Abilities[]
Ability | Source | Details | First Appearance |
---|---|---|---|
Bones of Fate | Efink's Bone | A divination ability that allows Efink to communicate with her deity, Gogmoth via her bone. The specifics of the ability are not stated, but it seems to allow Efink multiple casts of the divination spell, possibly without using spell slots.[1] | Episode 1: Welcome to the Dark Side |
Divine Intervention | Cleric Level 10 | Efink can call on her deity to intervene on her behalf when her need is great. Imploring her deity’s aid requires her to use her action. She describes the assistance she is seeking, and rolls a percentile dice. If she rolls a number equal to or lower than her cleric level (14), her deity intervenes. Brennan chooses the nature of the intervention. If her deity intervenes, she can’t use this feature again for 7 days. Otherwise, she can use it again after she finishes a long rest. | Episode 2: Volcano of Violence |
Channel Divinity: Path to the Grave | Grave Domain Cleric Level 2 | As an action, Efink chooses one creature she can see within 30 feet, cursing it until the end of her next turn. The next time Efink or her ally hits the cursed creature with an attack, the creature has vulnerability to all of that attack's damage, and then the curse ends. | Episode 3: The Caged Elf and the Crown |
Sentinel at Death's Door | Grave Domain Cleric Level 6 | As a reaction when Efink or an ally that she can see within 30 feet suffers a critical hit, she can turn that attack into a normal hit. Any effects triggered by a critical hit are canceled. She can use this feature a number of times equal to her Wisdom modifier. She regains all expended uses when she finishes a long rest. | Episode 4: Airship Ambush |
Turn Undead/Destroy Undead | Cleric Level 2 & 5 | As an action, each undead that can see or hear Efink within 30 feet 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 Efink as it can, and it can’t willingly move to a space within 30 feet of her. 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. If the undead creature is of CR 3 or lower (as Efink is level 14) instead of being turned it is destroyed. | Episode 4: Airship Ambush |
Circle of Mortality | Grave Domain Cleric Level 1 | When Efink would normally roll one or more dice to restore hit points with a spell to a creature at 0 hit points, she instead uses the highest number possible for each die. In addition, she knows the Spare the Dying cantrip, which doesn't count against the number of cleric cantrips she knows. For her, it has a range of 30 feet, and she can cast it as a bonus action. | Never Used |
Eyes of the Grave | Grave Domain Cleric Level 1 | As an action, Efink can open her awareness to magically detect undead. Until the end of her next turn, she knows the location of any undead within 60 feet that isn't behind total cover and that isn't protected from divination magic. This sense doesn't tell her anything about a creature's capabilities or identity. She can use this feature a number of times equal to her Wisdom modifier. She regains all expended uses when she finishes a long rest. | Never used |
Potent Spellcasting | Grave Domain Cleric Level 8 | Efink adds her Wisdom modifier to the damage she deals with any Cleric cantrip. | Never used |
Spells[]
Spell | Spell Level | Source | Details | First Appearance |
---|---|---|---|---|
Spare the Dying | Cantrip | Circle of Mortality | Efink touches a living creature that has 0 hit points. The creature becomes stable. This spell has no effect on undead or constructs. | Episode 2: Volcano of Violence |
Divination | 4th | Cleric and Bones of Fate | Efink's magic puts her in contact with a god or a god's servants. She asks a single question concerning a specific goal, event, or activity to occur within 7 days. Brennan offers a truthful reply. The reply might be a short phrase, a cryptic rhyme, or an omen. The spell doesn't take into account any possible circumstances that might change the outcome, such as the casting of additional spells or the loss or gain of a companion. |
Episode 1: Welcome to the Dark Side |
Revivify | 3rd | Cleric and Grave Domain Cleric Level 5 | Efink touches 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. | Episode 1: Welcome to the Dark Side |
Legend Lore | 5th | Cleric | Efink names or describes a person, place, or object. The spell brings to her mind a brief summary of the significant lore about the thing she named. The lore might consist of current tales, forgotten stories, or even secret lore that has never been widely known. If the thing she named isn't of legendary importance, she gains no information. The more information she already has about the thing, the more precise and detailed the information she receives is. | Episode 2: Volcano of Violence |
Sanctuary | 1st | Cleric | As a bonus action, Efink wards a creature within 30 feet against attack. Until the spell ends (after 1 minute or conditions later explained occur), any creature who targets the warded creature with an attack or a harmful spell must first make a Wisdom saving throw. On a failed save, the creature must choose a new target or lose the attack or spell. This spell doesn't protect the warded creature from area effects, such as the explosion of a fireball. If the warded creature makes an attack, casts a spell that affects an enemy, or deals damage to another creature, this spell ends. |
Episode 2: Volcano of Violence |
Heal | 6th | Cleric | Efink choose a creature that she can see within 60 feet. A surge of positive energy washes through the creature, causing it to regain 70 hit points. This spell also ends blindness, deafness, and any diseases affecting the target. This spell has no effect on constructs or undead. | Episode 2: Volcano of Violence |
Cure Wounds | 1st | Cleric | A creature Efink touches regains a number of hit points equal to 1d8 + her spellcasting ability modifier. This spell has no effect on undead or constructs. When she casts this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st. | Episode 4: Airship Ambush |
Spirt Guardians | 3rd | Cleric | Efink call forth fiendish spirits to protect her. They flit around you to a distance of 15 feet for 10 minutes (or until concentration is broken). When she casts this spell, she can designate any number of creatures she 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 necrotic damage. On a successful save, the creature takes half as much damage. | Episode 4: Airship Ambush |
Command | 1st | Cleric | Efink speaks a one-word command to a creature she can see within 60 feet. The target must succeed on a Wisdom saving throw or follow the command on its next turn. The spell has no effect if the target is undead, if it doesn't understand the language, or if her command is directly harmful to it. | Episode 4: Airship Ambush |
Misty step | 2nd | High Elf Feat: Fey Teleportation | As a bonus action Efink becomes briefly surrounded by silvery mist; she teleports up to 30 feet to an unoccupied space that she can see. | Episode 4: Airship Ambush |
Fire Bolt | Cantrip | High Elf Race | Efink hurls a mote of fire at a creature or object within 120 feet. She makes a ranged spell attack against the target. On a hit, the target takes 3d10 fire damage (as Efink is above 11th level). A flammable object hit by this spell ignites if it isn't being worn or carried. | Episode 4: Airship Ambush |
Death Ward | 4th | Cleric and Grave Domain Cleric Level 7 | Efink touches a creature and grants it a measure of protection from death for 8 hours. The first time the target would drop to 0 hit points as a result of taking damage, the target instead drops to 1 hit point, and the spell ends. If the spell is still in effect when the target is subjected to an effect that would kill it instantaneously without dealing damage, that effect is instead negated against the target, and the spell ends. | Episode 5: Bloodlines and Lifelines |
Holy Weapon | 5th | Cleric | Efink imbues a weapon she touches with holy power. Until the spell ends, the weapon emits bright light in a 30-foot radius and dim light for an additional 30 feet. In addition, weapon attacks made with it deal an extra 2d8 radiant damage on a hit. If the weapon isn't already a magic weapon, it becomes one for the duration. As a bonus action on her turn, Efink can dismiss this spell and cause the weapon to emit a burst of radiance. Each creature of her choice that she can see within 30 feet of the weapon must make a Constitution saving throw. On a failed save, a creature takes 4d8 radiant damage, and it is blinded for 1 minute. On a successful save, a creature takes half as much damage and isn't blinded. At the end of each of its turns, a blinded creature can make a Constitution saving throw, ending the effect on itself on a success. |
Episode 6: The Tomb of Ultimate Evil |
Bane | 1st | Grave Domain Cleric Level 1 | Up to three creatures of Efink's choice that she can see within range must make Charisma saving throws. Whenever a target that fails this saving throw makes an attack roll or a saving throw before the spell ends, the target must roll a d4 and subtract the number rolled from the attack roll or saving throw. When Efink casts this spell using a spell slot of 2nd level or higher, she can target one additional creature for each slot level above 1st. |
Never used |
False Life | 1st | Grave Domain Cleric Level 1 | Bolstering herself with a necromantic facsimile of life, Efink gains 1d4 + 4 temporary hit points for the duration. When Efink casts this spell using a spell slot of 2nd level or higher, she gains 5 additional temporary hit points for each slot level above 1st. |
Never used |
Gentle Repose | 2nd | Grave Domain Cleric Level 3 | Efink touches a corpse or other remains. For the duration, the target is protected from decay and can't become undead. The spell also effectively extends the time limit on raising the target from the dead, since days spent under the influence of this spell don't count against the time limit of spells such as raise dead. |
Never used |
Ray of Enfeeblement | 2nd | Grave Domain Cleric Level 3 | A black beam of enervating energy springs from Efink's finger toward a creature within range. Efink makes 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 Constitution saving throw against the spell. On a success, the spell ends. |
Never used |
Vampiric Touch | 3rd | Grave Domain Cleric Level 5 | The touch of Efink's shadow-wreathed hand can siphon life force from others to heal her wounds. She makes a melee spell attack against a creature within her reach. On a hit, the target takes 3d6 necrotic damage, and she regains hit points equal to half the amount of necrotic damage dealt. Until the spell ends, she can make the attack again on each of her turns as an action. When Efink casts this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd. |
Never used |
Blight | 4th | Grave Domain Cleric Level 7 | Necromantic energy washes over a creature of Efink's choice that she can see within range, draining moisture and vitality from it. The target must make a Constitution saving throw. The target takes 8d8 necrotic damage on a failed save, or half as much damage on a successful one. This spell has no effect on undead or constructs. If she targets a plant creature or a magical plant, it makes the saving throw with disadvantage, and the spell deals maximum damage to it. |
Never used |
Antilife Shell | 5th | Grave Domain Cleric Level 9 | A shimmering barrier extends out from Efink in a 10-foot radius and moves with her, remaining centered on her and hedging out creatures other than undead and constructs. The barrier lasts for the duration. The barrier prevents an affected creature from passing or reaching through. An affected creature can cast spells or make attacks with ranged or reach weapons through the barrier. |
Never used |
Raise Dead | 5th | Grave Domain Cleric Level 9 | Efink returns a dead creature she touches to life, provided that it has been dead no longer than 10 days. If the creature's soul is both willing and at liberty to rejoin the body, the creature returns to life with 1 hit point. This spell also neutralizes any poisons and cures nonmagical diseases that affected the creature at the time it died. This spell doesn't, however, remove magical diseases, curses, or similar effects; if these aren't first removed prior to casting the spell, they take effect when the creature returns to life. The spell can't return an undead creature to life. |
Never used |
Inventory[]
Item | Aquired From | Details | First Appearance |
---|---|---|---|
Bone | Unknown | A skull of indeterminate origin used as a focus for Efink's divination. | Episode 1: Welcome to the Dark Side |
Staff of Storms (mechanically Staff of Thunder and Lightning) | Randolph the Wizard[2] | Efink wields this magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. It also has the following additional properties. When one of these properties is used, it can't be used again until the next dawn: Lightning. When she hits with a melee attack using the staff, she can cause the target to take an extra 2d6 lightning damage. Thunder. When she hits with a melee attack using the staff, she can cause the staff to emit a crack of thunder, audible out to 300 feet. The target she hits must succeed on a DC 17 Constitution saving throw or become stunned until the end of your next turn. Lightning Strike. She can use an action to cause a bolt of lightning to leap from the staff's tip in a line that is 5 feet wide and 120 feet long. Each creature in that line must make a DC 17 Dexterity saving throw, taking 9d6 lightning damage on a failed save, or half as much damage on a successful one. Thunderclap. She can use an action to cause the staff to issue a deafening thunderclap, audible out to 600 feet. Each creature within 60 feet (not including Efink) must make a DC 17 Constitution saving throw. On a failed save, a creature takes 2d6 thunder damage and becomes deafened for 1 minute. On a successful save, a creature takes half damage and isn't deafened. Thunder and Lightning. She can use an action to use the Lightning Strike and Thunderclap properties at the same time. Doing so doesn't expend the daily use of those properties, only the use of this one. |
Episode 2: Volcano of Violence |
References[]
- ↑ Within the span of time shown in Welcome to the Dark Side, Volcano of Violence, and The Caged Elf and the Crown, Efink is able to cast divination as a ritual, proving she has access to the spell normally, as well as using Bones of Fate twice. By her second usage of Bones of Fate, which occurs after casting divination as a ritual, Amy notes she's going to "take the 50/50 chance" that she will receive an accurate answer. As a spell, every cast of divination per long rest past the first one creates a cumulative 25% chance of a random response, up to 100%. That Efink's second use of Bones of Fate creates a 50/50 chance for an incorrect result implies that this ability functions exactly as a divination spell (BoF (0%) + Divination (25%) + 2nd BoF (25%) = 50%) but is separate from a normal casting of divination, and is possibly separate from Efink's spell slots and normal spellcasting ability.
- ↑ Welcome to the Dark Side