Nenet "Nena" el Sabine
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Nenet "Nena" el Sabine

Sister of the Church of Amaryllis

Nena was born in Mouldtown, the second-eldest of brothel-owner Iasmin el Sabine's thirteen children and one of only three of them to survive into adulthood (her surviving siblings being PRU agent Magri and adventurer turned innkeeper Ashraiah.) Upon her mother's death when she was seventeen, she was handed over to Crocodilid mob boss Hayk-ebasa-ged'wen in order to upkeep a deal about drug debt, and was forced to endure both physical and psychological torment and hardship as his slave; of the three surviving siblings, Nena was the one who endured the harshest treatment, being constantly abused by Hayk and his men, which drove her to contemplate suicide on multiple occasions. 

With the help of her brother and his friend Kadar Rachid, Nena managed to escape Ādīsi Geneti and flee to the Rachid's family farm in Caballus, but were tailed by Hayk's enforcers and during the ensuing struggle Tamra Rachid was killed and Nenet was struck in the face with Alchemist's Fire, which left her permanently blind and with heavy scarring on her arms as she had attempted to defend herself. Kadar hid his children with his brother and took Nenet to Síocháin where she would be safe.

Though she was now finally safe from Hayk, Nena became increasingly depressed, unable to cope with the trauma of not only her past but also of losing her eyesight and getting her friend killed, and a few months after arriving in Síocháin she found herself standing on one of the city's bridges, preparing to jump to her death. She was rescued, however, by a woman who talked her down from the edge and led her to a local convent of the Church of Amaryllis to be looked after. The woman's words had a profound effect on Nena, and the events that night combined with the kindness shown by the nuns at the convent rekindled her will to live and caused her to become an active follower of the Church, even being ordained as a priestess. 

Nena still lives near Síocháin, and currently runs a charity hospital and sanctuary called the Refuge of the Sacred Heart for individuals who have been the victims of people trafficking, torture and abuse as she wishes for nobody else to go through the same things that she has. 

Title
Sister of the Church of Amaryllis

Type
NPC

Races
Expansion Lesser Catfolk

Age
32

Gender
Female

Pronouns
She/Her

Appearance

Distinctive Features
Blind and wears a blindfold, fur is missing from hands and forearms due to burn scars

Personality

Orientation
Asexual

Unorganised

Cleric - Class

Clerics are intermediaries between the mortal world and the distant planes of the gods. As varied as the gods they serve, clerics strive to embody the handiwork of their deities. No ordinary priest, a cleric is imbued with divine magic.

You must have a Wisdom score of 13 or higher in order to multiclass in or out of this class.

The Cleric Spell Slots per Spell Level
Level Proficiency Bonus Features Cantrips Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Spellcasting, Divine Domain 3 2 - - - - - - - -
2nd +2 Channel Divinity (x1), Divine Domain feature, Harness Divine Power 3 3 - - - - - - - -
3rd +2   3 4 2 - - - - - - -
4th +2 Ability Score Improvement 4 4 3 - - - - - - -
5th +3 Destroy Undead (CR 1/2) 4 4 3 2 - - - - - -
6th +3 Channel Divinity (x2), Divine Domain feature 4 4 3 3 - - - - - -
7th +3   4 4 3 3 1 - - - - -
8th +3 Ability Score Improvement, Destroy Undead (CR 1), Divine Domain feature, Blessed Strikes 4 4 3 3 2 - - - - -
9th +4   4 4 3 3 3 1 - - - -
10th +4 Divine Intervention 5 4 3 3 3 2 - - - -
11th +4 Destroy Undead (CR 2) 5 4 3 3 3 2 1 - - -
12th +4 Ability Score Improvement 5 4 3 3 3 2 1 - - -
13th +5   5 4 3 3 3 2 1 1 - -
14th +5 Destroy Undead (CR 3) 5 4 3 3 3 2 1 1 - -
15th +5   5 4 3 3 3 2 1 1 1 -
16th +5 Ability Score Improvement 5 4 3 3 3 2 1 1 1 -
17th +6 Destroy Undead (CR 4), Divine Domain feature 5 4 3 3 3 2 1 1 1 1
18th +6 Channel Divinity (x3) 5 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement 5 4 3 3 3 3 2 1 1 1
20th +6 Divine Intervention improvement 5 4 3 3 3 3 2 2 1 1

Class Features

As a cleric, you gain the following class features.

Hit Points

Hit Dice: 1d8 per cleric level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per cleric level after 1st

Proficiencies

Armor: Light armor, medium armor, shields
Weapons: All simple weapons
Tools: None
Saving Throws: Wisdom, Charisma
Skills: Choose two from History, Insight, Medicine, Persuasion, and Religion

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

 

Spellcasting

As a conduit for divine power, you can cast cleric spells.

Cantrips

At 1st level, you know three cantrips of your choice from the cleric spell list. You learn additional cleric cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Cleric table.

Spell Slots

The Cleric table shows how many spell slots you have to cast your spells of lst level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

You prepare the list of cleric spells that are available for you to cast, choosing from the cleric spell list. When you do so, choose a number of cleric spells equal to your Wisdom modifier + your cleric level (minimum of one spell). The spells must be of a level for which you have spell slots.

For example, if you are a 3rd-level cleric, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell Cure Wounds, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.

You can change your list of prepared spells when you finish a long rest. Preparing a new list of cleric spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.

Spellcasting Ability

Wisdom is your spellcasting ability for your cleric spells. The power of your spells comes from your devotion to your deity. You use your Wisdom whenever a cleric spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a cleric spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Wisdom modifier

Spell attack modifier = your proficiency bonus + your Wisdom modifier

Ritual Casting

You can cast a cleric spell as a ritual if that spell has the ritual tag and you have the spell prepared.

Spellcasting Focus

You can use a holy symbol as a spellcasting focus for your cleric spells.

 

Divine Domain

At 1st level, you choose a domain shaped by your choice of Deity and the gifts they grant you.

Subclass - Arcana Cleric - The Nameless One

Subclass - Blood Cleric - Mistress of Secrets

Subclass - Commerce Cleric - The Nameless One

Subclass - Dream Cleric - Mistress of Secrets

Subclass - Earth Cleric - Herne

Subclass - Enigma Cleric - Mistress of Secrets

Subclass - Forge Cleric - Jak'ra

Subclass - Freedom Cleric - The Striped Cat

Subclass - Grave Cleric - The Nameless One

Subclass - Hope ClericBel, Lady of Hope

Subclass - Justice Cleric - Marduk

Subclass - Knowledge ClericDezrael

Subclass - Life Cleric - Leannan

Subclass - Light Cleric - Jak'ra

Subclass - Love Cleric - Amaryllis

Subclass - Luck Cleric - The Striped Cat

Subclass - Lust Cleric - Leannan

Subclass - Madness Cleric - Dezrael

Subclass - Moon Cleric - Amaryllis

Subclass - Nature Cleric - Leannan

Subclass - Ocean Cleric - Sionnaine

Subclass - Order Cleric - Herne

Subclass - Peace Cleric - Amaryllis

Subclass - Solidarity Cleric - Marduk

Subclass - Tempest Cleric - Sionnaine

Subclass - Travel Cleric - Mimus

Subclass - Trickery Cleric - Dezrael

Subclass - Vengeance Cleric - Gan Caenn

Subclass - War Cleric - Jak'ra

Subclass - Wealth Cleric - Orogull

Subclass - Wind Cleric - Mimus

Subclass - Wrath Cleric - Gan Caenn

 

Domain Spells

Each domain has a list of spells-its domain spells that you gain at the cleric levels noted in the domain description. Once you gain a domain spell, you always have it prepared, and it doesn't count against the number of spells you can prepare each day.

If you have a domain spell that doesn't appear on the cleric spell list, the spell is nonetheless a cleric spell for you.

 

Channel Divinity

At 2nd level, you gain the ability to channel divine energy directly from your deity, using that energy to fuel magical effects. You start with two such effects: Turn Undead and an effect determined by your domain. Some domains grant you additional effects as you advance in levels, as noted in the domain description.

When you use your Channel Divinity, you choose which effect to create. You must then finish a short or long rest to use your Channel Divinity again.

Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your cleric spell save DC.

Beginning at 6th level, you can use your Channel Divinity twice between rests, and beginning at 18th level, you can use it three times between rests. When you finish a short or long rest, you regain your expended uses.

Channel Divinity: 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.

 

Harness Divine Power

At 2nd level, you can expend a use of your Channel Divinity to fuel your spells. As a bonus action, you touch your holy symbol, utter a prayer, and regain one expended spell slot, the level of which can be no higher than half your proficiency bonus (rounded up). The number of times you can use this feature is based on the level you've reached in this class: 2nd level, once; 6th level, twice; and 18th level, thrice. You regain all expended uses when you finish a long rest.

 

Destroy Undead

Starting at 5th level, 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 Cleric table above.

 

Blessed Strikes

When you reach 8th level, you are blessed with divine might in battle. When a creature takes damage from one of your cantrips or weapon attacks, you can also deal 1d8 radiant damage to that creature. Once you deal this damage, you can't use this feature again until the start of your next turn.

 

Divine Intervention

Beginning at 10th level, you can call on your deity to intervene on your behalf when your need is great.

Imploring your deity's aid requires you to use your action. Describe the assistance you seek, and roll percentile dice. If you roll a number equal to or lower than your cleric level, your deity intervenes. The DM chooses the nature of the intervention; the effect of any cleric spell or cleric domain spell would be appropriate. If your deity intervenes, you can't use this feature again for 7 days. Otherwise, you can use it again after you finish a long rest.

At 20th level, your call for intervention succeeds automatically, no roll required.