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#but that doesn't mean that areas aren't weakened or that there's parts of the building exposed to the elements
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About the Lights Out AU, wouldn't the building start crumbling due to weathering and stuff since there's no maintenance? Wouldn't the roof fall apart or like part of it at some point?
oh, yes. yes it would.
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grailfinders · 3 years
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Fate and Phantasms #196
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Today on Fate and Phantasms we're building the last of the Three Goddesses Alliance, Ereshkigal! (It took her long enough to show up.)
Eresh is a Grave Cleric for relatively obvious reasons, as it lets her do pretty much everything she does- raise the dead, care for the dead, raise the dead properly, cause earthquakes, and start pandemics. Maybe don't do that last one right now, we're kinda busy with one already. It's a shame Soul Cage is a wizard spell, but pobody's nerfect.
Check out her build breakdown below the cut, or her character sheet over here!
Next up: Now all of China knows you're on the naughty list.
Race and Background
Ereshkigal is part chthonic god, part human thanks to being a pseudoservant, that means Fallen Aasimar is a pretty good choice for her. You get Darkvision, Celestial Resistance to radiant and necrotic damage, Healing Hands to heal with your hands, and the Light cantrip to help the mortals with their dumb mortal eyes, using Charisma to cast it.
She's also the Three Goddess' Representative on behalf of humanity, trying to squirrel some away to prevent them from being entirely wiped out. This gives her proficiency with Intimidation and Religion, as well as an extended spell list we'll go over as it comes up. If you're wondering about the Intimidation: Yes the fandom thinks she's cute now, but you have to remember she's still a god of death. Most people aren't going to be as chill with her.
Ability Scores
Wisdom is first, Ereshkigal spent millennia honing her art alone in the underworld, so either she has a super high wisdom or an incredibly low one. But high wisdom works better for the build, so we'll go with that. Second is Charisma- some people love you, some people are terrified of you, those are both charisma. Your Dexterity is also solid, because your armor is not. Your Constitution is above average because while we don't need it for the build have you SEEN her HP stat? Your Intelligence is okay. You're not dumb, we just need other stuff more. Finally, dump Strength. You're a bit awkward with that spear, but we'll get some stuff to make it work later.
Class Levels
You're 100% Grave Cleric, so we'll just get into it. Starting off in this subclass gets you proficiency with Wisdom and Charisma saves, as well as Persuasion to show off your awkward charms and History because you're literally older than the written word. At first level you also enter the Circle of Mortality, so your healing spells automatically heal for max HP on creatures with 0 HP, and you get a suped-up version of the Spare the Dying cantrip that uses a bonus action and has a thirty foot range. You also get Eyes of the Grave, meaning you can sense undead creatures within 60' of you if they're not behind cover. It won't tell you about their identity though, so make sure you don't pick a fight with Strahd, you're still only level one. You can do this Wisdom modifier times per long rest. Starting in a spellcasting class also gets you Spells, surprise surprise, and having a Ravnica background gets you even more. Being a grave cleric gets you Bane and False Life for free, giving you easy access to curses and HP boosts early in the game. Something I want to bring up about the ravnica background before we move forward: I misread how these backgrounds work before. They add spells to your class' spell list, not your spells known. That means builds where you pick spells every level only get the opportunity to learn those spells, they don't just get all of them for free. Clerics can prepare spells from their spell list every long rest anyway so it's not a big difference here, but it is something I'll have to go back and fix for the other members of the alliance and Ishtar. Anyways, you get Illusory Script added to your spell list, not exactly something you'll probably use. For spells you can actually choose, grab Resistance for a goddess core that adds 1d4 to your next save, Thaumaturgy for when you need to get dramatic with extra magical effects, and Toll the Dead to do just that for some necrotic damage. You can also choose to prepare spells like Command to flex your authority and Protection from Evil and Good to flex on your sister.
Second level clerics can Channel Divinity once per short rest in two flavors. Turn Undead takes care of undead that fail their wisdom save, and Path to the Grave will clear out anything else. Spend your action to curse a creature, giving vulnerability to the next attack that hits it. Rules as written you can't target a mountain with this, and you definitely can't get the bonus for an Earthquake spell, but I'd allow it for the cool factor. Alternatively, you can Harness Divine Power to spend one use of Channel Divinity for an extra spell slot which is a level equal to or less than half your proficiency bonus. You can do this once per long rest, but that will grow as your Channel Divinity uses do.
Usually your third level doesn't get you much of anything as a cleric, but since you're a fallen aasimar you get a Necrotic Shroud, spending an action to get really spooky for a minute. Mechanically, this is your big ghostly form, and it'll frighten nearby creatures that fail a charisma save, and for the minute you're transformed you'll deal an extra bit of necrotic damage once per turn. You can go ghost once per long rest. You also get second level spells now, including your freebies Gentle Repose to prevent people from rising back as zombies and Ray of Enfeeblement, which weakens a creature's weapon attacks for up to a minute. They can make a constitution save to shrug it off, but not until the after the spell's already hit, so at least you'll get your money's worth. Thanks to your background you can also learn the spell Enthrall, making it harder for people to notice anyone but you. As someone who's existed in this fandom for any period of time, I can confirm Ereshkigal definitely has this ability. You can also prepare spells like Spiritual Weapon to have a spear that actually hits good and Protection from Poison for more goddess core shenanigans. Finally, make sure you pick up Silence. I'm still not entirely sure how we'll build Tiamat, but that should help shut off her immortality.
At fourth level you get your first Ability Score Improvement, which won't actually be improving your ability scores. grab the Eldritch Adept feat for the Armor of Shadows invocation so you can cast mage armor on yourself for free. You also learn how to cast Friends to make it easier to make friends and terrify your enemies.
Fifth level clerics get third level spells, including your freebies Revivify and Vampiric Touch. You're the god of the dead, so people should only really die when you want them to. Alternatively, you can Animate Dead to summon some skeletons for your own uses. You can also use Spirit Guardians to get more ghostly defenses. They'll slow down creatures of your choice in your area, and if they fail wisdom save they'll take radiant and/or necrotic damage, with it getting halved if they succeed.
At sixth level you get a second use of Channel Divinity per short rest, and a second use of Harness Divine Power per long rest. You also become a Sentinel at Death's Door, shutting down a critical hit near you as a reaction, turning it into a regular attack Wisdom Modifier times per long rest. Sure, you can bring people back later, but this is way less expensive.
Seventh level clerics get fourth level spells, like Blight and Death Ward. It is really hard for flowers to grow in the underworld. You can also use Leomund's Secret Chest thanks to your background, or you can prepare Banishment to throw Tiamat back where she came from, use Guardian of Faith for more ghosts, and leave an Aura of Purity around you to give your allies the blessings of Kur.
Eighth level clerics get another ASI, and this one will improve your ability scores. Kinda. We're grabbing another feat, but being Shadow Touched will improve your Wisdom by one point. It lets you cast Invisibility or Disguise Self once per long rest for free, or you can cast either spell as if it were a normal spell on your spell list. Now you can really make yourself look ghostly, if a bit undersized for your boss fight. Your destroy undead also bumps up to hit CR 1 creatures, but that'll blow up your skeletons as well, so be careful with it. Finally, Potent Spellcasting adds your wisdom modifier to your cleric cantrip damage. Nobody can toll the dead harder than the god of the dead.
Ninth level cleric, fifth level spells. Antilife Shell prevents anyone from getting too close to you, though it also means you can't get close to them without breaking the spell. It's almost poetic. Anyway, you also get Raise Dead, which is like revivify but with a more lenient time frame. You can also instigate your very own christmas event now with Contagion! This spell poisons a target, and at the end of each of its turns it has to make a Constitution save. After succeeding three throws, the spell ends. If it fails three throws, it gets a disease for the rest of the week. The closest thing to Sumerian Flu is probably Filth Fever, which gives disadvantage on saves, checks, and attacks that use strength, but there's all sorts of diseases you can give people. Technically this isn't a contagious disease, but talk to your DM, I'm sure you can work something out. You can also use Hallow to turn your room into a little slice of the underworld, shutting down your sister even further.
Tenth level clerics can invoke Divine Intervention with a 1 in 10 chance of getting a free favor from your god. Your god is you, technically, but it'll make more sense later. You can use this once per day, but it takes a week to recharge after it actually works. You can also cast the Light cantrip now. You could do it before, but now it's stronger.
Destroy Undead grows to hit CR 2 undead, and you can cast sixth level spells. Create Undead makes stronger undead for your army. Sadly dinosaur skeletons aren't available, so you'll just have to settle for ghouls. At higher levels you still won't get dinosaurs, but you can get ghasts, wights, and even mummies! Just be careful you don't stop recasting the spell, mummy rot can be rough. You can also summon a Heroes' Feast for more blessings from Kur, and you can take on an Otherworldly Form for another ghost transformation. This spell makes you immune to fire and poison damage as well as the poisoned condition. You can fly 40' per round, get +2 to AC, and you can attack with weapons using your wisdom twice per attack action. You're stuck with the UA version of this spell, so it takes an action, but on the plus side this just gives you an excuse to use Spiritual Weapon more.
Use this ASI to bump up your Constitution for more health. Health gets added retroactively, so you get +12 HP now instead of just +1. It's pretty nice.
Seventh level spells! Resurrection further cements your control over death with a time limit of a century, and you can also Plane Shift yourself (or an enemy) into the underworld.
Destroy Undead hits CR 3 creatures now. Not even mummies can stand up to your power!
Fifteenth level clerics get eight level spells. If silence won't keep Tiamat down, Antimagic Field should do the trick. The one problem there is it's only a 10' sphere around you, and you rely on magic way more than Tiamat does. You can also cause Earthquakes, turning a very large area into difficult terrain, disrupting concentration, knocking creatures prone, and destroying structures in the area. The one problem here is that you can't fly, so be careful where you're pointing that thing.
Yet another ASI. Use this one to finally max out your Wisdom for super strong spells and better protection from crits.
If you make it to level 17, you get the super powerful ninth level spells. Also, Destroy Undead hits CR 4 creatures, and you become a Keeper of Souls, stealing away some of a dying enemy's soul to heal an ally based on the creature's hit dice once per turn. Right though, ninth level spells. True Resurrection brings someone back even if they've been disintegrated 199 years ago. It's expensive, but you can always grab some gems from your sister if you're pressed for cash. The benefits of sharing a body.
At eighteenth level you get a third Channel Divinity and another use of Harness Divine Power. Really get those paths to the grave filled, it's kind of your thing.
Use your last ASI to grab the Tough feat for 38 HP now and another 2 next level. You have one of the highest HP stats in the game, this only makes sense.
Your capstone level is an improvement to your Divine Intervention. You know how I keep bringing up multiclassing as a con when we include cleric levels? This is why. Your divine intervention now always succeeds. Period. I mean, it makes sense. You are the god giving you power. But yeah, you get guaranteed god-level power freely given as an action. You truly have the power of god and anime on your side.
Pros and Cons
Pros:
Clerics have a good variety of spells, and you take it even further with your background. You can heal but you're not completely hosed on your own like Medea Lily, you can deal damage and still do stuff outside of combat unlike your sister, and you have utility without your build being dominated by it like Hundred Personas.
You might not be good in a one on one fight, but you don't get into those that often thanks to your skeleton army. If you just dedicate harnessing divine power to keeping them in line, you can have nine extra bodies on the field to turn the action economy in your favor.
Even when we're not talking about spells, you're still really supportive of your team. Shutting down critical hits and stabilizing your allies quickly will seriously improve the longevity of your party.
Cons:
Dabbling in so many areas of magic means you're unfocused, so you won't excel in any one. You won't heal as much as Medea, deal as much damage as Ishtar, or be a skill monkey like Hundred Personas.
You also rely on magic completely for combat, which means stepping into an anti-magic zone can be deadly. This is especially bad for you, since an anti-magic zone will probably be the best way to deal with Tiamat.
You might have an undead army, but your best spells are area of effect and you're a cleric. Destroy Undead is kind of a big deal for you.
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