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#grave domain
zephyrbug · 8 months
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With TSS coming up I thought it was the perfect excuse to make myself a new character so here’s Alvah! She’s a reborn tiefling grave cleric who strives to work against the natural order, trying to achieve eternity for all 👁️⚰️🤍
It’s been a while since I made myself a character and I've had my eye on grave cleric for some time now, plus don’t have many tieflings so this was the perfect opportunity to finally make a character that was both!
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birdkingdom · 1 year
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Redesign of my firbolg grave domain cleric Birch :) they're totally not haunted or anything.
Gotta get a new look when you migrate from a spooky horror campaign to a frozen tundra campaign.
do not tag as kin/other character or use as your own, thank you
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raeynbowboi · 6 months
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What Is the Best Party for a Necromancer
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With enough time and preparation, a Necromancy Wizard can create a small army of powerful undead, but I got to wondering: what party formation does the best job at supporting the Necromancer's undead horde to reach its maximum potential? So, that's what I'm seeking to do. To create a party of 4-5 characters that best empowers and emboldens the Necromancer's army.
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WIZARD SCHOOL OF NECROMANCY
The star and most likely the official team leader of the party, the Necromancy Wizard is the focal point of this team composition. With their 6th level feature: Undead Thralls, the Necromancy Wizard adds their Wizard level (6-20) to each undead's hit points, and their proficiency bonus (3-6) to each undead's weapon attack damage. This means that the Necromancy Wizard makes the strongest possible undead thralls in the game. At 14th level, the Necromancer can place any undead under their control with Command Undead. This gives the Wizard the ability to gain a free Wight, a high CR undead like a Nightwalker, or even notable villains like Acerack, Vecna, Strahd Von Zarovich, or Sylas Briarwood. Intelligent Undead can make saving throws, but a simple Feeblemind can take care of that pesky detail.
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PALADIN OATHBREAKER
The Oathbreaker Paladin was chosen because of their 7th level feature: Aura of Hate. Any undead within 10 feet of the Paladin adds the Paladin's Charisma modifier (1-5) to all weapon attack damage. At 15th level, that Aura expands to 30 feet. Not only can this stack with the Necromancy Wizard's Undead Thralls feature, making undead near the paladin stronger, but the Paladin does not need to be the one who created the undead. So the Oathbreaker can lead the undead into battle on the front lines, while the Wizard stands further back sniping enemies with cantrips and low level spells. Unfortunately, only one Aura of Hate can effect a single undead, but in theory, one Necromancy Wizard with 3-4 spaced out oathbreakers each with a 10 or 30 ft aura can effectively organize your undead army into tight formation battalions. But there are other good allies to have in the game.
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CLERIC GRAVE DOMAIN
We want the Grave Cleric for many reasons. Firstly, they get a lot of necromancy spells, so while their horde won't be as strong as the Wizard's they too can create a horde of undead, making an even bigger army. Their Channel Divinity: Path to the Grave makes it so that an enemy is vulnerable to the damage of the next attack that hits them, which sets up nicely for the Oathbreaker to lay down a devastating smite, or the Necromancy Wizard to ensure a fresh thrall from their Finger of Death. Sentinel at Death's Door can be used to nullify critical hits, which can keep not only party members, but even undead minions from being obliterated. The wizard's Wight that controls 12 zombies is probably an asset you don't want to risk losing, so having a way to save that valuable asset is useful. And, should the Necromancer forget to reassert control over their horde in time, the Cleric's Destroy Undead feature can help the party mow through the bodies.
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DRUID CIRCLE OF THE SHEPHERD
I know, I know. A Shepherd Druid and a Necromancy Wizard in one party is a DM's nightmare, but there's a reason we're choosing this subclass. It's not the animal summoning, it's the Totem Spirit. See, the Totem Spirit radiates an aura in a 30 ft radius. And that aura bolsters as many creatures as you want within that aura. Meaning that not only can the shepherd provide aerial support with swarms of ravens and buzzards, but that aura also applies to the Wizard's undead horde. The Bear totem grants the undead Temporary Hit Points, and the Unicorn Spirit makes it so that when the Druid heals anyone outside the aura, they're also healing every creature inside the aura. While they can't target undead creatures with their healing spells, the aura's healing factor does not exclude undead, allowing the Druid to heal a party member, and in doing so, heal every undead within 30 feet of the totem spirit. The fact that the Druid can summon a stronger horde of animals is just a nice little cherry on top. There's also nothing saying you can't reflavor your animal army as being undead animal corpses with DM approval to fit in with the necromantic themes.
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WARLOCK FATHOMLESS PATRON
This is the least useful of the five, but it does have its uses, so while it is the most expendable of the options, there are reasons to use it if you have a five man party. At 6th level, the Fathomless Warlock gains the ability Guardian Coil. Their summoned tentacle can defend a single ally creature, reducing damage the creature takes by 1d8, or 2d8 at level 10. At 14th level, Fathomless Plunge can be used to teleport the Warlock and up to five other creatures to any source of water within 1 mile. The Fathomless Warlock, The Shepherd Druid, and the Grave Cleric can cast Create or Destroy Water, and a puddle is a source of water, letting the warlock teleport fresh undead to the front lines, or move injured undead to the backlines. If the Druid has their Unicorn Totem, this can be a useful way to teleport party members or important undead like Wights to the Totem's aura, and giving the party ways to move important creatures. The teleported creatures also do not need to be near the Warlock, they simply need to be able to see them within 30 feet, allowing the warlock to give the undead horde greater mobility. Make your patron Davy Jones, The Captain of the Flying Dutchman, or the Eldritch Lord of Shipwrecks to keep on brand with the themes of undeath and necromancy within the party, tying yourself to those lost to watery graves.
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SPELLS AND SYNERGY
The core spells of Animate Dead, Create Undead, Danse Macabre, and Finger of Death can be used to create undead thralls. Wizards get all four spells, while the Cleric only gets Animate Dead and Create Undead. Oathbreakers also get Animate Dead, but only get up to 5th level spell slots. Warlocks can learn Animate Dead through an Eldritch Invocation, but only once per long rest, and only at 3rd level. Warlocks also learn Danse Macabre and Finger of Death. They also get Create Undead, but can only cast it at 6th level.
Both the Warlock and the Wizard get access to Negative Energy Flood, which can be used to heal an undead, or to damage a living target. Like Finger of Death, a creature killed by Negative Energy Flood rises as a zombie.
Aura of Vitality is a spell for Clerics, Druids, and Paladins that creates a healing aura within 30 ft of the caster. The spell's text does not exclude undead from benefitting from this aura, however only one creature can be healed with a bonus action. While this isn't super useful given it only heals one creature, the Druid using this spell to trigger their Unicorn Totem every turn with a bonus action does make this more useful, as you're able to heal the undead army multiple turns in a row while only using one spell slot. And unlike Healing Spirit, the initial healing can also be applied to an undead. The only caveat is that the healing needs to go a creature outside of the unicorn totem's aura in order to trigger the healing. Luckily, the Totem does not have to be within any given distance of the Druid, which gives the Druid more flexibility in their positioning.
Every creature that can be created with Animate Dead and Create Undead (Skeletons, Zombies, Ghouls, Ghasts, Wights, and Mummies) are immune to Poison damage. As such, AoE spells that deal Poison damage, such as Cloudkill can be dropped on top of your undead horde without harming them, but harming any living enemy near them. Your undead can also attempt to grapple foes, holding them in the Cloudkill, preventing them from leaving as they suffocate. The Necromancy Wizard is the only member of the party that can learn Cloudkill.
Both the Grave Cleric and the Druid can learn Antilife Shell, which pushes living creatures away from the caster, while allowing undead creatures to move through the shell harmlessly. This can be a great way to keep Strength-based enemies at a distance. Unfortunately the shell is not a proper force field, as weapon and spell attacks can still pass through, so this is not a way to protect the Wizard. It only keeps melee-ranged threats at bay.
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BALDUR'S GATE III
While we can't recreate this team set-up perfectly in Baldur's Gate III, we can still do a weaker version with four party members: TAV as a Necromancy Wizard, Astarion or Karlach as an Oathbreaker, Shadowheart as really any Cleric subclass, and Wyll as a Fiend Warlock with a Pact of the Tome. The Tome will allow Wyll to cast Animate Dead and Create Undead, Tav and Shadowheart will also be able to create undead, and Astarion or Karlach will be able to use their aura of hate to strengthen those undead thralls. It's not as good as what we built above, but short of mods, it's the best we can do. It doesn't really matter who's what, this is just an example of a party composition. Astarion could just as easily be the necromancer and TAV the Oathbreaker, you could have Gale as the Necromancer, or Lae'zel as the Oathbreaker. What really matters are the classes. The Cleric can still clear any undead that turn on the party, the paladin still bolsters the already stronger undead, and every member of the party is pretty much able to make equally strong undead, the Wizards undead are just juiced up to the max.
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inudono · 8 months
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D&D Doodles cuz I'm playing too much Baldur's Gate lol
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kawaiiskillet · 1 month
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WIP D&D Delphine, Grave Domain Cleric reference sheet
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heydragonfly · 2 years
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Devotion empowers this Champion of the Ferryman.
My first homebrew item! I’m currently DMing a campaign with a grave domain cleric who worships Charon, one of the three gods of death in my world. It’s a very small group so I wanted each of them to start off with a strong weapon, so I made this for him!
All the credit to the lovely Matt Mercer for the idea of tiered-magical objects with his Vestiges of Divergence, of which this took its main inspiration from.
Hopefully more homebrew to come in the future!
(art main | instagram)
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allofashes · 1 month
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my halfling cleric Lad Goodfellow and his twin sister Lass !!
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picrew here
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hanas-hues · 2 years
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Their party name is Bear Minimum
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weejasblessesyou · 2 years
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She’s the prettiest grave cleric —well, cleric in training — to ever exist.
This is Mimi and her pet toad, Boggle. She also has a staff that holds a mason jar of toad skeletons. These are all the previous boggles.
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gobs-o-cs · 6 months
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(Level 1)
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(Level 12)
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"This is not the way of things. The Lady will not allow this cruel mockery of death to stand."
"If we die, we will die doing something much dumber and much more brazen."
Lamentum
(She/Her)
(Protector) Aasimar Cleric of The Raven Queen, Grave Domain
Lawful Neutral
Entertainer Background - Singer (Though it was a toss-up between that and Acolyte)
Dice Set #116 - Archaic Nether
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(Look, when you've been playing a version of a character for over 3.5 years, and have a combined 500 pages of session notes from across 2 campaigns, you do tend to get a bit fond of them and have a few extra materials for them)
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lesbiorc · 2 years
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veil had an Moment with his god last session
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birdkingdom · 7 months
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- CHANNEL DIVINITY - 
probably not an experience a mortal body is made to withstand
do not tag as kin/other character or use as your own, thank you
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saggiemimpson · 2 years
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Tabaxi commission wip
Feel free to reblog but respect that this is someone’s original character, thanks!
No reposting please.
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wearecleric · 2 years
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Oh gosh I'm being noted, well the thing about me and death is that I love grave clerics, it's a certain beauty in death, not murder nor illness just the passage, the easing on suffering, to me death is something not dark nor to be scared of, but grave clerics hate the undead, and I'm personally do not, sometimes I pity them, they aren't evil things just sad souls that can't rest, and by the other hand I think bringing a fallen warrior a chance to fight again for something they believe it's a good thing, everyone deserve to do what makes them happy even the undead and that makes me question if I'm not flirting too much with death domain
So that is an interesting view on the undead that I haven't heard before. Most undead usually come from one of two sources:
A janky necromancer or other powerful evil is up to some smite-worthy shenanigans and building themselves an army or
Some power-crazed nincompoop went and turned themselves undead for the stat bonuses.
I think these are probably the two most common sources of undead, and any grave cleric worth their salt should have no problem returning such abominations to the earth. This not only eases their suffering, but helps ensure they do not spread it to the living.
But your examples are certainly more sympathetic, and I can see the hoped-for good to come from letting some extend their time on the mortal plane. But all impact the undead have on the living is inherently unnatural; those that have gone on before us are meant to live on in memory only. It's tempting to say "the end justifies the means" and permit the help of the undead for a good cause, but that comes really close to making us hypocrites. If we forbid the raising of undead armies by necromancers, then how can we permit them when the cause is our own?
Not everyone deserves to do what makes themselves happy, at least not when many of them are made happy by consuming living flesh, drinking blood, or tormenting the loved the ones they left behind.
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hidekuni-art · 1 year
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Nevermore Nevermore Nevermore. Inspired on an Unlike Pluto Song.~
I redraw it this year finding my currwent style which I love x3
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theanoninyourinbox · 2 years
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Perrin Elderberry the Halfling Cleric and Greta the Eighth the Mountain Mastiff
The Caretaker - The Old Priest
The Graveyard is vast - seemingly endless rows of graves, headstones and plaques, statues and crypts, plain wood and polished stone. Old willows bend their branches over the markers, mosses and lichens creep up the headstones and down the tombstones, and flowers left to honor the dead grow in scattered patches. Tonight there is a light roaming the rows, a wailing wraith in tattered cloth stumbling over the grass. A small figure emerges from the only house for the living, a lantern hanging from his shield. On his heels, a massive shadow with eyes and maw like lit coals rumbles menacingly. They make their way to the wandering spirit, who shrieks pain and grief into the uncaring night. The caretaker of the cemetery prepares for confrontation, and the ghost lunges.
Perrin gently rubs the shoulder of the phantom woman, as she weeps into Greta’s fur. The poor woman had been found hanging, but hearing her pleas for justice paints a different tale. Gently, Perrin coaxes the sordid events from the mourning spirit, with soft words and decades of practice. After learning of the perpetrator, he walks her to the fresh grave, quietly promising rest and peace. As she descends into her grave, Greta rumbles again. Perrin pats her side, mentally preparing himself for the coming hours. Justice will be served, for the hand of Urogalan has vowed this to the walking dead. Justice be done so ye may rise anew. Tonight the gravekeeper rides.
Part 10!!!! And we’re done! Whew my fingers are sore from typing! But I feel accomplished! Please enjoy!
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