|Background|
This is first for me in this game. What the hell do you do to a Grave Hag with a level '??' I'm level 10, one touch from her and that's it, I'm dead. The boss fights aren't even that hard!! I got a few strikes in on her (with necrophage oiled 197 damage sword) and it didn't even make a single big of damage on her.
●Haunted One
- Thirty years ago, in the summer of 1987, the Grateful Dead released “Touch of Grey,” from the album In the Dark. Peaking at #9, the song was– and remains to this day– the only Grateful Dead song to reach the Billboard Top Ten. Or even the Top 40. Or even the Top 50. (“Truckin’”— the.
- 15 Touch Of The Grave Our system could not find the tooltip for this ability. Contact us and we'll fix this! 0.641% ⇣ more Max Crit 10,008 Avg. Crit 9,179 Max Hit 5,004 Avg. Hit 4,591 Touch Of The Grave Our system could not find the tooltip for this ability.
- Touch of the Grave. Touch of the Grave is an undead racial trait that grants the player's attacks and damaging spells a chance to deal additional damage and heal the player for the same amount. It also allows them to breathe underwater indefinitely. The ability's damage is equal to 50% of the character's Attack Power or Spell Power, whichever is greater.
- 17 Touch Of The Grave Our system could not find the tooltip for this ability. Contact us and we'll fix this! 1.162% ⇣ more Max Crit 11,473 Avg. Crit 9,118 Max Hit 5,736 Avg. Hit 4,562 Touch Of The Grave Our system could not find the tooltip for this ability.
- This is the PDF version. If you are looking for the module for the Fantasy Grounds VTT - click here. An original Ravenloft domain for 5th edition, containing: A 13 chapter adventure of lovecraftian sleuthing, unknowable truths and eldritch mystery for levels 15-20.The City of Eyes is a memorable Tier 4 adventure designed to challenge the mightiest of mortal characters.
|Background Feature|
● Heart of Darkness
[Those who look into your eyes can see that you have faced unimaginable horror and that you are no stranger to darkness. Though they might fear you, commoners will extend you every courtesy and do their utmost to help you. Unless you have shown yourself to be a danger to them, they will even take up arms to fight alongside you, should you find yourself facing an enemy alone.]
|Crafting Skills|
●Tailoring lvl 14
●Leatherworking lvl 12
|Profession|
● Co-Owner of The Tailored Holly
●Guild Master: Assassin's Guild
|Personality|
●Self-Reliant
● Suspicious [not too quick to make friends, trust]
● Seeker of Knowledge
● Socially Awkward [Lack of social interaction]
● Creepy
● Somewhat kind when neutral
● 'Rude' when Chaotic
|Personality Quotes|
●I don’t talk about the thing that torments me. I’d rather not burden others with my curse.
●I refuse to become a victim, and I will not allow others to be victimized.
|Ideals|
●I have a dark calling that puts me above the law. (Chaotic)
|Bonds|
●There’s evil in me, I can feel it. It must never be set free.
|Flaws|
●I feel no compassion for the dead. They’re the lucky ones.
|Likes|
● Small creatures
● Sarcasm
● Cinnamon Rolls
|Dislikes|
● Cheap shots
● People against Teiflings
● Cold
|Characteristics|
● Alignment: Chaotic Neutral
● Gender: Female
● Eyes: Black
● Height: 5'6'
● Skin: Pale White with red tints
● Hair: Charcoal Mohawk
● Age: 25
● Weight: 115
|Bio|
● Oni-Demon Teifling that was summoned from the demon gates itself. She has no memory of why she was summoned back to the mortal realm so she begins her journey discovering herself and her passions until the day comes she gains her memory back.
●Her first memory has returned to her: On a dark, cold night, nothing but black. Cries slowly fades in from the darkness, she begins to smell smoke, coughing from how much has blasted into her, the cries grows louder. hears cackling of fire as a small light begins to emerge. She walks closer to the light, a cottage house slowly emerging from the darkness realizing she's in the deepest of the woods where the light cannot touch, engulfed in flames. The smell of cooked blood and flesh within the red first flames dancing with the oranges and yellow, as if dancing with one another, dancing amongst the flame and soot for her. She turns her head to the right, a little girl covered in dirt and soot, blood on her arms, her shirt splattered with blood. Shes covering her face, why is she crying? The little girl quietly says 'Why...' she begins to grow louder 'Why did you do this? I thought we were friends! Why did you kill them? Why did you kill me?!' She looks back to the burning home then back to the girl in confusion...until she looks down. She sees her hands covered in blood, her fingers black, dripping. She looks back up and the girl is standing there with two other people unrecognizable staring at her. 'You killed us holly. you grew up just to be like your father.' The little girls skin begins to become blackened, her skin boiled, as if she was burned alive. 'A monster. A demon.' Holly can see her reflection in the girl's eyes. She looked... Different. Not the kind of different like if you make a mistake you can wipe it away with a loincloth so easily. The kind of different where once you fall in a oozing tar pit, you come out not looking like yourself. Never the same. Her once happy personality, gone. She could see the hate and chaos within herself, and it decided to finally come out. The Real Holly. The not so nice holly that would help a helping hand. Oh no.... The real holly doesn't help the weak. The real holly trusts only herself. She begins to laugh maniacally as the three, what presumed to be the dead, standing there begin to turn to dust as the wind goes by taking them with it. She sees herself unable to control this feeling. Quite a nice feeling though, it felt so good. She begins to light the trees on fire causing more destruction in her way, destroying everything in her path. It begins to fade to black as if watching herself walk away, as a fire ball appears from her black tainted hands, you can hear others screaming to get away from her. It goes fades to black. This painful memory hurt her head, causing blood to run down her nose. She becomes irritable, angry at everything. She keeps to herself until she can control herself once more. To be the 'happy' Holly.
|Equipment| [3 Attunements • ]
●Adamanite HalfPlate [AC 15]
●Sheild [+3]
● • Cloak of Elvenkind [2D20 for sneak]
● • Cloak of Changing [+2 Dex, any color]
●Rapier [5ft, 1D8+2 Dmg, Slashing]
●Assassin's Hollow Wooden Dagger [Flute with Empty Storage Unit in Hilt]
●Bag of Holding [500 lbs]
●Tailors Tools
●Leatherworking Tools
●Blanket
●Mess Kit (cup, cutlery)
●Explorers Kit (Bedroll, Tinderbox, 10 torches, 10 days of rations, waterskin. 50ft hempen rope)
● Deck of Passive Aggressive Playing Cards
|Potions/Vials/Bottles|
●Potion of Lightning Resistance [Dur: 1 Hr]
●Potion of Poison Resistance [Dur: 1 Hr]
●Potion of Invulnerability [Dur: 1 min]
●Potion of Greater Healing [4D4 +4]
●Potion of
●Potion of
●Potion of
●Potion of
●Bottle of Genomish [Alcohol]
●Vial of Poison x1 (2D6 1 min, 10 rounds, con save 13)
●Vial of Truth Serum x2 (10 doses per vial)
●Keoghtom Ointment x 3 (This glass jar, 3 inches in diameter, contains 1d4 + 1 doses of a thick mixture that smells faintly of aloe. The jar and its contents weigh 1/2 pound. As an action, one dose of the ointment can be swallowed or applied to the skin. The creature that receives it regains 2d8 + 2 hit points, ceases to be poisoned, and is cured of any disease.)
|Food/Herbs|
●Cinnamon Rolls (12:Regular)
●Fruity Cinnamon Rolls (12: Sweet Berries)
●Deadly Cinnamon Rolls
(+2 Poison: From afar, it looks like a normal cinnamon roll. It has an odd smell to it. If eaten, the player is poisoned.
Roll for a Constitution Save of 18 or Suffer 1D4 Poison Damage. Repeat this save Every turn until succeeded on.)
●Meat Pies (Con Save for Cannibalism sickness after 3 pies)
●
●
|Creatures|
●Piece of Micmic Tongue
●Black Goldfish Scales
●Head of Albino Hydra
●
●
|Magic Items|
●Lover's bracelets
●Quiver of Alora
●
●
|Collection|
●Vial of Vampire Blood x1
●Vial of Demon Blood x1
●Vial of Hunter Blood x10
●Vial of Rainbow Wyrm Blood x1
Touch Of The Grave Avg Dmg 2017
●Vial of Fire Snake Blood x2
●Vial of Vine Plant Blood x1
●Vial of Cactus Blood x1
●Vial of Centipede Blood x1
●Vial of Hobgoblin Blood x1
●Vial of Griffon Blood x1
●Vial of Ghoul Blood x1
●Vial of Displacer Beast Blood x1
●Vial of Nothic Blood x1
●Vial of Hill Giant Blood x1
●Vial of Panther Tabaxi Blood x1
●Vial of Wood Elf Blood x1
●Vial of Cannibal Elf Blood x1
●Vial of
|Knights Member Vials|
●Dellisar x1
●Rose x1
●Jacques x1
●Ká x1
●Nocturne x1
●Iluuna x1
●Blake x1
●Spring x1
●Silver x1
●Destinee x1
●Atlun x1
●Brutus x1
●
●
|Treasure|
● Money-
● CP 30
● SP 81
● GP 1,132
●Gems
•Pearl
•
•
•
●Piece of Glyph Metal Plate
●Cosmetic Khopesh
•Made of blood glass, in a stain glass design using steel plating making up the crest of the militant family the lord served under of the fallen empire. A hilt of simple steel that wraps form fitting to the hand and a tassel of the crest made of a silver chain
●Silky Pants
●
●
|Quests Completed|
●The Rare Root • 2/25/19 2xp DM: Carnith. w/ Raejiisa
●Hobgoblins • 2/24/19 2xp DM: Holly. w/ Faerin, Raejiisa, Dellisar, Hollys Imp
●The Rat King • 2/27/19 3xp DM: - w/ Roselind, Dellisar, Kosmenos, Akira, Jenmar
●Adamantium Mines • 3/30 1xp DM: Holly. w/ Syn, Adahy, Day
•Adamanite Scythe w/ Dwarven Blessing
●Carnival of Myst • 3/30 5xp DM: Vor'xan. w/ Daisy, Dell, Nada, Arkaynis
●Tapestry of the World 3/30 3xp DM: Holly w/ Ká, Aydra
●Training Ground 3/31 1xp DM: Syn w/ Ka
●Go Fish 4/23 2xp DM: Holly w/ Vortimer, Mey and Nore
●Fey amount of trouble 4/25 2xp DM: Holly w/ D, Hakias, Char
●
|Guild Contracts|
●Acceptance Quest- ( 3 rep)DM: Holly w/ Rose, Dell
●Acceptance Quest- (3 rep) DM: Holly w/ Jacques, Ká
●First Blood- (3 rep) DM:Holly w/ Rose, Dell
●First Blood- (3 rep) DM: Holly w/ Ká
● Special Event: Deaths Grasp 4/29(2xp, 3 rep)DM: Holly w/ Iluuna, Silver
●
●
●
|Arenas Completed|
●Sanctuary Lux Arena [Tier 6 Holly&Dell]
●
●
|Special Traits|
●Dark Vision [Dim Light 60ft]
●Hellish Resistance [Fire Resistance]
●Phlegethos Legacy
[You know the Friends cantrip. [3rd] You can cast Charm Person (2nd) once per long rest. [5th] You can cast Suggestion once per long rest. CHA is your spellcasting ability]
|Beliefs|
●Bhaal
[God of Murder]
|Senses|
● Perception +12
● Investigation +12
● Insight +14
|Feats|
●WarCaster
•Prerequisite: Able to cast at least one spell
You have advantage one Constitution saves that you make to maintain concentration on a spell when you take damage.
You can perform the somatic components of spells even when you have weapons or a shield in one or both hands.
When a hostile creature's movement provokes an opportunity attack from you, you can use your reaction to cast a spell at the creature, instead of making an opportunity attack. The spell must have a casting time of only 1 action and must target only that creature.
|Proficiencies| [+3]
● Armor: Light armor, Medium Armor, Shields
●Weapons: Simple Weapons, Martial Weapons
●Tools: Tailors Tools, Leatherworking Tools
●Saving Throws: STR-1, DEX+2, INT+0, (WIS+4), CON+2, (CHA +3)
●Skills:
|Major|
:black_small_square: Insight +4 (WIS)
:black_small_square: Investigation +2 (INT)
:black_small_square: Persuasion +2 (CHA)
:black_small_square: Survival +4 (WIS)
|Minor|
Acrobatics +2 (DEX)
Animal handling +2 (WIS)
Athletics -1 (STR)
Insight +2 (WIS)
Medicine +2 (WIS)
Perception +2 (WIS)
Sleight of Hand +2 (DEX)
Stealth +2 (DEX)
|Spell Mods|
●Mod: +3
●Spell Attk: +5
●Save DC: 13
|Attacks|
●Unarmed Attack [5ft, 1 Dmg +2 Hit/DC ]
[You can punch, kick, head-butt, or use a similar forceful blow and deal bludgeoning damage equal to 1 + STR MOD]
●Rapier [5ft, 1D8+2 Piercing, Finesse]
|Special Attack|
●Channel Divinity (Special)
You can channel divine energy to fuel magical effects a number of times per short rest based on your level: [2nd] 1, [6th] 2, [18th] 3
|Class Abilities|
●Channel Divinity: Touch of Death [2nd lvl]
●Inescapable Destruction [6th lvl]
[Starting at 6th level, your ability to channel negative energy becomes more potent. Necrotic damage dealt by your cleric spells and Channel Divinity options ignores resistance to necrotic damage]
●Divine Strike [8th lvl]
[At 8th level, you gain the ability to infuse your weapon strikes with necrotic energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an a 1d8 necrotic damage to the target. When you reach 14th level, the extra damage increases to 2d8.]
●Improved Reaper [17th lvl]
[Starting at 17th level, when you cast a necromancy spell of 1st through 5th level that targets only one creature, the spell can instead target two creatures within range and within 5 feet of each other. If the spell consumes its material components, you must provide them for each target.]
|Opportunity Attacks|
Opportunity attack when a hostile creature that you can see moves out of your reach. To make the opportunity attack, you use your reaction to make one melee attack against the provoking creature. The attack occurs right before the creature leaves your reach
●Chill Touch
●Toll of the Dead
●Any Action Spell [WarCaster]
|Cantrips| [4 Slots]
●Guidance [Action, 1 Min, Touch]
[You touch one willing creature. Once before the spell ends, the target 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.]
●Chill Touch [Action, 1 Round, 120ft, 1D8, At Will]
[You create a ghostly, skeletal hand in the space of a creature within range. Make a ranged spell attack against the creature to assail it with the chill of the grave. On a hit, the target takes 1d8 necrotic damage, and it can't regain hit points until the start of your next turn. Until then, the hand clings to the target.
If you hit an undead target, it also has disadvantage on attack rolls against you until the end of your next turn.
This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8)]
●Toll of The Dead [Action, Instant, 60ft, 1D8]
[You point at one creature you can see within range, and the sound of a dolorous bell fills the air around it for a moment. 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.
The spell’s damage increases by one die when you reach 5th level (2d8 or 2d12), 11th level (3d8 or 3d12), and 17th level (4d8 or 4d12).]
●Friendship [Action, 1 Min, Self, At Will]
[For the duration, you have advantage on all Charisma checks directed at one creature of your choice that isn’t hostile toward you. When the spell ends, the creature realizes that you used magic to influence its mood and becomes hostile toward you. A creature prone to violence might attack you. Another creature might seek retribution in other ways (at the DM’s discretion), depending on the nature of your interaction with it.]
|Death Cleric Spells| [4 Spell Slots • ]
1st Level
|Death Domain|
●False Life [Action, 1 Hr, Self, 1D4+4] •
[Bolstering yourself with a necromantic facsimile of life, you gain 1d4+4 Temp HP for the Duration.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, you gain 5 additional Temp. HP for each slot level above 1st
●Ray of Sickness [Action, Instant, 60ft, 2D8] •
A ray of sickening greenish energy lashes out toward a creature within range.
Make a ranged spell attack against the target. On a hit, the target takes 2d8 poison damage and must make a Constitution saving throw. On a failed save, it is also poisoned until the end of your next turn.
When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.
●Inflict Wounds [Action, Instant, Touch, 3d10] •
[Make a melee spell attack against a creature you can reach. On a hit, the target takes 3d10 necrotic damage.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st]
|Cleric|
●Healing Word [Action, Instant, 60ft, 1d4+2] •
[A creature of your choice that you can see within range regains hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
At Higher Levels.When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d4 for each slot level above 1st.]
|Extra Cleric|
●Detect Magic [Action, 10 Min, Self]
[For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any.
The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt]
●Guiding Bolt [Action, Round, 120ft, 4d6]
[A flash of light streaks toward a creature of your choice within range. 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 dim light glittering on the target until then.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.]
●Shield of Faith[10 Min, Action, 60ft]
[A shimmering field appears and surrounds a creature of your choice within range, granting it a +2 bonus to AC for the duration.]
2nd Level [3 Spell Slots •]
|Racial|
●Charm Person [Action, 1 Hr, 30ft, At Will]
[You attempt to charm a humanoid you can see within range. It must make a WIS saving throw, and does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is Charmed by you until the spell ends or until you or your companions do anything harmful to it. The Charmed creature regards you as a friendly acquaintance. When the spell ends, the creature knows it was Charmed by you.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.]
|Divinity|
●Touch of Death [Action, Instant, 5+8 dmg] •
[Starting at 2nd level, you can use Channel Divinity to destroy another creature's life force by touch. When you hit a creature with a melee attack, you can use Channel Divinity to deal extra necrotic damage to the target. The damage equals 5 + twice your cleric level]
|Death Domain|
●Ray of Enfeeblement [Action, 1 Min, 60ft] •
[A black beam of enervating energy springs from your finger toward a creature within range. Make a ranged spell Attack against the target. On a hit, the target deals only half damage with weapon attacks that use Strength until the spell ends.
At the end of each of the target's turns, it can make a Con saving throw against the spell. On a success, the spell ends.]
●Blindness/Deafness [Action, 1 Min, 30ft]
[You can blind or deafen a foe. Choose one creature that you can see within range to make a Constitution saving throw. If it fails, the target is either blinded or deafened (your choice) for the duration. At the end of each of its turns, the target can make a Constitution saving throw. On a success, the spell ends.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.
|Cleric|
●Spiritual Weapon [Action, 1 Min, 60ft 1d8+2] •
[You create a floating, spectral weapon within range that lasts for the duration or until you cast this spell again. When you cast the spell, you can make a melee spell attack against a creature within 5 feet of the weapon. On a hit, the target takes force damage equal to 1d8 + your spellcasting ability modifier.
As a bonus action on your turn, you can move the weapon up to 20 feet and repeat the attack against a creature within 5 feet of it.
The weapon can take whatever form you choose. Clerics of deities who are associated with a particular weapon (as St. Cuthbert is known for his mace and Thor for his hammer) make this spell's effect resemble that weapon.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for every two slot levels above 2nd.]
|Extra Cleric|
●Find Traps [Action, Instant, 120ft]
[You sense the presence of any trap within range that is within line of sight. A trap, for the purpose of this spell, includes anything that would inflict a sudden or unexpected effect you consider harmful or undesirable, which was specifically intended as such by its creator. Thus, the spell would sense an area affected by the alarm spell, a glyph of warding, or a mechanical pit trap, but it would not reveal a natural weakness in the floor, an unstable ceiling, or a hidden sinkhole.
This spell merely reveals that a trap is present. You don't learn the location of each trap, but you do learn the general nature of the danger posed by a trap you sense.]
●Silence [Action, 10 Min, 120ft]
[For the duration, no sound can be created within or pass through a 20-foot-radius sphere centered on a point you choose within range. Any creature or object entirely inside the sphere is immune to thunder damage, and creatures are deafened while entirely inside it.
●Locate Object [Action, 10 Min, Self]
[Describe or name an object that is familiar to you. You sense the direction to the object’s location, as long as that object is within 1,000 feet of you. If the object is in motion, you know the direction of its movement.
The spell can locate a specific object known to you, as long as you have seen it up close – within 30 feet – at least once. Alternatively, the spell can locate the nearest object of a particular kind, such as a certain kind of apparel, jewelry, furniture, tool, or weapon.
This spell can’t locate an object if any thickness of lead, even a thin sheet, blocks a direct path between you and the object.]
●Lesser Resoration [Action, Instant, Touch]
[You touch a creature and can end either one disease or one condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned]
●Zone of Truth [Action, 10 Min, 60ft]
[You create a magical zone that guards against deception in a 15-foot-radius sphere centered on a point of your choice within range. Until the spell ends, a creature that enters the spell’s area for the first time on turn or starts its turn there must make a Charisma saving throw. On a failed save, a creature can’t speak a deliberate lie while in the radius. you know whether each creature succeeds or fails on its saving throw.
An affected creature is aware of the spell and can thus avoid answering questions to which it would normally respond with a lie. Such a creature can be evasive in its answers as long as it remains within the boundaries of the truth.]
|3rd Level| [ 2 Spell Slots •]
|Death Domain|
●Animate Dead [1 Min, Action, 1] [Lvl 5] •
[This spell creates an undead servant. Choose a pile of bones or a corpse of a Medium or Small humanoid within range. Your spell imbues the target with a foul mimicry of life, raising it as an undead creature. The target becomes a skeleton if you chose bones or a zombie if you chose a corpse (the GM has the creature's game statistics).
On each of your turns, you can use a bonus action to mentally command any creature you made with this spell if the creature is within 60 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.
The creature is under your control for 24 hours, after which it stops obeying any command you've given it. To maintain control of the creature for another 24 hours, you must cast this spell on the creature again before the current 24-hour period ends. This use of the spell reasserts your control over up to four creatures you have animated with this spell, rather than animating a new one.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you animate or reassert control over two additional undead creatures for each slot level above 3rd. Each of the creatures must come from a different corpse or pile of bones.]
●Vampiric Touch [Action, 1 Min, Self, 3d6] [Lvl5]
[The touch of your shadow-wreathed hand can siphon force from others to heal your wounds. Make a melee spell attack against a creature within your reach. On a hit, the target takes 3d6 necrotic damage, and you regain HP equal to half the amount of necrotic damage dealt. Until the spell ends, you can make the attack again on each of your turns as an action.
At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.]
|Cleric|
●Spirit Guardians [Action, 10 Min, Self][Lvl5] •
[You call forth spirits to protect you. They flit around you to a distance of 15 feet for the duration. If you are good or neutral, their spectral form appears angelic or fey (your choice). If you are evil, they appear fiendish.
When you cast this spell, you can designate any number of creatures you can see to be unaffected by it. An affected creature's speed is halved in the area, and when the creature enters the area for the first time on a turn or starts its turn there, it must make a Wisdom saving throw. On a failed save, the creature takes 3d8 radiant damage (if you are good or neutral) or 3d8 necrotic damage (if you are evil). On a successful save, the creature takes half as much damage.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.]
|Extra Cleric|
●Bestow Curse [Action, 1 Min, Touch, 1d8][Lvl 5]
[You touch a creature, and that creature must succeed on a Wisdom saving throw or become cursed for the duration of the spell. When you cast this spell, choose the nature of the curse from the following options:
Choose one ability score. While cursed, the target has disadvantage on ability checks and saving throws made with that ability score.
While cursed, the target has disadvantage on attack rolls against you.
While cursed, the target must make a Wisdom saving throw at the start of each of its turns. If it fails, it wastes its action that turn doing nothing.
While the target is cursed, your attacks and spells deal an extra 1d8 necrotic damage to the target.
A remove curse spell ends this effect. At the GM's option, you may choose an alternative curse effect, but it should be no more powerful than those described above. The GM has final say on such a curse's effect.
At Higher Levels. If you cast this spell using a spell slot of 4th level or higher, the duration is concentration, up to 10 minutes. If you use a spell slot of 5th level or higher, the duration is 8 hours. If you use a spell slot of 7th level or higher, the duration is 24 hours. If you use a 9th level spell slot, the spell lasts until it is dispelled. Using a spell slot of 5th level or higher grants a duration that doesn't require concentration.]
●Dispel Magic [Action, Instant, 120ft][Lvl 5]
[Choose one creature, object, or magical effect within range. Any spell of 3rd level or lower on the target ends. For each spell of 4th level or higher on the target, make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a successful check, the spell ends.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you automatically end the effects of a spell on the target if the spell's level is equal to or less than the level of the spell slot you used]
●Revivify [Action, Instant, Touch] [Lvl5]
[You touch a creature that has died within the last minute. That creature returns to life with 1 hit point. This spell can't return to life a creature that has died of old age, nor can it restore any missing body parts.]
●Tongues [Action, 1 Hr, Touch][Lvl5]
[This spell grants the creature you touch the ability to understand any spoken language it hears. Moreover, when the target speaks, any creature that knows at least one language and can hear the target understands what it says.]
●Water Walk [Action, 1 Hr, 30ft][Lvl5]
[This spell grants the ability to move across any liquid surface--such as water, acid, mud, snow, quicksand, or lava--as if it were harmless solid ground (creatures crossing molten lava can still take damage from the heat). Up to ten willing creatures you can see within range gain this ability for the duration.
If you target a creature submerged in a liquid, the spell carries the target to the surface of the liquid at a rate of 60 feet per round.]
Chinese name | |||||||||||
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Traditional Chinese | 點脈 / 點穴 | ||||||||||
Simplified Chinese | 点脉 / 点穴 | ||||||||||
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Japanese name | |||||||||||
Kanji | 急所術 | ||||||||||
Hiragana | きゅうしょじゅつ | ||||||||||
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The touch of death (or death-point striking) refers to any martial arts technique reputed to kill using seemingly less than lethal force targeted at specific areas of the body.
The concept known as dim mak (simplified Chinese: 点脉; traditional Chinese: 點脈; pinyin: diǎnmài; Jyutping: dim2 mak6; literally: 'press artery'), alternatively diǎnxué (simplified Chinese: 点穴; traditional Chinese: 點穴) traces its history to traditional Chinese medicineacupuncture. Tales of its use are often found in the Wuxia genre of Chinese martial arts fiction. Dim mak is depicted as a secret body of knowledge with techniques that attack pressure points and meridians, said to incapacitate or sometimes cause immediate or even delayed death to an opponent. Little scientific or historical evidence exists for a martial arts 'touch of death', although it has been confirmed that trauma may cause disproportionately catastrophic consequences when applied to known pressure points under specific circumstances.[1]Commotio cordis, for example, is an often lethal disruption of heart rhythm that occurs as a result of a blow to the area directly over the heart (the precordial region), at a critical time during the cycle of a heart beat causing cardiac arrest.
The concept known as vibrating palm originates with the Chinese martial arts Neijing ('internal') energy techniques that deal with the qienergy and the type of force (jin) used. It is depicted as 'a technique that is part psychic and part vibratory, this energy is then focused into a wave'.[2]
Claims of practicability[edit]
Numerous martial artists claim to practice the technique in reality, beginning in the 1960s, when the term was advertised alongside the English translation 'The Death Touch' by American eccentric Count Dante.
In 1985, an article in Black Belt magazine speculated that the death of Bruce Lee in 1973 might have been caused by 'a delayed reaction to a Dim-Mak strike he received several weeks prior to his collapse'. Other authors have also said Lee's death may have been due to a 'quivering palm technique'[3] (alongside an article about Cai li fo instructor Wong Doc-Fai) to the effect that 'dim mak does actually exist and is still taught to a few select kung fu practitioners.'[4]A 1986 book on qi identifies dim mak as 'one of the secret specialities' of wing chun.[5] However, this matter is not identified in the ving tsun kin kut and traditional practitioners of ving tsun (wing chun) take no stance in the matter.
Around 1990, Taika Seiyu Oyata founded the style of Ryū-te which involves 'pressure point fighting' (Kyūshojutsu). In the 1990s, karate instructor George Dillman developed a style that involves kyūshojutsu, a term that he identifies with dim mak. Dillman eventually went as far as claiming to have developed qi-based attacks that work without physical contact ('no-touch knockout' techniques), a claim that did not stand up to third-party investigation and was consequently denounced as fraudulent.[6]
Also, during the late 1980s, Erle Montaigue (1949–2011[7]) published a number of books and instruction videos on dim mak with Paladin Press. Montaigue claims to be 'the first Westerner to be granted the degree of 'Master' in taijiquan', awarded by Master Wang Xin-Wu in 1985. According to Montaigue's own account, dim mak is an aspect of traditional old Yang style taji quan which he claims he began learning in 1978 from a master called Chiang Yiu-chun who died in the month of May. Montaigue stated this man was an illegal immigrant, making his existence difficult to verify. Erle subsequently learned the remaining 'qi-disruptive' forms of wudang shan from Liang Shih-kan in 1995.[8] Paladin Press has other titles on the topic of dim mak, including Kelly (2001) and Walker and Bauer (2002), both with a foreword by Montaigue.
In East Asian popular culture[edit]
A 'Five Point Palm Exploding Heart Technique' appears in both the Shaw Brothers films Clan of the White Lotus (1980) and Executioners of Shaolin (1977). It also appears in Kill Bill: Volume 2. The 'delayed action' of dim mak is depicted in Executioners of Shaolin (1977), where a '100-step Soul Catching' move allows the victim to take a certain number of steps before dying. A dim mak attack is used to paralyze a character in Crouching Tiger, Hidden Dragon (2000).
The mangaFist of the North Star centers around the fictional martial art school called Hokuto Shinken, whose practitioners are trained to kill or incapacitate opponents by striking the specific pressure points on an opponent's body. The protagonist of the story, Kenshiro, is the successor of this style and will often end a battle stating how much time the opponent has left to live after delivering a finishing move, or follow up with his famous catchphrase, 'You are already dead', before his opponent dies, usually from violently exploding.
In the Naruto series, and its sequel Boruto: Naruto Next Generations, Dim Mak is a basis for the fictional Gentle Fist fighting style used by the Hyuga Clan.
In contemporary western pop culture[edit]
Dim mak has become a kind of camp pop culture item which is recognized also outside the genre of martial arts films. In Thomas Pynchon's novel Vineland, one of the protagonists uses the 'Quivering Palm Death Touch', which kills the opponent one year after it is used. In the TV series Quincy, M.E., a 1977 episode entitled 'Touch of Death' features a martial-arts movie star whose mysterious death is found to be a result of a dim mak attack against him ten days earlier.[9] The lead character of the British TV series Gangsters (1978) is murdered by a hired assassin 'The White Devil' using a similar attack, with death occurring four days after he is touched.[10]Dan Brown's novel Inferno depicts a character incapacitating a guard by putting pressure on his wrist, explaining the technique as 'Dim Mak'. In the comedy film The Men Who Stare at Goats, George Clooney's character claims to have been hit with the Touch of Death, a 'light tap' that causes death at an unknown point in the future, in one case 'about eighteen years later'.
In the Star Trek universe, the Vulcan nerve pinch is frequently used as a non-lethal method of applying pressure to a pressure point in order to render the target unconscious.
In Doctor Who, the Third Doctor describes himself as a master of Venusian aikido on various occasions, accounting for his unique form of hand-to-hand combat, which allows him to immobilize opponents in a manner similar to the Vulcan nerve pinch. Later incarnations of the Doctor have shown varying degrees of expertise in hand-to-hand combat, although only some spin-off material explicitly identifies the later Doctors' combat skills as originating from Venusian aikido.
In the Kung Fu Panda movie series, the Wuxi Finger Hold technique used by Po is a form of Dim Mak. Likewise, the villain Tai Lung and the mentor Oogway both use a nerve-strike attack to paralyze the opponent.
In the Avatar series, Ty Lee used a form of Dim Mak called Chi-Blocking in Avatar: The Last Airbender. The fighting style is reintroduced in The Legend of Korra as the primary fighting style of the Equalists.
In The Simpsons episode 'When Flanders Failed', Bart Simpson claims to have learned the touch of death in his karate classes— having actually stolen the concept from an arcade game— and uses the threat of using it on Lisa to make her perform tasks.
In the Batman: The Animated Series episode 'Day of the Samurai', Kyodai Ken, Bruce Wayne's rival from his days training in Japan, forces Master Yoru to reveal his secret death touch. Wayne survives the technique by wearing a protective pad to absorb the force of the blow.
In the Robert Rankin stories Hugo Rune, and others, are credited as practitioners of Dimac, described as the deadliest martial art known to man, described as being capable of disfiguring and dismembering the opponent with the slightest touch, or condemning the victim 'to forever walk sideways in the manner of a crab'. Rune himself claims to have been taught by Count Dante, and the character of Archroy later becomes a Dimac master himself, although he is initially prevented from taking revenge on Omalley as he was not provided with the book on defensive strategy.
Although not mentioned as dim mak, the ability to kill with a mere touch is attributed to Chiun, the mentor of Remo Williams, who is the protagonist in the series of fiction novels known as The Destroyer. The style of martial art practiced by Chiun is called Sinanju, which incorporates the idea of acupuncture meridians.
In the 1985 film Remo Williams: The Adventure Begins, Chiun uses this knowledge to render a female Army major helpless, bringing her to over-heightened levels of sexual arousal and pleasure by simply tapping her wrist.
In the 2012 Square Enix video game, Sleeping Dogs, Dim Mak is a counter-attacking move that can be learned from the protagonist's Sifu (master).
Dim mak is referenced in Bloodsport (1988), a film allegedly 'based on true events in the life of Frank Dux', the founder of the first Neo-ninja school of 'American Style Ninjutsu'. In the film, Dux (Jean-Claude Van Damme) proves that he has been trained by Master Tanaka by demonstrating a move described as a dim mak or 'death touch' attack to the judges as a means to gain entry into a full contact Kumite by striking a stack of five bricks with his hand and breaking only the bottom brick.
The monk class in Dungeons & Dragons has a high-level 'Quivering Palm' ability that can mark an opponent for death and be activated later to kill them with lethal vibrations.
See also[edit]
Similar[edit]
- Varma Kalai - A South Indian martial art style, the body's pressure points (Varmam/Marmam) are manipulated to heal or cause harm.
Touch Of The Grave Avg Dmg 2016
References[edit]
Touch Of The Grave Avg Dmg 2
- ^Adams, Cecil (May 21, 2004). 'The Straight Dope: Is the 'commando death touch' real?'. Retrieved 2009-07-14.
- ^Pickens, Ricky (1991), 'the Mysterious Vibration Palm', Inside Kung Fu
- ^Bruce, Thomas (1998). Bruce Lee: Fighting Spirit : A Biography (first ed.). Frog Ltd. ISBN978-1-883319-11-3.
- ^Jane Hallander, 'The Death Touch' in Black BeltISSN0277-3066, Vol. 23, No. 6 June 1985, pp. 43ff.
- ^William Cheung, Mike Lee, How to Develop Chi Power, Black Belt Communications, 1986, p. 23. ISBN978-0-89750-110-1
- ^Polidoro, M. Just like Jedi knightsSkeptical Inquirer, May/June 2008, p. 21; see also George Dillman explains Chi K.O. nullification. URL accessed on June 13, 2009.
- ^'Erle Montaigue'. Taijiworld.com. Retrieved 2012-11-06.
- ^taijiworld.comArchived 2009-05-31 at the Wayback Machine 'Erle stated he travelled back to Australia upon the death of his father in 1978 and [...] supposedly met Chiang Yiu-chun who became Erle's main internal arts teacher from whom he learnt Tai Chi, Wudang Arts and Dim-Mak. In 1981, Erle travelled to Hong Kong where he met and trained with both Yang Sau-chung (the son of Yang Cheng-fu) and also Ho Ho-choy, a Bagua master.'
- ^IMDb.com episode list[unreliable source?]
- ^Interview with series writer Philip Martin, who also played The White Devil (2003)
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Further reading[edit]
Touch Of The Grave Avg Dmg Online
- Beissner, Florian (2009). Mu and Shu points vs. HEAD's maximum points: The Phenomenon of Dian Xue from the Viewpoints of Chinese Medicine and Modern Neuroscience.