destructive wave<\/a><\/td><\/tr><\/tbody><\/table> <\/p>
Sentinel Raven<\/h3>
Starting at 1st level, you gain the service of a spirit sent by the Morrigan to watch over you. The spirit assumes the form and game statistics of a raven, and it always obeys your telepathic commands, while it is within 100 feet of you.<\/p>
While the raven is perched on you (on your shoulder, your arm, etc.), you gain darkvision with a range of 30 feet and a bonus to your passive Wisdom (Perception) score and Wisdom (Perception) checks. The bonus equals your Charisma modifier. While perched on you, the raven can't be targeted by any attack or other harmful effects; only you can cast spells on it; it can't take damage; it can't be incapacitated.<\/p>
You can see through the raven's eyes and hear what it hears while it is within 100 feet of you. In combat, you roll initiative for the raven and control how it acts. The raven doesn't need to drink, eat, or sleep. While it is within 100 feet of you, it can awaken you from sleep as a bonus action. The raven vanishes when it dies, if you die, or if the two of you are separated by more than 5 miles. At the end of a short or long rest, you can call the raven back to you---no matter where it is or whether it died---and it reappears within 5 feet of you.<\/p>
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Doomsayer<\/h3>
Starting at 6th level, you know when doom is upon those around you. Once per turn, as a bonus action at the end of your turn, you can choose one creature that you can see within 30 feet of you and doom them. When you doom a creature, roll 3d6; this is your Doomsayer damage. A doomed creature takes your Doomsayer damage if they take any damage before the beginning of your next turn. You can deal Doomsayer damage only once per turn. Additionally, whenever you deal Doomsayer damage to a creature and the raven from your Sentinel Raven feature is perched on you, you gain exclusive insight into the creature's fate. If they die within three days, you receive a vision one minute before they die.<\/p>
At 11th level, your Doomsayer roll increases to 4d6. At 17th level, it increases to 5d6.<\/p>
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Dark Harbinger<\/h3>
Starting at 10th level, you gain the ability to merge with your raven spirit. As a bonus action when your raven is perched on you, your body combines with your raven's form. While merged, you become Tiny, you replace your speed with the raven's, you cannot use bonus actions, and you can use your action only to Dash, Disengage, Dodge, Help, Hide, Search, or your Doomsayer class feature (instead of a bonus action). During this time, you gain the benefits of your raven being perched on you, but not the benefits the raven would get if perched on you. As an action, you and the raven return to normal.<\/p>
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Aspects of the Triple Goddess<\/h3>
Starting at 14th level, you can call forth the various aspects of the Morrigan and infuse their power with your own. As an action, choose one of the following aspects below. You remain in that aspect for 1 minute, or you can dismiss the aspect on your turn. Once you use this feature, you cannot do so again until you finish a long rest.<\/p>
Badb Catha.<\/em><\/strong> You transform into the battle crow, an aspect associated with bloodshed and battle. Your head polymorphs into the head of a crow, though you can still speak. Feathery wings grow under your arms that connect to the sides of your torso. You gain a flying speed equal to your normal speed—any equipment you are wearing merges appropriately to accommodate these new wings. While you remain in your battle crow form, you can divine warfare. As an action, you can concentrate on determining the location and creature type where at least five creatures died within 20 feet of each other, within the last 24 hours, and within 10 miles of you. For each round, you concentrate, extend the distance another 10 miles.<\/p>Macha.<\/em><\/strong> You channel the aspect that is concerned with warfare and sovereignty. When you use this ability, you instantly cast bane<\/em> and bless<\/em>, which do not require concentration. You are also under the effects of a freedom of movement<\/em> while channeling Macha. Your appearance does not change.<\/p>Nemain.<\/em><\/strong> You channel the frenzied aspect of a madwoman in tattered clothes with wild hair, floating 1 foot off the ground who personifies the havoc of war. As an action, creatures of your choice within 30 feet that are not deafened must make a Wisdom saving throw or take 4d6 necrotic damage. As a bonus action when you keen, you can deal your Doomsayer damage to one creature that failed their save. Also, when a creature dies within 30 feet of you, you regain hit points equal to 3 + your Charisma modifier.<\/p>","reference":"Usergen","class_skills":"","proficiencies":""}],[],[],[]]