Name Oran Sorrow Nickname The Gravewalker Gender Male Age 26 Race Tiefling Spawn of Dispater Sexuality Heterosexual ------------ Alignment Lawful Neutral Character Class Cleric Lv.5 Sub-Class Grave Domain Background Acolyte ------------ Occupation Healer, Priest Affiliation The Raven Queen ABILITIES POSESSIONS Racial Abilities Feats DARKVISION Thanks to his infernal heritage, Oran possesses superior vision in dark and dim conditions. He can see in dim light within 60 feet of him as if it were bright light, and in darkness as if it were dim light. He cannot discern color in darkness, only shades of gray. HELLISH RESISTANCE Drawing his heritage to a Devil of the Abyss, Oran, possesses a tolerance to fire showing the ability to resist harm and move through flames unscathed with during short exposure. TIEFLING TAIL One of the Tieflings greatest gifts is the tail some may possess. Orans tail is strong and prehensile capable of constricting, jabbing with its speared tip, and lifting small objects. OBSERVANT A mind for detail Oran has honed his perception to allow him to better pick up fine detail, which has allowed him to read the lips of any creature within his vision and understand their conversation if they speak a language he knows. Class Powers SPELLCASTING A conduit of divine power, Oran, as a Cleric of the Raven Queen is bestowed this gift through prayer and action. The spellwork of a Cleric of the Raven Queen focuses around the aspect of Death. Thus Oran Sorrow practices the Grave Domain an oft misunderstood realm of Clerical magic. Whilst harnessing the goddesses power to heal and rebuke the dead, he can affect the flow of death to bring the dying from the edge, and return the undead to rest. There is little difference in appearance to the Grave Domain and Necromancy other than the origin of the power and the intention behind it. CHANNEL DIVINITY Once per short and long rest Oran can channel his goddesses presence into him to engage in various effects. These effects are considered blessings and miracles by many. Turn Undead Presenting his holy symbol he speaks a prayer censuring the undead. Each undead that can see or hear him within 30 feet becomes turned for 1 minute or until it takes any damage. A turned creature must spend its turns trying to move as far away from him as it can, and it cant willingly move to a space within 30 feet of you forcing it to flee. Destroy Undead Those undead turned of a weaker constitution may rapidly decay or disintegrate under the force of the Clerics Divine power. The stronger Oran becomes the harder it is for the lesser undead to return to their natural state of death. Path to the Grave Oran can Channel Divinity to mark another creature's life force for termination. He may choose one creature he can see within 30 feet of him, cursing it. The next time he or an ally hits the cursed creature with an attack, the creature has vulnerability to all damage, then ending the curse. Circle of Mortality As a Grave Domain Cleric, Oran, can manipulate the line between life and death. With focus he can bring the dying and ill back from Deaths door. This enhances his Spare the Dying Cantrips range to 30 feet. Eyes of the Grave Oran possesses the ability to occasionally sense the presence of the undead, whose existence is an insult to the natural cycle of life. As an action he can open his awareness to magically detect undead. For a minute he knows the location of any undead within 60 feet of him that isn't behind total cover and that isn't protected from divination magic. This sense doesn't tell him anything about a creature's capabilities or identity. Oran can use this spell three times per long rest. Proficient Skills History Studious and resourceful Oran has studied the history of this land and the times before its separation into the Elemental Chaos. Insight A man of strong intuition he can tell a bold face lie from a mile away. Invested in the intentions of others he has become suspicious of their actions. Medicine The care of the ill and infirmed are among the tenets of the Clerical orders. A servant of the Raven Queen, Oran, is no different and is knowledgeable of poultices and remedies. Religion A temple acolyte he has learned the nature of Faith, Gods, and Religious Orders. Language Oran can read, speak, and write in Common, Infernal, Celestial, and Abyssal. Possessions ARMOR WEAPONS MAGIC ITEMS Flared Mace Silver Dagger Scale Mail Kite Shield Holy Symbol OTHER SUPPLIES Acolyte Set A prayer wheel, 5 sticks of incense, vestments, and a set of common clothes. Explorer's Pack lncludes a backpack, a bedroll, a mess kit, a tinderbox, 10 torches, 10 days of rations, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it. Cleric Spells SPARE THE DYING Necromancy cantrip Range Touch Components V, S Duration Instantaneous Oran touch a living creature that has become unconscious and teeters between life and death. The creature becomes stable. This spell has no effect on undead or constructs. CURE WOUNDS 1st level evocation Range Touch Components V, S Duration Instantaneous A creature Oran touches begins to see small wounds and physical damage healed granting a resurgence of vitality. This spell has no effect on undead or constructs. HEALING WORD 1st level evocation Range 60 feet Components V Duration Instantaneous Through ritual prayer Oran can extend divine grace to provide limited healing to any creature of which he can see. CREATE OR DESTROY WATER 1st level transmutation Range 30 feet Components V, S, M a drop of water if creating water or a few grains of sand if destroying it Duration Instantaneous Create Water He creates up to 10 gallons of clean water within range in an open container. Alternatively, the water falls as rain in a 30-foot cube within range, extinguishing exposed flames in the area. Destroy Water. He destroys up to 10 gallons of water in an open container within range. Alternatively, you destroy fog in a 30-foot cube within range. At Higher Levels When he casts this spell using a spell slot of 2nd level or higher, he creates or destroys 10 additional gallons of water, or the size of the cube increases by 5 feet, for each slot level above 1st. SPIRITUAL WEAPON 2nd level evocation Range 60 feet Components V, S Duration 1 minute Oran creates a floating, spectral weapon within range that lasts for the duration or until he casts this spell again. This spiritual weapon deals force damage to whichever it attacks. The weapon can take whatever form its master chaooses. Clerics of deities who are associated with a particular weapon as St. Cuthbert is known for his mace and Thor for his hammer make this spells effect resemble that weapon. HOLD PERSON 2nd level enchantment Range 60 feet Components V, S, M a small, straight piece of iron Duration Concentration, up to 1 minute The target humanoid becomes paralyzed and freezes in place. It is aware and breathes normally but cannot take any actions, even speech. A winged creature that is paralyzed cannot flap its wings and falls. A swimmer cant swim and may drown. When he casts this spell using a spell slot of 3rd level or higher, he can target one additional humanoid for each slot level above 2nd. The humanoids must be within 30 feet of each other when he targets them. DISPEL MAGIC 3rd level abjuration Range 120 feet Components V, S Duration Instantaneous Oran can choose one creature, object, or magical effect within range. Any spell of 3rd level or lower on the target ends. For each spell of 4th level or higher on the target, make an ability check using your spellcasting ability. When he casts this spell using a spell slot of 4th level or higher, he automatically ends the effects of a spell on the target if the spells level is equal to or less than the level of the spell slot used. Grave Domain BANE 1st level enchantment Range 30 feet Components V, S, M a drop of blood Duration Concentration, up to 1 minute Up to three creatures of Orans choice that he can see within range becomes targeted. These targets become flooded with fear and doubt, and find their actions hindered by the magical compulsion. An additional target may be chosen for every level spell slot beyond 1st. FALSE LIFE 1st level necromancy Range Self Components V, S, M a small amount of alcohol or distilled spirits Duration 1 hour Bolstering himself with a necromantic facsimile of life, Oran gains an impermanent boost of vitality and health. GENTLE REPOSE 2nd level necromancy ritual Range Touch Components V, S, M a pinch of salt and one copper piece placed on each of the corpses eyes, which must remain there for the duration Duration 10 days He touches a corpse or other remains. For the duration, the target is protected from decay and cant become undead. The spell also effectively extends the time limit on raising the target from the dead, since days spent under the influence of this spell dont count against the time limit of spells such as raise dead. RAY OF ENFEEBLEMENT 2nd level necromancy Range 60 feet Components V, S Duration Concentration, up to 1 minute A black beam of enervating energy springs from his finger toward a creature within range. The ray draws strength and life from whatever it contacts causing it to wither and weaken. REVIVFY 3rd level conjuration Range Touch Components V, S, M diamonds worth 300 gp, which the spell consumes Duration Instantaneous Oran touches a creature that has died within the last minute. That creature returns to life with limited vitality. This spell cant return to life a creature that has died of old age, nor can it restore any missing body parts. VAMPIRIC TOUCH 3rd level necromancy Range Self Components V, S Duration Concentration, up to 1 minute The touch of his shadow-wreathed hand can siphon life force from others to heal his wounds. Infernal Legacy THAUMATURGY Transmutation cantrip Range 30 feet Components V Duration Up to 1 minute Oran manifests a minor wonder, a sign of supernatural power, within range. He creates one of the following magical effects within that area His voice booms up to three times as loud as normal for 1 minute. He causes flames to flicker, brighten, dim, or change color for 1 minute. He causes harmless tremors in the ground for 1 minute. He creates an instantaneous sound that originates from a point within range, such as a rumble of thunder, the cry of a raven, or ominous whispers. He instantaneously causes an unlocked door or window to fly open or slam shut. He alters the appearance of your eyes for 1 minute. If he casts this spell multiple times, he can have up to three of its 1-minute effects active at a time, and he can dismiss such an effect at will. HELLISH REBUKE 1st level evocation Range 60 feet Components V, S Duration Instantaneous Oran points his finger, and the creature that attacked him is momentarily surrounded by hellish flames. DARKNESS 2nd level evocation Range 60 feet Components V, M bat fur and a drop of pitch or piece of coal Duration Concentration, up to 10 minutes Magical darkness spreads from a point Oran chooses within range to fill a 15-foot-radius sphere. The darkness spreads around corners. A creature with darkvision cant see through this darkness, and nonmagical light cant illuminate it. If the point chosen is on an object you are holding or one that isnt being worn or carried, the darkness emanates from the object and moves with it. Completely covering the source of the darkness with an opaque object, such as a bowl or a helm, blocks the darkness. If any of this spells area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled. APPEARANCES Play-By na Description Pale and ashen skin Oran Sorrow is a Tiefling of a lavender hue owing his ancestry to the Lord of Dis, the Arch-Devil Dispater. Standing tall at 65 ft he is a mesomorph with broad shoulders and lean muscles, the man can be an imposing figure in full armor. His hair is a pale silver and his eyes are full white without pupil or sclera. As a Tiefling he was born with two jagged horns that arch out from his temples, and a five-foot tail that can constrict and grasp objects with a spearing tip. PERSONALITY Description Abandoned to the wastes Oran was taken in by the Grim Censer-bearers of the Raven Queen, and raised by the priests of the Temple of the Black Talons. Named by them. Given purpose. Oran has never known his birth parents and has lived a fairly isolated life of duty and dedication. Though his presence is unnatural it is the goddesses will to see him as a vessel to her will, for which he has been most grateful. Orans mission is to quell the undeath in these lands and restore balance to Life and Fate. Even though it appears to be an unsurmountable task he is of less than a handful of Clerics capable of channeling the Raven Queens divinity. Feared by many as an outsider, his life is as those of most Tieflings, and the people look at him as an wicked byproduct of the Elemental Chaos nevertheless, as a Cleric most are conflicted and are begrudged to help him. Many pass him in silence. As any being touched by the will of the gods is one to be respected in these godless days. Oran is content to let them watch and does not often concern himself with the opinion or politics of the living. His existence is to play a part in bringing this dark night to an end. He is however a thoughtful soul in his private moments and will not turn away those in need unless it interferes with his service to the goddess. Selfless is a way to describe him. Truth is he is more cold and distant, unwilling to bear his emotions to most even those dearest friends. But in his heart he seeks to do the right thing by bring order. Good and Evil need not apply. If you stand in the way of Fate he will see that you meet the long winter of his goddess. HISTORY Long ago when the lands Urbora were still tethered to the Mortal Planes the Arch-Devil Dispater took a Human Witch as surrogate. In turn for favor this Witch would learn the secrets of Lichdom, and her children would bear the Lord of Dis stain. Not long after when the ascended Asmodeus hurled the Abyss into the Elemental Chaos, the lands of Urbora were torn asunder and dragged with it into the storm. Lost amidst wild Elemental Planes and the Shadowfell the mortals were pitched into the Eternal Night. Strange creatures and stranger folk arose in the time before the twilight. The Planetar known as Vatiel the celestial servant and most loyal of the Broken God, Ilmater, was present on Urbora as it was cast into the Eternal Night. Fighting back fiend and foe the divine being could do so little on his own. This world was lost. And its people kept far from the will of their gods to hear their cries for mercy. It was Vatiel who brought about the Twilight when ascended to the planar membrane and extinguished his life so that corpse may burn with a fire of Ilmaters mercy gifting the mortals a light of hope. A beacon to the gods. Centuries later a Tiefling child would be born to human parents of a small village, which terrified of his pale features and white eyes they abandoned the babe in Burning Wastes. Its cries bellowed out in the desolate sands. A thing that should never have been born, but now on the precipice of life and death was seen by the Raven Queen. Seeing his fate the goddess sent her Grim Censer-bearers on a divine mission of mercy into the Burning Wastes where they found the cursed child. Brought to the City of Mornhill the boy was raised among the priests in the Black Talon Temple. Dredged in tales of the past this is where Oran Sorrow would earn his name. It was also here that he would train, pray, and study in service of the goddess he had never met, but spared him from death. Once he reached adulthood he was sent on his quest to travel Urbora and smite the dead. Earn the favor of the goddess and return with a great artifact of the Eternal Night. BEHIND THE SCENES GenreFandom High Fantasy Dungeons Dragons Eras 5e Other Info na