Orc Claw of Luthic

Medium humanoid (orc)
Challenge

STR
2
DEX
2
CON
3
INT
0
WIS
2
CHA
0

45
6d8+18
16
Fort
+4
Ref
+3
Will
+1
Defense note hide

Speed 5 m.
Skills Athletics +3 (14), Brawn +3 (14), Divinity +3 (14), Intimidation +1 (12), Medicine +3 (14), Perception +3 (14), Wilderness +3 (14)
Senses darkvision 10 m.
Languages Common, Orc

Blood Fury (Recharges after a Short or Long Rest). On its turn, the orc claw of luthic can unleash the orcish fury coursing through its veins. Once on each of its turns while seething with fury, it can add 1 to the damage when it damages a creature with an attack or a spell that targets only one creature. Its fury lasts for 1 minute or until it is unconscious or dies.

Fervor. The orc claw of luthic can take two additional actions if it has less than half of its health remaining.

Relentless Endurance (Recharges after a Short or Long Rest). If the orc claw of luthic is reduced to 0 health but not killed outright, it can drop to 1 health instead.

Spellcasting. The orc claw of luthic uses Divinity (wis) to cast spells (spell save Difficulty 12, +3 to hit with spell attacks). It has 2 mana, a mana limit of 1, regains all expended mana when it finishes a long rest, and regains half its total mana when it finishes a short rest. It knows the following spells:

Cantrips (at will): bind wounds, soothe, spare the dying, thaumaturgy

1 mana: aid, ceremony, comprehend languages, conviction, dampen pain, deny death, detect disease, detect evil and good, divine emissary, divine word, find steed, heal, protection from death, protection from evil and good, purify food and drink, sanctuary, shield of faith

Actions (2)

Claw. Melee Weapon Attack: +3 to hit. Hit: 6 (1d8 + 2) slashing damage.

Mountain, Underdarkvgtm

Spells

As an action, you touch a willing creature that has more than 0 health. That creature can use its Second Wind as a reaction.

5 minutes

As an action, you relieve the suffering of a willing creature that you can touch, soothing its pain for the duration. The creature no longer feels any physical pain or discomfort.

As an action, you touch a living creature that has 0 health. The creature becomes stable. This spell has no effect on constructs or undead.

At higher levels

This spell’s range changes to a creature that you can touch or see within 5 meters when you reach 9th level. You may target all dying creatures of your choice within 2 meters of the original target when you reach 17th level. The affected creatures restore 1 health after 1 minute, unless they start dying again.

1 minute

As an action, you manifest a minor wonder, a sign of supernatural power, within 5 meters. You create one of the following magical effects.

  • Your voice booms up to three times as loud as normal.
  • You cause flames to flicker, brighten, dim, or change color.
  • You cause harmless tremors in the ground.
  • You create an instantaneous sound, such as a rumble of thunder, the cry of a raven, or ominous whispers.
  • You instantly light or snuff out a candle, a torch, or a small campfire.
  • You instantaneously cause an unlocked door or window to fly open or slam shut.
  • You alter the appearance of your eyes.

If you cast this spell multiple times, you can have up to three of its effects active at a time, and you can dismiss such an effect on your turn (no action required).

3 hours/mana

As an action, you bolster your allies with toughness and resolve. Choose two creatures within 5 meters. A creature’s maximum health and health increase by 1d6 + your spellcasting ability for the duration.

Augment
You can augment this spell with the following options, expending mana for each option.
  • The target’s health increases by an additional 7 for each additional mana expended.

  • You can target two additional creatures for each additional mana expended. The creatures must be within 5 meters of each other when you target them. Augments to the health increase the health by 5 for each additional mana expended, instead of the normal increase.

(ritual)

As you spend 1 hour to cast this spell, you perform a special religious ceremony that is infused with magic. When you cast the spell, choose one of the following rites, the target of which must be within 2 meters of you throughout the casting.

Atonement. You touch one willing creature whose core belief have been changed against their will, and you make a Difficulty 20 Insight check.

On a success, you restore the target to its original core beliefs.

Bless/Desecrate Water. You touch one vial of water and cause it to become holy water if you know the Holy theme or unholy water if you know the Unholy theme. If you know both themes you can decide which to create.

Coming of Age. You touch one creature who is a young adult. For the next 24 hours, whenever the target makes a skill check, it rolls with advantage. A creature can benefit from this rite only once.

Dedication. You touch one creature who wishes to be dedicated to your god’s service. For the next 24 hours, whenever the target makes a saving throw, rolls with advantage. A creature can benefit from this rite only once.

Funeral Rite. You touch one corpse, and for the next 7 days, the target can’t become undead by any means short of a miracle or wish spell.

Marriage. You touch adult creatures willing to be bonded together in marriage. For the next 7 days, each target gains a +2 bonus to Defense while they are within 5 meters of each other. A creature can benefit from this rite again only if widowed.

Augment
You can augment this spell with the following options, expending mana for each option.
  • You can increase the damage of holy water by 4d6 for each additional mana expended.

  • You can expend 1 additional mana to increase the size of the impact of holy water to each creature within 2 meters.

(ritual); 1 hour/mana

As an action, you understand the literal meaning of any spoken language that you hear for the duration. You also understand any written language that you see, but you must be touching the surface on which the words are written. It takes about 1 minute to read one page of text.

This spell doesn’t decode secret messages in a text or a glyph, such as an arcane sigil, that isn’t part of a written language.

Augment
You can augment this spell with the following options, expending mana for each option.
  • You can target one additional creature for each additional mana expended. The creatures must be within 5 meters of each other when you target them.

  • Tongues. You can expend 1 additional mana so you also understands the true meaning of any spoken language you hear. Moreover, when you speak, any creature that knows at least one language and can hear you understands what you say.

As a reaction, which you use when you or another creature that you can touch or see within 10 meters makes a skill check or a saving throw, the creature gains divine conviction. The creature makes the roll with advantage. You can do so after the roll but before any effects of the roll occur.

If the roll already has advantage or disadvantage, you cannot apply another instance of advantage or disadvantage and you must use this before the roll to cancel out any advantage or disadvantage.

Augment

You can provide conviction to one additional creature for each additional mana expended. The creatures must be within 5 meters of each other when you target them.

As a reaction, which you use when you take damage, you can dampen the pain. Roll 2d6 + your spellcasting ability and reduce the damage by the result.

Augment
You can augment this spell with the following options, expending mana for each option.
  • You can reduce the damage by an additional 3d6 for each additional mana expended.

  • You can expend 1 additional mana to trigger the spell when a creature that you can see within 10 meters is damaged.

As a reaction, which you use when a friendly creature within 10 meters who can see or hear you makes a death saving throw, it can make the saving throw with advantage. If the saving throw succeeds the creature becomes stable.

(ritual); concentration, 5 minutes/mana

As an action, you can sense the presence and location of diseases and diseased creatures within 5 meters of you. You also identify the kind of disease in each case. The spell can penetrate most barriers, but it is blocked by 30 centimeters of stone, 2 centimeters of common metal, a thin sheet of lead, or 1 meter of wood or dirt.

concentration, 5 minutes/mana

As an action, you know if there is an aberration, celestial, elemental, fey, fiend, or undead within 5 meters of you, as well as where the creature is located. Similarly, you know if there is a place or object within 5 meters of you that has been magically consecrated or desecrated.

The spell can penetrate most barriers, but it is blocked by 30 centimeters of stone, 2 centimeters of common metal, a thin sheet of lead, or 1 meter of wood or dirt.

(ritual); M (charcoal, incense, and herbs worth 10 sp that must be consumed by fire, consumed)

As you spend 10 minutes to cast this spell, you call forth an emissary of your deity. The emissary’s form is based on a creature that your deity is known for: almiraj, awakened shrub, badger, bat, cat, chwinga, crab, crawling claw, fish (quipper), flying monkey, flying snake, frog, hawk, homunculus, lizard, octopus, owl, poisonous snake, rat, raven, scorpion, sea horse, spider, toad, tressym, weasel, or any Tiny or smaller animal of challenge rating 0.

Appearing in an unoccupied space within 5 meters, the emissary has the statistics of the chosen form, though its health is increased by 5. Your emissary can understand your speech and you gain the ability to decipher its noises and motions.

Your emissary acts independently of you, but it always obeys your commands. In combat, it rolls its own initiative and acts on its own turn. If you don’t issue any commands to your emissary, it defends itself from hostile creatures but otherwise takes no actions. An emissary can’t attack, but it can take other actions as normal.

While your emissary is within 20 meters of you:

  • Your emissary has resistance to all damage. Each time it takes damage, you take the same amount of damage.
  • When you cast a spell with a range of touch, your emissary can deliver the spell as if it had cast the spell. Your emissary must use its reaction to deliver the spell when you cast it. If the spell is an attack, you use your own skill check for the roll.

As an action, you can temporarily dismiss your emissary if it is within 5 meters of you. It disappears into a pocket dimension where it awaits your summons. As an action while it is temporarily dismissed, you can cause it to reappear in any unoccupied space within 5 meters of you that you can see.

You can’t have more than one blood sentinel, divine emissary, familiar, or wild companion at a time. If you cast this spell while you already have a blood sentinel, divine emissary, familiar, or wild companion, the spell fails.

When the emissary drops to 0 health, it disappears, leaving behind no physical form. It reappears after you cast this spell again. If it is slain by a creature, you gain advantage on your next attack made against the killer.

Augment

You can increase your emissary’s health by 15 for each additional mana expended.

concentration, 1 minute/mana

As an action, you speak a prayer censuring the faithless as they turn before the command of your deity. Each creature of your choice that can see or hear you within 5 meters of you must make a Will saving throw.

On a failure, a creature is affected.

  • Banished or destroyed: each creature challenge ⅛ or lower is banished if it isn’t on its native plane of origin, otherwise it is destroyed. A banished creature is banished with a faint popping noise, returning to its home plane. If the spell ends before the duration ends, the target reappears within 5 meters of the space it left. Otherwise, the target doesn’t return.
  • Stunned: each creature challenge ¼ or lower is stunned for the duration.
  • Blinded and deafened: each creature challenge ½ or lower is blinded and deafened for the duration.
  • Turned: each creature challenge 2 or lower is turned and deafened for the duration. 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 5 meters of you. It also can’t take reactions. For its actions, 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 Dodge. If the creature’s true form is concealed by an illusion, shapeshifting, or other effect, that form is revealed while it is turned.

If a creature is affected, but not banished or destroyed, it can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Augment
You can augment this spell with the following options, expending mana for each option.
  • You can expend 1 additional mana so a creature is banished or destroyed if its challenge is 1 or lower, stunned if its challenge is 2 or lower, blinded and deafened if its challenge is 3 or lower, and turned if its challenge is 5 or lower.

  • You can expend 2 additional mana so a creature is banished or destroyed if its challenge is 2 or lower, stunned if its challenge is 4 or lower, blinded and deafened if its challenge is 6 or lower, and turned if its challenge is 8 or lower.

  • You can expend 3 additional mana so a creature is banished or destroyed if its challenge is 3 or lower, stunned if its challenge is 6 or lower, blinded and deafened if its challenge is 9 or lower, and turned if its challenge is 12 or lower.

  • You can expend 4 additional mana so a creature is banished or destroyed if its challenge is 4 or lower, stunned if its challenge is 8 or lower, blinded and deafened if its challenge is 12 or lower, and turned if its challenge is 16 or lower.

As you spend 10 minutes to cast this spell, you summon a loyal, majestic steed. Appearing in an unoccupied space within 5 meters, the steed assumes the form of an animal companion that doesn’t have a burrow, flying, or swimming speed using 1 resource. A steed is typically a camel, elk, horse, mastiff, or pony, but if you have encountered more exotic creatures like an eagle, lizard, spider, wolf, rhinoceros, or saber-toothed tiger you can call forth one of them, with GM approval. The steed appears as a celestial (Holy) or a fiend (Unholy) instead of its normal creature type based on a theme you know and of a size suitable for you to ride: Medium if you are Small, or Large if you are Medium, but no other game statistics change.

Once called, you form a bond with the creature. Casting this spell again re-summons the same bonded steed, with all its health restored and any conditions removed. You can’t have more than one steed bonded by this spell at a time. As an action, you can release a steed from its bond, causing it to disappear permanently.

The steed has no stamina dice, but you can infuse it with stamina dice by expending mana, up to your mana limit. For each mana or 2 ki you expend, the steed gains 1 mana or 2 stamina dice. The steed is friendly to you and your companions, and it disappears when it drops to 0 health or when the spell ends.

You control the steed in combat. If you are not mounted, the steed only defends itself against hostile creatures.

While mounted on it, you can make any spell you cast that targets only you also target the steed.

The steed disappears temporarily when it drops to 0 health, leaving behind any objects it was wearing or carrying. You can dismiss the steed on your turn (no action required) as it leaves behind any objects it was wearing or carrying and wanders into the wilderness, disappearing after 1 minute.

Augment

You can use an additional resource for each additional mana expended. The companion can have a burrow, flying, or swimming speed.

As an action, a creature that you can touch or see within 10 meters regains 2d8 + your spellcasting ability health. This spell has no effect on constructs or undead.

Augment
You can augment this spell with the following options, expending mana for each option.
  • You can increase the healing by 3d8 for each additional mana expended.

  • Major Regeneration. You can expend 2 additional mana to increase the healing by 1d8 and stimulate major natural healing. The duration changes to 1 minute/mana and for the duration of the spell, the creature regains 1 health at the start of each of its turns (10 health each minute).

    The target’s severed body members (fingers, legs, tails, and so on), if any, are restored after 2 minutes. If you have the severed part and hold it to the stump, the spell instantaneously causes the limb to knit to the stump.

  • Power Word Heal. You can expend 3 additional mana and cast this spell as two actions so the target regains all its health. If the creature is charmed, frightened, paralyzed, or stunned, the condition ends. If the creature is prone, it can use its reaction to stand up.

As an action, you are full of life-preserving energy. You have resistance to necrotic damage and your maximum health can’t be reduced for the duration.

Augment
You can augment this spell with the following options, expending mana for each option.
  • You can target one additional willing creature that you can touch or see within 10 meters for each additional mana expended. The creatures must be within 5 meters of each other when you target them.

  • Immunity. You can expend 2 additional mana so you are immune to necrotic damage.


Dampen Death

1

As a reaction, which you use when you take necrotic damage, you gain resistance to necrotic damage until the start of your next turn.

Augment

You can expend 1 additional mana to trigger the spell when a creature that you can touch or see within 10 meters takes necrotic damage. The creature gains the resistance instead.

concentration, 5 minutes/mana

As an action, 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 attacks made 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.

Augment

You can target one additional creature for each additional mana expended. The creatures must be within 5 meters of each other when you target them.

As an action, all nonmagical food and drink in a sphere within 5 meters is purified and rendered free of poison and disease.

1 minute/mana

As an action, you ward a creature within 5 meters against attack. Until the spell ends, any creature who targets the warded creature with an attack or a harmful spell must first make a Will saving throw.

On a failure, the creature must choose a new target or lose the attack or spell. This spell doesn’t protect the warded creature from area effects, such as the explosion of a fireball.

If the warded creature makes an attack, casts a spell that affects an enemy, or deals damage to another creature, this spell ends.

concentration, 5 minutes/mana

As an action, a shimmering field appears and surrounds a creature that you can touch or see within 10 meters, granting it a +2 bonus to Defense for the duration.

Augment

You can target one additional creature for each additional mana expended, though the spell then must be cast as two actions. The creatures must be within 5 meters of each other when you target them.