Nihr Baentyl

Temorali

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Created
4 years, 8 months ago
Creator
Temorali
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Nihr Baentyl
Blood Cleric
Class
Acolyte
Background
7
Level

Drow
Race
Lawful Evil
Alignment
--
Exp. Points
Proficiency Bonus +3
Passive Wisdom 13
Strength

12
+1

athletics +1
Dexterity

17
+3

acrobatics +3
sleight of hand +3
stealth +3
Constitution

14
+2

Intelligence

12
+1

arcana +1
history +4
investigation +1
nature +1
religion +4
Wisdom

17
+3

animal handling +3
insight +6
medicine +6
perception +6
survival +3
Charisma

12
+1

deception +1
intimidation +1
performance +1
persuasion +1
Other Proficiencies

Languages
  • Common
  • Elvish
  • Undercommon
  • Draconic
  • Goblin
Weapons
  • Simple Weapons
  • Martial Weapons
  • Rapier
  • Short Sword
  • Scimitar
  • Hand Crossbow
Armor
  • Light Armor
  • Medium Armor
  • Shields
Other
HP

53
Temp HP

--
Hit Dice

7d8
Armor Class

14 (+2)
Speed

30
Initiative

+3
Attacks & Spellcasting

Mace | +3 | 1d6 + 1/bludgeoning
Handaxe | +3 | 1d6 + 1 (20/60)/slashing
Spare the Dying (Cantrip)

You touch a living creature that has 0 hit points. The creature becomes stable. This spell has no effect on undead or constructs.

Sacred Flame (Cantrip)

Flame-like radiance descends on a creature that you can see within range. The target must succeed on a Dexterity saving throw or take 1d8 radiant damage. The target gains no benefit from cover for this saving throw.

The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Guidance (Cantrip)

You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends.

Dancing Lights (Cantrip)

You create up to four torch-sized lights within range, making them appear as torches, lanterns, or glowing orbs that hover in the air for the duration. You can also combine the four lights into one glowing vaguely humanoid form of Medium size. Whichever form you choose, each light sheds dim light in a 10-foot radius.

As a bonus action on your turn, you can move the lights up to 60 feet to a new spot within range. A light must be within 20 feet of another light created by this spell, and a light winks out if it exceeds the spell's range.

Cure Wounds (Lv1)

A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st.

Inflict Wounds (Lv1)

Make a melee spell attack against a creature you can reach. On a hit, the target takes 3d10 necrotic damage.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.

Healing Word (Lv1)

A creature of your choice that you can see within range regains hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d4 for each slot level above 1st.

Sleep (Lv1)

This spell sends creatures into a magical slumber. Roll 5d8, the total is how many hit points of creatures this spell can affect. Creatures within 20 feet of a point you choose within range are affected in ascending order of their current hit points (ignoring unconscious creatures).

Starting with the creature that has the lowest current hit points, each creature affected by this spell falls unconscious until the spell ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. Subtract each creature’s hit points from the total before moving on to the creature with the next lowest hit points. A creature’s hit points must be equal to or less than the remaining total for that creature to be affected. Undead and creatures immune to being charmed aren’t affected by this spell.

Ray of Sickness (Lv1)

A ray of sickening greenish energy lashes out toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 2d8 poison damage and must make a Constitution saving throw. On a failed save, it is also poisoned until the end of your next turn.

Guiding Bolt (Lv1)

A flash of light streaks toward a creature of your choice within range. Make a ranged spell attack against the target. On a hit, the target takes 4d6 radiant damage, and the next attack roll made against this target before the end of your next turn has advantage, thanks to the mystical dim light glittering on the target until then.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.

Faerie Fire (Lv1) - Charisma (one use per rest)

Each object in a 20-foot cube within range is outlined in blue, green, or violet light (your choice). Any creature in the area when the spell is cast is also outlined in light if it fails a Dexterity saving throw. For the duration, objects and affected creatures shed dim light in a 10-foot radius.

Any attack roll against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can't benefit from being invisible.

Prayer of Healing (Lv2)

Up to six creatures of your choice that you can see within range each regain hit points equal to 2d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the healing increases by 1d8 for each slot level above 2nd.

Spiritual Weapon (Lv2)

You create a floating, spectral weapon within range that lasts for the duration or until you cast this spell again. When you cast the spell, you can make a melee spell attack against a creature within 5 feet of the weapon. On a hit, the target takes force damage equal to 1d8 + your spellcasting ability modifier. As a bonus action on your turn, you can move the weapon up to 20 feet and repeat the attack against a creature within 5 feet of it.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for every two slot levels above 2nd.

Ray of Enfeeblement (Lv2)

A black beam of enervating energy springs from your finger toward a creature within range. Make a ranged spell attack against the target. On a hit, the target deals only half damage with weapon attacks that use Strength until the spell ends.

At the end of each of the target’s turns, it can make a Constitution saving throw against the spell. On a success, the spell ends.

Crown of Madness (Lv2)

One humanoid of your choice that you can see within range must succeed on a Wisdom saving throw or become charmed by you for the duration. While the target is charmed in this way, a twisted crown of jagged iron appears on its head, and a madness glows in its eyes. The charmed target must use its action before moving on each of its turns to make a melee attack against a creature other than itself that you mentally choose. The target can act normally on its turn if you choose no creature or if none are within its reach.

On your subsequent turns, you must use your action to maintain control over the target, or the spell ends. Also, the target can make a Wisdom saving throw at the end of each of its turns. On a success, the spell ends.

Revivify (Lv3)

You touch a creature that has died within the last minute. That creature returns to life with 1 hit point. This spell can't return to life a creature that has died of old age, nor can it restore any missing body parts.

Haste (Lv3)

Choose a willing creature that you can see within range. Until the spell ends, the target’s speed is doubled, it gains a +2 bonus to AC, it has advantage on Dexterity saving throws, and it gains an additional action on each of its turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action. When the spell ends, the target can’t move or take actions until after its next turn, as a wave of lethargy sweeps over it.

Slow (Lv3)

You alter time around up to six creatures of your choice in a 40-foot cube within range. Each target must succeed on a Wisdom saving throw or be affected by this spell for the duration. An affected target’s speed is halved, it takes a -2 penalty to AC and Dexterity saving throws, and it can’t use reactions. On its turn, it can use either an action or a bonus action, not both. Regardless of the creature’s abilities or magic items, it can’t make more than one melee or ranged attack during its turn.

If the creature attempts to cast a spell with a casting time of 1 action, roll a d20. On an 11 or higher, the spell doesn’t take effect until the creature’s next turn, and the creature must use its action on that turn to complete the spell. If it can’t, the spell is wasted. A creature affected by this spell makes another Wisdom saving throw at the end of its turn. On a successful save, the effect ends for it.

Animate Dead (Lv3)

This spell creates an undead servant. Choose a pile of bones or a corpse of a Medium or Small humanoid within range. Your spell imbues the target with a foul mimicry of life, raising it as an undead creature. The target becomes a skeleton if you chose bones or a zombie if you chose a corpse (the GM has the creature's game statistics).

On each of your turns, you can use a bonus action to mentally command any creature you made with this spell if the creature is within 60 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.

The creature is under your control for 24 hours, after which it stops obeying any command you've given it. To maintain control of the creature for another 24 hours, you must cast this spell on the creature again before the current 24-hour period ends. This use of the spell reasserts your control over up to four creatures you have animated with this spell, rather than animating a new one.

Blight (Lv4)

Necromantic energy washes over a creature of your choice that you can see within range, draining moisture and vitality from it. The target must make a Constitution saving throw. The target takes 8d8 necrotic damage on a failed save, or half as much damage on a successful one. This spell has no effect on undead or constructs.

If you target a plant creature or a magical plant, it makes the saving throw with disadvantage, and the spell deals maximum damage to it. If you target a nonmagical plant that isn’t a creature, such as a tree or shrub, it doesn’t make a saving throw; it simply withers and dies.

Stoneskin (Lv4)

This spell turns the flesh of a willing creature you touch as hard as stone. Until the spell ends, the target has resistance to nonmagical bludgeoning, piercing, and slashing damage.

Guardian of Faith (Lv4)

A Large spectral guardian appears and hovers for the duration in an unoccupied space of your choice that you can see within range. The guardian occupies that space and is indistinct except for a gleaming sword and shield emblazoned with the symbol of your deity.

Any creature hostile to you that moves to a space within 10 feet of the guardian for the first time on a turn must succeed on a Dexterity saving throw. The creature takes 20 radiant damage on a failed save, or half as much damage on a successful one. The guardian vanishes when it has dealt a total of 60 damage.

Inventory

Weapons
  • Mace
  • Handaxe
Armor & Clothing
  • Leather Armor
  • Shield
  • Priest's Pack
  • Commoner's Clothes
Food & Aid
  • Staff of Healing
  • Potion of Healing (2d4 + 4)
  • Potion of Healing (2d4 + 4)
Misc
  • Holy Symbol (9-barbed whip for Loviatar)
  • Prayer Book
  • 5 Sticks of Incense
  • Vestments
Treasures
None

No treasures yet.

Currency

0
CP
0
SP
--
EP
55
GP
--
PP
Personality Traits

Nihr is a paranoid and emotionally distant drow who currently wanders the surface without a home. An ex-priest who is bound to the goddess Loviatar, Nihr has developed a fixation and worship of pain, both physical and psychological. He can be both quite sadistic and masochistic at given moments, especially during or after great battles. Despite generally welcoming pain, he does not want to die and will rarely risk his life for others. To most, he can appear melancholic at best, and is very quiet, pessimistic, and broody.

Ideals

Tradition. The ancient traditions of worship and sacrifice must be preserved and upheld. (Lawful)

Might. In life as in war, the stronger force wins. (Evil)

Aspiration. I'm going to prove that I'm worthy of a better life. (Any)

Bonds

Nihr's time serving House Mizzrym means that he has many acquaintances in the Underdark...most of which wish him dead. Most drow believe he fell with the rest of House Mizzrym upon its destruction, but he must be careful regardless. His time journeying on the surface means that he may have a few fellow Loviatan connections.

Flaws

Nihr is not very passionate about many things, and will not stick around if he believes his doom is inevitable. He will hardly hesitate to abandon his comrades if he is particularly close to death. In addition, his sadistic side means that sometimes, he will forgo an easy kill in order to make his opponent suffer longer.

Features & Traits

Superior Darkvision
Your darkvision has a range of 120 feet.
Sunlight Sensitivity
You have disadvantage on attack rolls and Wisdom (Perception) checks when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight
Channel Divinity
When you use your Channel Divinity, you choose which effect to create, up to two times. You must then finish a short or Long Rest to use your Channel Divinity again.

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. A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.

DESTROY UNDEAD: When an undead fails its saving throw against your Turn Undead feature, the creature is instantly destroyed if its challenge rating is at or below a certain threshold, as shown in the Destroy Undead table. (1/2)

BLOOD PUPPET: As an action, you target a Large or smaller creature that has blood within 60 feet of you. That creature must succeed on a Constitution saving throw against your spell save DC or immediately move up to half of their movement in any direction of your choice and make a single weapon attack against a creature of your choice within range. Dead or unconscious creatures automatically fail their saving throw. At 8th level, you can target a Huge or smaller creature.

CRIMSON BOND: Starting at 6th level, you can use your Channel Divinity to focus on a sample of blood from a creature that is at least 2 ounces, and that has been spilt no longer than a week ago.

As an action, you can focus on the blood of the creature to form a bond and gain information about their current circumstances. You know their approximate distance and direction from you, as well as their general state of health, as long as they are within 10 miles of you. You can maintain this effect as though you were concentrating on a spell for up to 1 hour.

During your bond, you can spend an action to attempt to connect with the bonded creature’s senses. The target makes a Constitution saving throw against your spell save DC. If they succeed, the connection is resisted, ending the bond. You suffer 2d6 necrotic damage. Upon a failed saving throw, you can choose to either see through the eyes of or hear through their ears of the target for a number of rounds equal to your Wisdom modifier (minimum of 1). During this time, you are blind or deaf (respectively) with regard to your own senses. Once this connection ends, the Crimson Bond is lost.

Fey Ancestry
You have advantage on saving throws against being charmed, and magic can’t put you to sleep.
Trance
Elves don’t need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is “trance.”) While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.
Bloodletting Focus
From 1st level, your divine magics draw the blood from inflicted wounds, worsening the agony of your nearby foes. When you use a spell of 1st level or higher to inflict damage to any creatures that have blood, those creatures suffer additional necrotic damage equal to 2 + the spell’s level.
Shelter of the Faithful
As an acolyte, you Command the respect of those who share your faith, and you can perform the religious ceremonies of your deity. You and your Adventuring companions can expect to receive free Healing and care at a Temple, shrine, or other established presence of your faith, though you must provide any material Components needed for Spells. Those who share your Religion will support you (but only you) at a modest lifestyle.

You might also have ties to a specific Temple dedicated to your chosen deity or pantheon, and you have a residence there. This could be the Temple where you used to serve, if you remain on good terms with it, or a Temple where you have found a new home. While near your Temple, you can call upon the Priests for assistance, provided the assistance you ask for is not hazardous and you remain in good standing with your Temple.

420 Years
Age
Male (he/him)
Gender
Gay / Cinthean
Orientation
6'05" Feet
Height

Gaunt and Frail
Build
Underdark
Homeland
Servant of Loviatar
Profession
Melancholy and Detached
Disposition
History

Nihr Baentyl - formerly known as Nihr Mizzrym - is an exiled drow from the former House Mizzrym. He was a priest there, and was one of the active conduits between the drow and the goddess Loviatar which his house served. However, the servants of Lolth were displeased with House Mizzrym's difference in worship, and used that as an excuse to destroy them with no remorse. It was during this attack that Nihr lost his right eye, and fled the Underdark, barely escaping with his life.

What few drow know is that he was one of their nobles. Because of this, if any knew he was alive, as the last surviving noble of House Mizzrym, he would instantly be sought out and killed. Nihr is always on the move, hoping that staying far away from the Underdark and keeping his appearances vague will be enough to keep any pursuers off of his trail.

Trivia

Emotion
Although Nihr appears very disconnected and unemotional at most points, aside from his painfully grim lethargy, he's actually just a master at not allowing his emotions to surface. Deep inside, however, he often suffers from intense spite and panic, among other things. His seemingly unfixable distrust in any other living being belies a deep-set loneliness that he doesn't dare to acknowledge.
Love of Heights
Although it took a good amount of time to get used to the idea of living above ground, Nihr has since conquered his fear of 'falling into the sky' and, over the years, has come to welcome places that are far up. He often sleeps in trees or finds other raised areas to rest, and will sometimes go out of his way on his travels to climb mountains or hills, just for the (nighttime) view.
Aracnophobia
Nihr's aracnophobia is not too distracting, usually, and he can still crush or ignore most spiders without problem. However, perhaps due to their connection to Lolth, he becomes somewhat paranoid if he sees them nearby, refusing to speak about pertinent information if noticed and generally feels a strong unease if one is notably nearby.
Connections

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