You are on page 1of 6

Nona the Spinner

1st Level Ragdoll - Cleric - Fate Domain

Ragdoll Racial Traits


Constructed Resilience: You were constructed of resilient materials that give you both
remarkable fortitude and dangerous vulnerabilities:

○ You have Resistance to Bludgeoning and Piercing Damage as you are soft as a
pillow
○ You don’t need to eat, drink, or breathe
○ You are immune to disease
○ You don't need to sleep, and magic can't put you to sleep
○ You are Vulnerable to Slashing and Fire Damage as you are soft and flammable
as a pillow! ! !
Integrated Protection: Your body has built-in defensive layers, which can be enhanced with
armor

○ You gain a +1 bonus to Armor Class


○ You can don only armor with which you have proficiency (Light Armor). To don
armor, you must incorporate it into your body over the course of 1 hour, during
which you must remain in contact with the armor. To doff armor, you must spend
1 hour removing it. You can rest while donning or doffing armor in this way
○ While you live, your armor can't be removed from your body against your will

Sentry's Rest: When you take a long rest, you must spend at least six hours in an inactive,
motionless state, rather than sleeping. In this state, you appear inert, but it doesn’t render you
unconscious, and you can see and hear as normal

A Quick Mend - Currently = 3x HP’s - Though you come apart rather easily you are also,
thankfully, easy to put back together. The Ragdoll has a Repair Pool equal to its Class Level x3.
Using its ‘War Needle’ (see below) the Ragdoll can stop what it is doing and spend its entire
Turn (Action - Bonus Action - Movement) in order to do some self-maintenance. It can restore a
total number of Hit Points equal to its Class Level x3 or until its Repair Pool is empty. The
Repair Pool replenishes after a Long Rest. Note - The repair pool need not be spent all in one
mend

Tailor/Seamstress Features
Deft Needle - Currently = 2x HP’s - Once per day a Tailor can use their deft hands and skill
with needle and thread to heal a number of HP equal to twice their level by stitching an
individual's wounds during a Short or Long Rest

Fashion Maven - All the creations of a Tailor are the pinnacle of popular fashion wherever they
may be. A Tailor may create garments for half their given price across a Long Rest. Individuals
wearing the items receive a +1 bonus to all rolls involving social interactions, as long as the
clothing is appropriate for the setting, i.e, an adventuring outfit would not receive the bonus
while at a royal ball. This bonus increases by +1 for every 3 levels after 1st level
Ragdoll of Fate Domain Features
1st Level Feature - Karmic Retribution
Reaction: When yourself or an ally within 30’ that you can see receives a Critical Hit you point
your sewing needle at it and the creature that made the attack is Marked until the end of your
next Turn so long as you do not lose Concentration (Note - you can already be Concentrating
on a spell). The next time you or an ally make an attack against the Marked Creature the attack
is at Advantage. This ability can be used a number of times equal to your Wisdom Modifier per
Long Rest

2nd Level Feature - Channel Divinity: Strings of Fate


Note: You do not have access to the Turn Undead Channel Divinity Ability, but rather can use
your Read the Loom ability 1x per Long Rest and your Strings of Fate ability a number of times
per rests as reflected by your current Level
Reaction: You can quite literally cut your own strings, your threads and yarn, in order to nudge
fate and influence events towards a preferable outcome, whether that be the success of an ally
or the failure of a foe. As a Reaction whenever a creature within 30’ that you can see makes an
Ability Check or Saving Throw you may choose to give that creature Advantage or
Disadvantage (your choice) on the roll. You must then finish a short or long rest to use your
Channel Divinity again.
Beginning at 6th level - you can use your Channel Divinity twice between rests
Beginning at 18th level - you can use it three times between rests

2nd Level Feature - Channel Divinity: Read


the Loom
Ritual: Either working your loom or an intricate Cat’s Cradle,
you examine it intently for 10X minutes, If you remain in
uninterrupted Concentration for the duration then you can ask
the DM for a clue as to the optimal course in your current
situation. The DM must respond, but it is up to the DM’s
discretion how involved the answer is. The DM cannot lie or be
purposively misleading, but the answers can be vague and
cryptic.This is meant to help advance the game and not ruin the
fun. Ultimately the information revealed is entirely up to the DM
and his decision should not be questioned or challenged
Note - This particular use of Channel Divinity can only be used
1X per Long Rest regardless of any other circumstances
Spells
*Knows 4x Cantrips
*Can Prepare 4x Spells per Day + Domain Spells x2
*Can Cast 2x 1st Level Spells per Day
*These are Nona’s Cantrips and normally prepared spells x4/6:

*Cantrip Guidance (Modified) - Action - VS - 30’ Range - Concentration up to 1x Minute -


Adds d4 to Target’s Ability Check: Once before the spell ends a target whom you can see
within the 30’ Range can roll a d4 and add the number rolled to one ability check of its choice. It
can roll the die before or after making the ability check. The spell then ends

Beginning at 6th level - the target can roll a d6


Beginning at 18th level - the target can roll a d8

*Presents as measuring and cutting her strings while focused on an ally

*Cantrip Mending (Modified) - 1x Minute Casting Time - VSM - Touch - Instantaneous -


Mend Soft Object: This spell repairs a single break or tear in an object you touch, such as a
garment, a curtain, leather armor, a torn cloak, or a leaking wineskin. As long as the tear is no
larger than 3x foot in any dimension, you mend it, leaving no trace of the former damage
This spell can physically repair a magic item or construct, but the spell can't restore magic to
such an object
*Presents as sewing

*Cantrip Spare the Dying - Action - VS - Touch - Instantaneous - Stabilizes Death’s


Doorstep: You touch a living creature that has 0 HPs. The creature then becomes stable and
off Death’s Doorstep. This spell has no effect on the undead or constructs
*Presents as a tourniquet made from her own threads or material rapidly applied

*Cantrip Toll the Dead - Action - VS - 60’ Range - Instantaneous - Wisdom Save (Spell
Save DC13) - 1d8/1d12 (if already wounded) Necrotic Damage: The target must succeed on
a Wisdom saving throw or take 1d8 necrotic damage. If the target is missing any of its hit points,
it instead takes 1d12 necrotic damage
*Presents as measuring and cutting her strings while focused on an enemy
*1stLevel Spell Bane - Domain Spell - Action - VSM - 30’ Range
- Concentration up to 1x Minute - Charisma Save (Spell Save
DC13) - 3x Targets Receive -1d4 to Attack/Saves: Up to three
creatures of your choice that you can see within range must make
Charisma saving throws. Whenever a target that fails this saving
throw makes an attack roll or a saving throw before the spell
ends, the target must roll a d4 and subtract the number rolled
from the attack roll or saving throw
*Presents as measuring and cutting her strings while
focused on her enemies

*1st Level Spell Bless - Domain Spell - Action - VSM - 30’


Range - Concentration up to 1x Minute - 3x Allies Receive
+1d4 to Attack/Saves: You bless up to three creatures of your
choice within range. Whenever a target makes an attack roll or a
saving throw before the spell ends, the target can roll a d4 and
add the number rolled to the attack roll or saving throw
*Presents as measuring and cutting her strings while
focused on her allies

*1st Level Spell Cure Wounds - Action - VS - Touch -


Instantaneous - Cures 1d8+3: A creature you touch regains
1d8+3 HP's. This spell has no effect on undead or constructs
*Presents as momentarily wrapping an ally in golden threads

*1st Level Spell Healing Word - Bonus Action - V - 60’ Range -


Instantaneous - Heals 1d4+3: A creature of your choice that you
can see within range regains hit points equal to 1d4+3. This spell
has no effect on undead or constructs
*Presents as spinning out golden threads to touch an ally

*1st Level Spell Guiding Bolt - Action - VS - 120’ Range - Effect Lasts 1x Round - Ranged
Spell Attack (+5 To Hit) - 4d6 Radiant Damage and Confers Advantage: Make a ranged
spell attack against the target. On a hit, the target takes 4d6 radiant damage, and the next
attack roll made against this target before the end of your next turn has advantage, thanks to
the mystical light glittering on the target until then
*Presents as spinning out a golden threads to strike and illuminate an enemy

*1st Level Spell Protection From Good and Evil - Action - VSM - Touch - Concentration up
to 10x Minutes - Grants Protection to an Ally: Until the spell ends, one willing creature you
touch is protected against certain types of creatures: aberrations, celestials, elementals, fey,
fiends, and undead.
The protection grants several benefits. Creatures of those types have disadvantage on attack
rolls against the target. The target also can't be charmed, frightened, or possessed by them. If
the target is already charmed, frightened, or possessed by such a creature, the target has
advantage on any new saving throw against the relevant effect
*Presents as wrapping an ally’s head in a glowing golden thread that lasts the duration

Magic Items and Equipment

Battle Shears
Simple Weapon - Two Handed 1d6
Slashing Damage Can
Act as a Spell Focus

War Needle
Simple Weapon - Light - Finesse
1d4 Piercing Damage
Can Act as a Spell Focus

You might also like