Evendur "Grim" Greymantle's page

728 posts. Alias of Helaman.

Full Name

Evendur "Grim" Greymantle


Male Human Doomguide Acolyte of Kelemvor


Cleric (War)/5


AC18(20) |HP 38/[40]| Str+3 Int+1 Wis+6 Dex+0 Con+2 Cha+2|Init + 0|Percept +6|Insight +6|Invest +4| War Priest Attacks 0/[3] Inspiration [Y] Channel Divinity 1/[1] HD 2/[5]






Lawful Neutral




Doomguide and Undertaker

Strength 16
Dexterity 10
Constitution 14
Intelligence 12
Wisdom 16
Charisma 8

About Evendur "Grim" Greymantle

Evendur "Grim" Greymantle
Male Human Cleric 5 (War) Acolyte
LN Medium Humanoid

HP 40 (1d8+2 per level)
AC 18 / 20 (Platemail and Shield). Immune to crits.
Saves STR +3, DEX +0, CON +2, INT +1, WIS +5, CHA +1

Human Bonuses to Str (14 to 15) and Con (13 to 14)
Feat: Skill Expert (Stat bonus Wis 15 to 16) Skill: Athletics Expertise: Religion
Feat: Heavy Armour Master (Str 15 to 16)
While you are wearing heavy armor, bludgeoning, piercing, and slashing damage that you take from nonmagical attacks is reduced by 3.

Speed 30 ft.
Longsword +6/+7 (1d8+3/+4)
Warhammer +6 (1d6+3)
Ranged Crossbow +3 (1d8)

Bonus Proficiencies: At 1st level, you gain proficiency with martial weapons and heavy amor.

War Priest: From 1st level, your god delivers bolts of inspiration to you while you are engaged in battle. When you use the Attack action, you can make one weapon attack as a bonus action.
You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest

Domain Spells: 1st - Divine favor, shield of faith 2nd - magic weapon, spiritual weapon 3rd - crusader’s mantle, spirit guardians 4th - freedom of movement, stoneskin 5th - flame strike, hold monster

STR 15, DEX 10, CON 14, INT 12, WIS 16, CHA 8
Proficiency Bonus +3

Skills Athletics +6# Insight +6', Investigation +4', Perception +6^, Persuasion +2* Religion*! +6,
* = Cleric Skill '= Background Skill ^=Human skill #=Feat skill !=Expertise
Languages: Chondathan, Common
Tool Proficiencies: Undertaker, Herbalism Kit
Special Qualities Background Feature: As an acolyte, you command the respect of those who share your faith, and you can perform the religious ceremonies of your deity. You and your adventuring companions can expect to receive free healing and care at a temple, shrine, or other established presence of your faith, though you must provide any material components needed for spells. Those who share your religion will support you (but only you) at a modest lifestyle.

You might also have ties to a specific temple dedicated to your chosen deity or pantheon, and you have a residence there. This could be the temple where you used to serve, if you remain on good terms with it, or a temple where you have found a new home. While near your temple, you can call upon the priests for assistance, provided the assistance you ask for is not hazardous and you remain in good standing with your temple.

Combat Gear: Shield, warhammer, Crossbow, 20 bolts
Other Gear: Explorers Pack (Includes a backpack, a bedroll, a mess kit, a tinderbox, 10 torches, 10 days of rations, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it), Holy Symbol, a prayer book, 5 sticks of incense, vestments, a set of common clothes.

Magic Gear:
Mantle of the Dead (magic item)
(attunement required, cloak slot)
You are invisible to undead as long as this mantle is attuned and adorned.

"Final Rest"
+1 Longsword (+2 vs Undead)
Detect undead. 1 per long rest use. Essentially be the paladin's Divine Sense, but only for undead.
(attunement required)

Adamant Full Plate
Immunity to criticals.

Soent 10pp to buy
2 x Potion of Healing

PP 20
GP 22
SP 0
CP 0

One Potion of Healing
One holy water
Three sets of Kelemvor coins remain

SPELLCASTING; DC 14, Spell Attack Bonus +6:

Spells Memorised [Total 8]
Lvl 0: Light, Sacred Flame, Spare the Dying, Toll the Dead
Lvl 1: Cure Wounds, Guiding Bolt, Bless, Healing Word, Protection from Evil and Good
Lvl 2: Lesser Restoration
Lvl 3: Daylight, Dispel Magic
+ Domain Spells

Domain Spells: 1st - Divine favor, shield of faith 2nd - magic weapon, spiritual weapon 3rd - crusader’s mantle, spirit guardians 4th - freedom of movement, stoneskin 5th - flame strike, hold monster

Slots Available
Cantrips -
Level 1 - 4/[4] 2 used
Level 2 - 3/[3] 2 used
Level 3 - 2/[2] 1 used

Channel Divinity: 1/Day

Turn Undead: As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage. 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 30 feet of you. It also can’t take reactions. For its action, 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 use the Dodge action.

Guided Strike: Starting at 2nd level, you can use your Channel Divinity to strike with supernatural accuracy. When you make an attack roll, you can use your Channel Divinity to gain a +10 bonus to the roll. You make this choice after you see the roll, but before the DM says whether the attack hits or misses.

Harness Divine Power: You can expend a use of your Channel Divinity to fuel your spells. As a bonus action, you touch your holy symbol, utter a prayer, and regain one expended spell slot, the level of which can be no higher than half your proficiency bonus (rounded up). The number of times you can use this feature is based on the level you’ve reached in this class: 2nd level, once; 6th level, twice; and 18th level, thrice. You regain all expended uses when you finish a long rest

Background and Personality: Acolyte (Doomguide - Skills changed to Insight and Investigation, changed languages to Proficiency Undertaker Tools and Herbalism Kit)

Traits: I trust that my deity will guide my actions, I have faith that if I work hard, things will go well. (Lawful) and I’m haunted by memories of my bloody past. I can’t get the images of violence out of my mind.
Ideal: Destroy the undead and those who create them!!!
Bond: I owe my life to the priest who took me in when my parents died.
Flaw: Once I pick a goal, I become obsessed with it to the detriment of everything else in my life.

Personality: The only thing that stops Evendur from being a fanatic is his beaten down personality. Everyone that he's ever looked up to or loved has been taken from him. Taken from him by necromancy. But they can't take his faith! No, Kelemvor will guide and direct any that place themselves in his hand! Necromancers and the undead MUST be hunted down and destroyed!

Unfortunately Evendur finds it hard to relate to others and has had to work hard on his social skills to offset his natural lack of ability in that area. He understands the mission of the ministry to care for the dying, and to ensure that proper funerary rites are carried out, indeed that was part of what he did during his tenure as squire to his adoptive father but he yearns for action, to take the fight to his mortal enemies.

His somewhat pessimistic outlook on life ("Trust me, it can always get worse") has led to his adopted nickname 'Grim'. Given that it came from his peers at a Monastery of Kelemvor that is saying a lot.

Evendur stands a decent 5'10" in height and is hard muscled but lean. He wears his hair long with braids on each side of his face. He is tanned from his travels and long hours in the practice yard. He favours the greys and dull browns typically used by the Doombringers in his clothing apart from a silver badge pinned to his cloak that bears the emblem of Kelemvor. While his general appearance is somewhat dour and beaten, the badge shines as something that is constantly cared for. He looks as though he rarely smiles and on those occasions its almost as if the smile needs to be dragged into place. His expression looks haunted and depressed, even if consciously he is not.


Evendur had a relatively normal childhood until the day that doom came to his small town. More than a hundred years ago it had been the site of a large battle and boasted a considerable graveyard and cairn sites. It must have been for that reason the necromancer came.

At first it seemed Eziel was just another merchant but he subtly involved himself in town matters, stirring up old feuds and re-opening old wounds. Of all the people who could tell something was wrong it was only Evendur, and none paid much heed to the boy.

Then people started going missing.

At first it was thought they had merely left town, then dread set in - perhaps among the townsfolk there was a murderer? The thought kept people from putting together what was happening to their town and kept them close to home.

Then whole farms were wiped out - by what no one could tell. All that remained was signs of violence and blood but no bodies.

The farm of the young boy who guessed that the creepy newcomer was somehow behind it all was the fourth to be attacked... by ancient skeletons and fresh zombies. His father and the five farmhands who were there on the day barricaded everyone into the house and thus began a desperate battle that lasted hours. It ended badly. One by one the farmers and Evener's family were killed, in some cases torn to pieces. Just before the end his mother locked him in a cabinet and told him to be very still.

He could see through the crack in the door as the last people were disembowelled.

Evendur sat in that cabinet for two days, long after the undead collected the bodies of family and friends and left the farm. He may well have sat there in his own filth until he died of thirst if it were not for Albus Greymantle. A member of Kelemvors militant clergy and wandering investigator he came to the area seeking the same necromancer that had destroyed all that Evendur had held dear.

The young boy, deeply traumatised by the experience would not let the Doomguide out of his sight, and only rarely out of arms length for many days. It was thus that he was bought into the Monastery of Kelemvor at Ormpetarr, and his healing could begin.

With lack of other prospects and due to Evendur's extreme reluctance to be parted from Albus for more than a few hours, he became a squire of sorts to the Doomguide. In time Albus discovered that the boy had a gift for noticing details and turning up clues and used it to good effect. He and Evendur would travel to investigate potential hotspots of undead activity, investigate it and then Albus would leave Evendur to tend camp or in an Inn while he took care of the problem.

And so it was that Evendur was not there when Albus was killed. By what Evendur would never know but it was up to the now teenage acolyte to return his father figures mutilated body to the monastery to ensure that the proper rites were held. The youth took three things from his adoptive father. His name, his sword and his badge.

Given his experience working with the Doomguides and his background it was decided that it would be appropriate for Evendur to receive training and take Holy Orders. Training was gruelling and dangerous but now in his majority Evendur has been given permission to leave the Monastery and begin his ministry, to be guided by the hand of Kelemvor and to bring calm to the dying and peace to the dead.

The Faith of Kelemvor:

Day-to-Day Activities: Priests of Kelemvor comfort the dying and provide burials for those who die alone. They administer last rites to the dying and help the living left behind to better understand the natural and inevitable process of death and dying. When people die alone without a will, known heirs, or business partners, their goods are taken by the church to fund its ongoing ministry to the dying. This does not, by any means, mean that death clergy would ever take goods from a grave for their own benefit.

When plagues, hordes, or great monsters run amok, they must be fought by the death clergy, for it is not right that many die before their due time. When marauding dragons or other monstrous predators become problems, the death clergy should try to interest adventuring bands in slaying the problems—failing that, they must deal with the problems themselves. In cases of great pain, ravaging disease, or mutilation where death would be a mercy, it is the office of the priests of Kelemvor—and only the priests of Kelemvor—to bring death, as swiftly and painlessly as possible.

Undeath is an affront to Kelemvor. Undead creatures are to be dstroyed or given true death whenever they are met with, and even sought out and hunted down for that holy purpose. Priests of Kelemvor are free to hire or take as companions folk of other faiths to assist them in this purpose, for the great sin of undeath must be stamped out by whatever means possible. Though members of the clergy can command the undead, these commands usually can be boiled down to "Go back to your graves and sleep there forever" except in times of dire need. Kelemvor has made no official statement to single out good-aligned undead creatures as an exception to his policy, though specific temples and individuals often take only lenient action against or ignore such creatures in the field, preferring to concentrate their efforts on those creatures of obvious malevolent intent or who are likely to quickly multiply.

All priests of Kelemvor may be called to a holy mission by their god or their senior clergy and pursue a more active and adventurous life. Such priests defend death clergy members and holdings when need be and bring death to others when it is necessary. For example, a Kelemvorite specialty priest assigned to a holy mission may be sent to lead an adventuring party to stop the spread of disease or kill beings seeking to disrupt natural cycles—such as mages who seek to create huge armies of undead or develop necromantic spells that can slay others and transform them inescapably into undead creatures under their control. Death clergy sent to slay predators or to go into dangerous country to comfort the dying are often issued scrolls of offensive spells or magical items of battle power gleaned from the goods of those who died alone.

Holy Days/Important Ceremonies: Most folk experience the rituals of the death clergy in a personal way: As someone dies, a priest or priests of Kelemvor performs the Passing, a simple ceremony of last rites that is a chant of comfort calling on Kelemvor to be alert for the coming essence of this person, who has enriched life in Faerûn in his or her own way and earned this salute. The Lament for the Fallen is a larger ceremony of this sort sung over a battlefield, ruined village or fortress, or other site where many folk have recently died.

Clergy of the god also lead a daily morning ceremony over graves, the Remembrance, and a ritual that begins after nightfall, the Daeum. The Remembrance is a dignified rite of songs and prayer usually attended by relatives of the dead. The Daeum, or Thanks to the Guide (Kelemvor), is a celebration of the strength and purpose of the Great Guide and his church and is attended only by faithful followers of the god. It is at the close of this ceremony that the goods of the dead are distributed to the assembled faithful and any favors of the god or holy missions are dispensed through manifestations or the orders of senior clergy.

The two great calendar-related holy days of the Church of Kelemvor are Shieldmeet and the Feast of the Moon. During both of these days, priests of the Lord of the Dead tell tales of the Deeds of the Dead so that the greatness and importance of the ancestors of those alive today will never be forgotten. They also call back from the dead heroes who are needed in the land again (in the opinion of mortal supplicants whom Kelemvor agrees with). During both of these solemn high holy days, any priest of Kelemvor who casts speak with dead can talk freely with the departed for as long as desired and hold conversations, not merely put questions to them for which the answer will be a bare "yes" or "no."

About Doomguides:

Doomguides are devoted clerics and paladins of Kelemvor, god of the dead, whom they serve, along with the people of Faerûn, by helping mortals deal with their fears of death and existence after the fact. In order to help combat these fears, many of which are tied to the works of necromancers, doomguides also serve as elite divine spellcasters who seek out necromancers and their undead servitors to destroy them and bring a measure of peace to the world.

To doomguides and their god there is no greater abomination than the undead and doomguides train throughout their careers to free these souls and send them on their way to the City of Judgment. To aid them Kelemvor grants his priests some measure of his power and grace, instilling doomguides with a power over death that fills the undead and their masters with fear.

While important as hunters of the undead, for doomguides this is merely a secondary role they take up when necessary and all doomguides understand the need to both lay the undead to rest and comfort the living, regardless of their personal preferences. The primary duties of doomguides remain the consolation of the dying, the dead, and those whom they have left behind to grieve for them. Most doomguides are compassionate undertakers and find meaning in comforting the dying and the families of the deceased. In this strange duality, as bringers of peace to those who are dying and merciless foes of the undead, doomguides are reflective of death itself.

The philosophy of Kelemvor's church is often divided, with many clerics favoring one aspect of death over another. Some take up their role as peaceful ushers of the sick and dying into the Fugue Plane while others place a higher emphasis on their deadly but exciting role as banes of the undead, viewing their bedside ministry as a necessary but dull interruption to these other duties. Paladins of Kelemvor, required to stay true to their god's alignment, find a delicate middle ground. Generally speaking, Kelemvor prefers his doomguides to follow this middle road, though any divine servant of the god can join the order's elite ranks.

Doomguides serve Kelemvor in a way that is different than lower-ranking priests, often acting as courier between temples. Attached not to any one place but to the entire world, doomguides are expected to travel far and spread the teachings of the Lord of the Dead on the afterlife and what it holds for mortals. Nor are all doomguides exclusively priests and many, particularly those who seek to excel at their role as destroyers of the undead, acquire fighter, sorcerer, or wizard training. Few rogues or monks, however, go on to become doomguides and it is impossible for either barbarians or druids to do so.

Other duties carried on by doomguides include officiating funerals, particularly important ones, or performing resurrection rituals for ardent services of the church with yet more work to do. However, while doomguides are sometimes found in bands of adventurers as aids in fighting the undead it is uncommon to simply encounter them by chance, though they are as often found in either wilderness or urban surroundings.

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Quick Dice:

[dice=Spell Attack]1d20 + 6[/dice]

[dice="Final Rest"]1d20 + 6 + 1[/dice]
[dice=Damage]1d8 + 3 + 1[/dice]

[dice=Warhammer]1d20 + 5[/dice]
[dice=Damage]1d8 + 3[/dice]

[dice=Crossbow]1d20 + 3[/dice]

w/ Proficiency
[dice=STR]1d20 + 6[/dice]
[dice=DEX]1d20 + 3[/dice]
[dice=CON]1d20 + 5[/dice]
[dice=INT]1d20 + 4[/dice]
[dice=WIS]1d20 + 6[/dice]
[dice=CHA]1d20 + 2[/dice]

w/o Proficiency
[dice=STR]1d20 + 2[/dice]
[dice=CON]1d20 +2[/dice]
[dice=INT]1d20 + 1[/dice]
[dice=WIS]1d20 + 3[/dice]
[dice=CHA]1d20 - 1[/dice]

Death is but part of life: fear it not, evade it not, and view it not as evil. To fear death delivers you into the hands of those who can bring death down upon you. Die with dignity, neither raging nor seeking to embrace undeath. Do honor to the dead, for their strivings in life brought Faerun to where it is now, and to forget them is to forget also where we are now—and why.

Notes for Level 4:

Mylivanni (Sidekick)
AC 16 (chain)
hp 17 (3d8+2)

High Elf: Darkvision 60, Fey Ancestry, Trance, Cantrip(Minor Illusion)

Proficiencies: Str Save, Perception, Acrobatics, Survival

Attack: Scimitar (2handed) +3 1d8+1 slashing

Martial Role (Defender): The sidekick can use its reaction to impose disadvantage on the attack roll of a creature within 5 feet of it whose target isn’t the sidekick, provided the sidekick can see the attacker.

Second Wind: bonus action, 1d10+2, 1 per rest