Ickit
Ickit
Sheet
AC 18 · HP 34 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingWIS
- ArcanaINT
- AthleticsSTR
- AthleticsSTR
- DeceptionCHA
- HistoryINT
- InsightWIS
- InvestigationINT
- MedicineWIS
- NatureINT
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- ReligionINT
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
21 featuresAction
- Channel Divinity: Turn UndeadLevel 2
Ickit can use an action to present his holy symbol and invoke divine power. Each creature of his choice within 30 feet must make a Wisdom saving throw. A creature that fails is turned for 1 minute or until it takes damage. A turned creature must spend its turns trying to move as far away from Ickit as it can, and it cannot willingly move to a space within 30 feet of him. The effect ends if the creature cannot move or is restrained.
- Channel Divinity: Preserve LifeLevel 2
Ickit can use an action to touch a willing creature and restore hit points equal to five times his cleric level. He can use this feature once per long rest. This healing cannot affect a construct or undead.
- Destroy UndeadLevel 5
Ickit can use an action to destroy one undead creature that fails its saving throw against his Turn Undead feature if the creature's challenge rating is 1/2 or lower.
Bonus action
- Channel Divinity: Invoke DuplicityLevel 2
Ickit can use Channel Divinity to create a perfect illusion of himself that lasts for 1 minute, or until he loses concentration. The illusion appears in an unoccupied space within 30 feet, and he can move it up to 30 feet as a bonus action. For the duration, he can cast spells as though he were in the illusion's space, but he must use his own senses.
Always on
- Toll the Dead
When An enemy within 60 feet that Ickit can see is wounded or missing hit points.
Ickit produces a small vial or mutters an unsettling prayer, causing a creature he can see within 30 feet to make a Constitution saving throw or suffer 1d12 necrotic damage if it is missing any hit points. The spell deals 1d8 necrotic damage otherwise.
- Sacred Flame
When A creature within 60 feet is within line of sight.
Ickit calls down searing radiance on a creature within 60 feet. The target must make a Dexterity saving throw or take 1d8 radiant damage.
- Guidance
When A willing creature is about to make an ability check.
Ickit invokes a subtle blessing, adding 1d4 to one ability check made by a willing creature before the spell ends.
- Turn Undead
When Undead creatures are within 30 feet.
Ickit invokes his holy symbol and forces nearby undead to flee from his presence.
- Invoke Duplicity
When Ickit needs to misdirect enemies or cast from an unexpected position.
Ickit creates an illusory duplicate of himself, allowing him to cast spells from the duplicate's space.
- Preserve Life
When An ally within 30 feet is badly injured.
Ickit restores up to 25 hit points divided among creatures within 30 feet, though no creature can receive more than half its hit point maximum from this feature.
- Purify Affliction
When A creature is poisoned or diseased.
Ickit releases a wave of divine toxin-breaking energy that cures disease or neutralizes poison on a touched creature.
- SpellcastingLevel 1
Ickit is a 5th-level spellcaster. He uses Wisdom as his spellcasting ability. He can prepare a number of cleric spells equal to his Wisdom modifier plus his cleric level, and he can cast prepared cleric spells using spell slots of the appropriate level.
- Divine DomainLevel 1
Ickit can use a holy symbol as a spellcasting focus for his cleric spells.
- Plaguewise DevotionLevel 1
Ickit has proficiency with poisoner's tools and can use his understanding of toxins, diseases, and contamination to identify or create harmful substances at the DM's discretion. This feature is a flavor-focused interpretation of his chosen Trickery Domain theme and does not replace any listed 2014 rules feature.
- Trickery Domain SpellsLevel 1
Ickit's divine magic carries an unsettling edge. His Trickery Domain grants him additional prepared domain spells at the levels listed in the spell list below.
- Blessed Healer of ToxinsLevel 5
Ickit can invoke divine power to cure disease or neutralize poison affecting a creature. He can use this feature a number of times equal to his Wisdom modifier, and regains all expended uses after a long rest.
- Ability Score IncreaseHuman+1 to all ability scores
- SizeHumanMedium
- SpeedHuman30 feet
- LanguagesHumanCommon and one extra language of your choice
- City SecretsUrchin
Ickit knows the secret patterns of city streets, alleys, rooftops, sewers, and hidden passages. He can find food and a safe place to sleep for himself and his companions in any settlement, unless he is specifically barred from doing so.
Spells
13 spellsSpellcasting. Ickit casts with Wisdom (spell save DC 15, to hit with spell attacks).
1st level (4 slots): , , , , , ,
2nd level (3 slots): , , , ,
3rd level (2 slots):
Gear
13 itemsWeapons
- MaceA simple one-handed bludgeoning weapon used both for defense and ritual work.
- Light crossbowA light crossbow with 20 bolts.
- Small knifeA small knife that Ickit keeps sharpened and hidden in his sleeve.
Armor
- Scale mailMedium armor made from interlocking metal plates. Because Ickit's Dexterity modifier is +1, it provides AC 15 before his shield.
- ShieldA wooden shield bearing Ickit's rat-skull holy symbol, granting +2 AC.
Gear
- 20×Crossbow boltsAmmunition for the light crossbow.
- Priest's packIncludes a backpack, bedroll, mess kit, tinderbox, 10 torches, 10 days of rations, and a waterskin.
- Holy symbolA divine focus used to cast cleric spells.
- Map of the cityA crude map of the city's alleys, sewers, and forgotten service tunnels.
- Pet mouseA harmless but unusually clever mouse named Crumb.
- Token from his parentsA small token from Ickit's unknown family, kept wrapped in oilcloth.
- Common clothesRagged common clothing with numerous hidden pockets.
Purse
- Pouch of coinsThe remaining coins from Ickit's Urchin starting equipment.
Appearance
A wiry human man with sharp green eyes, patchy black hair, and pale skin marked by old chemical burns. Ickit wears stained scale mail beneath a patched gray cloak, with glass vials, leather pouches, and bits of copper tubing hanging from his belt. His holy symbol is a tarnished silver rat skull, and his shield is painted with a crude yellow eye surrounded by green droplets.
Mannerisms
Ickit speaks quickly in a rasping whisper, often interrupting himself to name a color, smell, or possible symptom. He rolls vials between his fingers when thinking, tilts his head like a curious rat, and frequently leans far too close when examining someone. He addresses his mouse as if it were a respected research assistant.
Personality
Ickit is brilliant, excitable, compassionate, and deeply unsettling. He sees beauty in decay and treats every disease as a puzzle begging to be solved. He is protective of the poor and vicious toward anyone who hoards medicine, weaponizes sickness against civilians, or dismisses suffering as an acceptable cost. Despite his morbid interests, he is not cruel. He simply believes that fear of poison is less useful than understanding it.
Ideals
Knowledge should belong to everyone, especially knowledge that can save lives. If a poison exists, someone must understand it before it is used against the helpless.
Bonds
The forgotten children of the city are my family. I will protect them, feed them, and destroy anyone who preys upon them.
Flaws
I am fascinated by sickness to the point of rudeness. I may examine an ally's wound, smell a suspicious drink, or ask invasive questions while everyone else is trying to save a life. I also trust my cleverness too much and sometimes treat dangerous experiments as if they were harmless games.
Quirks
Background
Ickit grew up beneath the market district, where the city dumped everything it did not want to see, including spoiled food, dead animals, broken bottles, and sometimes people. He learned early that every sickness had a pattern. He collected molds from cellar walls, studied the colors of infected wounds, and bred harmless vermin in cracked jars. To Ickit, poison and plague were not merely horrors. They were intricate forces of nature, dangerous but understandable, and therefore capable of being turned against cruelty. His life changed when a fever swept through the poorest alleys. While the wealthy sealed their gates, Ickit carried water, mixed crude remedies, and prayed over the dying with a stolen holy symbol. His prayers were answered, though not gently. The divine power that came through him could close wounds, purge corruption, and preserve a life, but it could also make a man's blood burn with invisible judgment. Ickit became a cleric of trickery, believing that deception, disguise, and carefully applied affliction could protect the helpless better than grand sermons ever could. He now travels with his vials and his pet mouse, hunting tyrants, studying strange diseases, and searching for the perfect cure, or the perfect plague.
“He learned early that every sickness had a pattern.”
- Background
- Urchin
Connections
Species
Human
Media
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