Grave Domain Cleric
2014Medium humanoid (aasimar), lawful evil
Armor Class 20
Hit Points 150 ()
Speed 30 ft.
Initiative
Saving Throws Wis +9, Cha +6
Skills History +5, Insight +9, Perception +9, Religion +5
Damage Resistances necrotic, radiant
Senses passive Perception 19
Languages Celestial, Common and Infernal
Challenge 12 (8,400 XP)
Actions
Sickle. Melee Weapon Attack: , reach 5ft., one target. Hit: slashing damage, plus necrotic damage.
Healing Hands (Recharges after a Long Rest). The cleric can touch a creature and cause it to regain 17 hit points
Necrotic Shroud. (Recharges after a Long Rest). The cleric unleashes the divine energy within themselves, causing their eyes to turn into pools of darkness and two skeletal, ghostly, flightless wings to sprout from its back. The instant it transforms, other creatures within 10 feet that can see the cleric must each succeed on a Charisma saving throw (DC 17) or become frightened of the cleric until the end of its next turn. The transformation lasts for 1 minute or until the cleric ends it as a bonus action. During it, once on each of the clerics turns, it can deal an extra 17 necrotic damage to one target when it deals damage to it with an attack or a spell.
Path to the Grave (5/Day). The cleric touches a creature. The next time that creature takes damage from a spell or an attack from the cleric or an ally, it is vulnerable to that spell or attack’s damage. If the source of damage has multiple damage types, the creature is vulnerable to all of them. The vulnerability applies only to the first time that source inflicts damage, and then ends. If the creature has resistance or is immune to the damage, it instead loses its resistance or immunity against that spell or attack when it first applies damage.
Reactions
Keeper of Souls. When an enemy the cleric can see dies within 30 feet, the cleric or one ally within 30 feet regains hit points equal to the enemy’s number of Hit Dice.
Sentinel at Death’s Door (Recharges after a Short or Long Rest). When the cleric or an ally that the cleric can see within 30 feet suffers a critical hit, the cleric can turn that attack into a normal hit. Any effects triggered by a critical hit are canceled.