This 3 character party should actually be able to function...at least at higher levels. Might have a rough time at lower levels. The three characters are:
Scourge Aasimar - Zealot Barbarian
Fallen Aasimar - (UA) Revived Rogue
Protector Aasimar - Grave Cleric
-The barbarian will be able to do a lot of level based (see racial trait Radiant Consumption and class feature Divine Fury) radiant damage and will be very tough to kill through conventional combat by mixing it's racial and class features Healing Hands and Rage Beyond Death respectively. This should allow the scourge barbarian to soak and give extraordinary amounts of damage in later levels. Physical ability scores should be a focus for this character to increase its HP, AC, and ability to deal damage. The barbarian will be weak to spells that call for saves based on mental ability scores, but will have Fanatical Focus as well as the cleric to hopefully support them deal with this weakness.
-The rogue will be the "handy man" of the group. They'll be able to take advantage of their Connect with the Dead and Audience with Death as well as the rogue's natural tendency to be a skill monkey to take care of different checks that the barbarian and cleric won't be able to. On top of this, they'll be marginally proficient in combat. They'll be able to take advantage of the fact that the barbarian will likely be in the midst of pitch battle to gain flanking bonuses against enemies. This will be very easy for them to do after level 17 when they can simply teleport around the battle field. If they can't gain flanking bonuses for sneak attack, the rogue can use their Cunning Action to activate Bolts from the Grave to deal their sneak attack as a ranged spell attack dealing necrotic damage. If they're pinned down or need to control a crowd of hostile creatures, they can activate their Necrotic Shroud to frighten hostiles and give them an opportunity to more freely. This will also allow them to add necrotic damage equal to their level to their Bolts from the Grave. Using Bolts from the Grave, Cunning Actions, Necrotic Shroud, and Sneak Attack, as well as the innate Aasimar's Healing Hands, the rogue should be a good supporting damage dealer (maybe more like a glass cannon) on the battle field and a "jack of all trades" when combat ends.
-The cleric will be something of a balancing factor between the rogue and the barbarian. The cleric will be able to use magic for combat and non-combat encounters. At 8th level, they'll gain the ability to add their wisdom modifier to damaging cantrips. That, along with the racial trait Radiant Soul will allow the cleric one minute of great mobility and a high damage out put. If the cleric uses Toll of the Dead as their main damage dealing cantrip, they'll be able to deal both necrotic a mixture of radiant and necrotic damage. They'll also have the ability to debuff enemies with their channel divinity: Path to the Grave. They'll also be able to use Sentinel at Death's Door and Keeper of Souls to mitigate damage and heal the cleric or barbarian in the midst of combat without using spell slots. This, on top of their racial Healing Hands and ability to cast Spare the Dying from a distance will allow them to focus more of their spell choice towards buff/debuff without having to worry as much about healing spells.
So while I've focused on each character's abilities in and out of combat, the flavor of this group is what I think really sells it. The (UA) Revived Rogue is a PC that realizes that they've died in the past and has been brought back to life. Connect with the Dead and Audience with Death both speak to the flavor of death playing a large part in this PC's life. They'll have the ability to interrogate enemies that have been killed, so keeping hostile creatures alive for interrogation ins't very important to the rogue. I like the choice for Fallen Aasimar for the rogue not only for the strong necrotic flavor it adds, but I like the idea that this PC may have been a different type of aasimar before their death, and they were revived as a fallen aasimar. This character would have a naturally gloomy feel to them and would probably darken any room they walk in to in a very literal sense. The light level in the room gets just a little bit darker wherever this character goes. This would speak to the exorbitant amount of necrotic energy inside them. The darkness is so strong inside them that they naturally absorb light around them wherever they go. Keeping the flavor of death going, the Zealot Barbarian is no stranger to death, and has no fear of it. The class feature Warrior of the Gods allows for the barbarian to be brought back again and again from death without the need for the costly material components that are usually required for the spell to work. The barbarian can fall and be brought back over and over again without fear as their purpose in life is war, and something like death isn't going to stop them. The innate radiant damage they're able to deal through their Divine Fury class feature mixed with the Radiant Consumption gives a flavor to the PC that their body is overflowing with radiant energy. It could be that they're so full of radiant energy that their damage resistance they gain when raging is simply the body healing itself a bit after the barbarian has taken damage. This character could be described as having a glowing aura about them and a boundless energy that always keeps them going right to the point of exhaustion. Finally, the cleric. A Cleric of the Grave is supposed to keep the balance of life and death in the world. What then do they do when their party members are a person that has died before, been judged, sent to the afterlife, and some how come back and the other is the ebodiment of the description "glowing golden god" that has the ability to die or revive as easily as a person puts on pants? Well, that's what this cleric really should find out. I have something of a backstory for these three and the cleric is the lynch pin that connects all three of them.
The idea that these three are either all siblings or were urchins on the streets that developed in to a family to look out for each other is where we start. The rogue being the youngest boy with a slight build, the cleric being the oldest of the three and a kind of 'older sister' to the other two, and the barbarian being an age between the two of them, but a whole head and shoulders taller and wider then the cleric. The three of them looked out for each other and lived on the streets scavenging for food and stealing what they couldn't find. One day, the rogue was caught trying to steal from a group of people and was taught a lesson. After missing for three days, the cleric and barbarian found his broken body on top of a pile of trash in the back of an alley. The cleric cried over the loss of her youngest brother for a time, and then tried to pick up the rogue's broken body to take him with them to try and find someone who could give him a proper burial. It's at this point that a group of rough looking men file in to the alley. They'd set up the rogue's body as bait so they could lure out the rogues "co-conspirators" and teach them a lesson as well. The barbarian tried to protect the cleric, but they were still just children and his feeble attempts to fight back were for naught. As they beat the barbarian, the cleric cried out for help. She didn't want to die and if anyone was listening, she'd do anything if only someone would help them. As she cried, holding the rogue's broken body, something happened. The barbarian, on the brink of being beat to death, suddenly found new strength in his body. Pulling himself up from the ground, he started fighting again, but this time with a fury the likes of which the men were unprepared for. At the same time, the rogue's chest seemed to start come back to life. While he was still in bad shape, his chest began to rise and fall with breath, and color returned to his previously pale face. The barbarian fought just long enough for a man in robes to walk around the corner and walk down the alley. He called out and the men, confused by the barbarians sudden revitalization and the presence of someone else, scattered, leaving the little family to recover. The man in robes walked down the alley until he came upon the three and picked up the now stable rogue. The cleric, supporting a heavily wounded barbarian, followed the robed man to a temple where he promised they'd be safe to rest and recover. As time went by, the three discovered that they'd been saved by a priest of the god of death. This god had heard the cleric's cry and had made choice. The barbarian, rogue, and cleric had all been claimed as agents of the god of death and they would go out in to the world and destroy abominations that would rise up and disrupt the natural cycle of life and death. They were not only now full fledged PCs with class levels, but they'd been changed from humans (or whatever race they previously were) and been changed in to quasi-angelic beings: aasimar. With their new classes and racial abilities, they would go out in to the world and protect those who could not protect themselves, and serve the gods as their heroes.
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Drink water. Take a nap. Pray about it.
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Drink water. Take a nap. Pray about it.