Spellcasting. Ireena is a 3-level spellcaster. Its spellcasting ability is wisdom (spell save DC 13, + 5 to hit with spell attacks). Ireena has the following cleric spells prepared:
Cantrips (at will): Light, Guidance, Spare the Dying
1st level (4 slots): Light, Faerie Fire, Cure Wounds, Guiding Bolt, Shield of Faith, Protection from Evil and Good
2nd level (2 slots): Lesser Restoration, Hold Person
***The following abilities are to be used extremely sparingly. If the DM deems an encounter deadly enough, or Ireena's emotional state to be compromised in battle Ireena can access one of the following abilities on a critical role. She gains these abilities from her past lives.***
Barbarian Rage. Ireena can call upon the strength of one of her previous lives to aide her in battle. She will rage similarly to a barbarian. This ability can't be used for another 1d6 days.
As a bonus action, Ireena can enter rage.
While raging, you gain the following benefits if you aren’t wearing heavy armor:
- You have advantage on Strength checks and Strength saving throws.
- When you make a melee weapon attack using Strength, add a +2 to the damage roll. (Variant: damage increases as Ireena levels up. )
- You have resistance to bludgeoning, piercing, and slashing damage.
Ireena can’t cast spells or concentrate on them while raging.
Ireena's rage lasts for 30 seconds. It ends early if she is knocked unconscious or if her turn ends and she hasn’t attacked a hostile creature since her last turn or taken damage since then. She can also end her rage on her turn as a bonus action.
Divine Smite. For this ability, Ireena draws on her connection to the MorningLord as well as her connections to her past lives. When Ireena hits a creature with a melee weapon attack, she can expend one spell slot to deal radiant damage to the target, in addition to the weapon’s damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend, to a maximum of 6d8. This ability can't be used for another 1d6 days.
Knowledge of the Wizard. Ireena can cast one of the following wizard spells on her next turn without expending a spell slot: Gust of Wind, Misty Step, or Fireball. This ability can't be used for another 1d6 days.
Soul of the Sorcerer. Ireena can cast one of the following sorcerer spells on her next turn without expending a spell slot: Blur, Fly, or Flaming Sphere. This ability can't be used for another 1d6 days.
Longsword. Melee Weapon Attack: +4 to hit, reach 5 ft., 1 target. Hit: (1d8 + 4) versatile: (1d10 + 4) slashing damage.
Light Crossbow. Ranged Weapon Attack: +4 to hit, Range: (30/120), Loading, Light, Hit: 1d6 + 4 piercing damage
Turn Undead. Having been bitten by a vampire twice, Ireena has a slightly inhuman quality to her. As a result, her turn undead is different than a typical cleric's and also backlashes against her own body. As an action, all undead within a five ft. radius of her must make a Wisdom saving throw (DC 13). On a fail, the undead are pushed back 15 + 1d10 ft and take 1d6 radiant damage (half damage on a save). Ireena herself takes 1d4 radiant damage no matter the outcome of the saving throw. This ability recharges after a short or long rest.
Description
From Curse of Strahd: Ireena, a striking young woman with auburn hair, has been bitten twice by the vampire Strahd. The villagers are afraid of her and avoid her. Although she appears mild, she has a strong will, and she aids the party as best she can in saving herself. She doesn't remember her early past. She doesn't know how she came to Barovia or where she came from. Moreover, her encounters with Strahd are fuzzy memories, thanks to his vampiric charm, but she can clearly recall the blazing hunger in his eyes.
Ireena is the 63rd incarnation of Tatyana, Strahd's beloved. Under emotional duress, she can occasionally draw on the power of her previous lives and gain access to skills not typically accessed by her class. If Ireena is able to reconnect with her previous incarnations, she gains more confidence in these abilities and can more readily access them. (Variant: Ireena can grow and level up with the party. I prefer to let them take the lead and slow her progress so that she is always behind where the rest of the party is. Her main level boon is stat bonuses, though she can also gain additional cleric abilities at the DMs discretion.)
Ireena wears half-plate armor (a breastplate) decorated with fine filigree, emblazoned with sun symbols. She also wears a deep red robe-like gown. When not in her plate, her AC is 11.
In her current incarnation, Ireena is a Light Domain cleric of the MorningLord. Her holy symbol is a metal sun pendant she wears as a choker. The sun symbol on her breastplate can also function as a holy symbol.
(The basis of some of this background and Ireena's abilities were inspired by Reddit user Qunfang's post: Sergei's Pond Revisited: Empowering Ireena)
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