Tabaxi Traits
Feeline Agility. When Cree moves on her turn in combat, she can double her speed until the end of the turn. Once she uses this trait, she can't use it again until she moves 0 feet on one of her turns.
Cleric (Blood Domain) Traits
Divine Strike. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 2d8 necrotic damage to the target.
Bloodletting Focus. When you cast a damage-dealing spell of 1st level or higher whose duration is instantaneous, any creature with blood that takes damage from the spell takes extra necrotic damage equal to 2 + the spell’s level.
Channel Divinity (2/SR). You can channel divine energy to fuel magical effects twice per short rest.
Spellcasting. Cree is a 15th-level spellcaster. Her spellcasting ability is Wisdom (spell save DC 19, +11 to hit with spell attacks). Cree has the following cleric spells prepared:
At will: guidance, light, sacred flame, thaumaturgy, thorn whip, toll the dead
1st Level (4/day): bane, cure wounds, false life, guiding bolt, healing word, inflict wounds, sleep
2nd Level (3/day): hold person, ray of enfeeblement, spiritual weapon
3rd Level (3/day): dispel magic, haste, lesser restoration revivify, slow
4th Level (3/day): banishment, blight, locate creature, stoneskin
5th level (2/day): dominate person, greater restoration, hold monster, mass cure wounds, scrying
6th Level (2/day): harm, heal
7th Level (1/day): fire storm
8th Level (1/day): earthquake
Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 2 (1d4-1) slashing damage.
Shortsword. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 7 (1d6+3) slashing damage.
Spellcasting. Cree can cast one of her prepared spells as an action.
Channel Divinity: Blood Puppet. As an action, you target a Large or smaller creature or corpse within 60 ft. of you that has blood, which must succeed on a Wisdom saving throw (DC 19) or become charmed by you. An unconscious creature automatically fails its saving throw, and isn’t incapacitated while you control its actions. A corpse targeted by this effect gains a semblance of life that you control.
On the affected creature or animated corpse’s turn, you can command it (no action required) to move up to half its speed and use its action to interact with an object, make a single attack, or do nothing.
An animated corpse or an unconscious creature takes its turn immediately after yours, but can’t move or take actions unless you command it to do so. Its game statistics are the same as when it was alive or conscious.
An affected living creature makes a new saving throw at the end of each of its turns, ending the effect on itself on a success. For any target, your control lasts for 1 minute or until your concentration is broken (as if concentrating on a spell).
Channel Divinity: Crimson Bond. You can use your Channel Divinity to form a supernatural bond with a creature you can see, or with a creature for which you possess a blood sample, which lasts for 1 hour or until your concentration is broken (as if concentrating on a spell).
While the bond is in effect, you can use an action to learn the target’s approximate distance and direction from you, as well as its current HP and any conditions affecting it, as long as the target is within 10 miles of you. Alternatively, you can use your action to attempt to connect with the target’s senses. You take 2d6 necrotic damage and the target makes a Constitution saving throw (DC 19). On a successful save, the bond ends. On a failure, you can choose to either see or hear through the target’s senses for 4 minute(s). During this time, you are blinded or deafened (respectively) with regard to your own senses. When the connection ends, the bond is lost.
Regardless of the outcome, the target feels a wave of unease pass over it when it makes this save.
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 WIS saving throw (DC 19). 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.
Any undead creature of CR 3 and lower, which fails their saving throw, is instantly destroyed.
Divine Intervention (1/week or 1/day). As an action, you can request your deity's aid and roll percentile dice. If your roll is equal to or less than 15, your deity intervenes (the DM chooses the nature of the intervention). If successful, you can't use this feature again for 7 days, otherwise, you can use it again after a long rest.
Sanguine Recall (1/day). Once per long rest, you can sacrifice a portion of your own vitality to recover expended spell slots as an action. The spell slots can have a combined level equal to or less than 8, and none of the slots can be 6th level or higher. You take 1d8 necrotic damage for each spell slot level recovered, which can’t be reduced in any way.
Opportunity Attack.
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