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Keyleth Scout-Green-Sleep

Cleric 1 Class & Level
Hermit Background
Firbolg Race
Chaotic-good Alignment

Strength 11
+0
Dexterity 14
+2
constitution 12
+1
intelligence 13
+1
wisdom 17
+3
charisma 8
-1
Total Hit Dice 1
Hit Die
1d8+1
+2 proficiency bonus
+0 Strength
+2 Dexterity
+1 Constitution
+1 Intelligence
+5 Wisdom
+1 Charisma
saving throws
+2 Acrobatics
+3 Animal Handling
+5 Arcana
+0 Athletics
+1 Deception
+1 History
+3 Insight
-1 Intimidation
-1 Investigation
+5 Medicine
+5 Nature
+5 Perception
-1 Performance
-1 Persuasion
+3 Religion
+2 Sleight of Hands
+2 Stealth
+2 Survival
skills

 
14
Armor Class
9
Hit Points
+2
Initiative
30
Speed
WeaponAttackDamage
Spear 1d20+2 1d6+2
Spear (thrown) 1d20+2 1d6+2 20/60
Dagger/thrown 1d20+4 1d4+4 20/60
Attacks
Light/Medium armour.

Simple weapons.

Herbalism kit.

proficiency bonus to any ability checks you make to identify or apply herbs.

Proficiences
Wisdom
Spellcasting
Hide armour.

Herbalism kit.

Explorers pack.

sack x 2

Basket

Jug x 2

Iron pot

Waterskin

Bucket

String

Small knife

Fishing tackle

Insect repleant

Common clothes

whetstone

candle

Googles of night



Copper: 50

Silver: 5

Electrum:

Gold: 1

platinum:

Equipment
Generally given the choice they will give people the benefit of the doubt. Once they have a course they will run with it.
Personality Traits
Revelation: Stop hiding the truth behind convinient masks. Accept the madness of the world.
Ideals
There's a snarl in the fabric of the world, an eddy in the flow of the divine alchemy, I must follow it.
Bonds
I can get lost in thought or a single task for hours even days.
Flaws
Firbolg Magic
You can cast detect magic and disguise self with this trait, using Wisdom as your spellcasting ability for them. Once you cast either spell, you can’t cast it again with this trait until you finish a short or long rest. When you use this version of disguise self, you can seem up to 3 feet shorter than normal, allowing you to more easily blend in with humans and elves.
Hidden Step
As a bonus action, you can magically turn invisible until the start of your next turn or until you attack, make a damage roll, or force someone to make a saving throw. Once you use this trait, you can’t use it again until you finish a short or long rest.
Powerful Build
You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
Speech of Beast and Leaf
You have the ability to communicate in a limited manner with beasts and plants. They can understand the meaning of your words, though you have no special ability to understand them in return. You have advantage on all Charisma checks you make to influence them.


Languages. You can speak, read, and write Common, Elvish, and Giant.
Features & Traits

Heroes Enabled

The statblocks of your Weapons, armor and other important/magical equipment

The statblocks of your class features

Statblocks for your familiars, mounts etc.

Statblocks for race/species of the character.

Firbolg

Ability Score Increase +1 Str, +2 Wis
Size Medium
Speed 30 ft

Firbolg tribes cloister in remote forest strongholds, preferring to spend their days in quiet harmony with the woods. When provoked, firbolgs demonstrate formidable skills with weapons and druidic magic.  

Humble Guardians

Firbolgs love nothing more than a peaceful day spent among the trees of an old forest. They see forests as sacred places, representing the heart of the world and monuments to the durability of life.   In their role as caretakers, firbolgs live off the land while striving to remain in balance with nature. Their methods reflect common sense and remarkable resourcefulness. During a bountiful summer, they store away excess nuts, fruit, and berries. When winter arrives, they scatter everything they can spare to ensure the animals of the wood survive until springtime.   In a firbolg’s eyes, there is no greater fault than greed. The firbolgs believe that the world remains healthiest when each creature takes only what it needs. Material goods, especially precious gems and gold, have little appeal to them. What use are such things when winter lingers and food runs short?  

Natural Druids

Firbolgs have a talent for druidic magic. Their cultural reverence for nature, combined with their strong and insightful minds, makes learning such magic an instinctive part of their development. Almost every firbolg learns a few spells, typically those used to mask their presence, and many go on to master nature magic.   Firbolgs who become druids serve as stronghold leaders. With every action the tribe takes, the druids weigh not only the group’s needs, but the effect each action will have on the forest and the rest of the natural world. Firbolg tribes would rather go hungry than strain the land during a famine.  

Hidden Shepherds

As caretakers of the land, firbolgs prefer to remain out of sight and out of mind. They don’t try to dominate nature, but rather seek to ensure that it prospers and survives according to its own laws.   Firbolgs use their magic to keep their presence in a forest secret. This approach allows them to avoid the politics and struggles of elves, humans, and orcs. Such events concern the firbolgs only when the events affect the forest.   Even in the face of an intrusion, firbolgs prefer a subtle, gentle approach to prevent damage to their territory. They employ their magic to make the forest an unappealing place to explore by temporarily diverting springs, driving away game, stealing critical tools, and altering trails to leave hunting or lumber parties hopelessly lost. The firbolgs’ presence is marked by an absence of animals and a strange quiet, as if the forest wishes to avoid attracting attention to itself. The faster travelers decide to move on, the better.   If these tactics fail, the firbolgs take more direct action. Their observations of a settlement determine what happens next. If the outsiders seem peaceful, the firbolgs approach and gently ask them to leave, even offering food and other supplies to aid their departure. If those who insist on remaining respect nature, take only what they need, and live in harmony with the wood, firbolgs explore the possibility of friendship with them, as long as the outsiders vow to safeguard the forest. If the settlers clearly display evil intentions, however, the firbolgs martial their strength and magic for a single overwhelming attack.  

Outcast Adventurers

As guardians of the wood, few firbolgs would dream of leaving their homes or attempting to fit into human society. An exiled firbolg, or one whose clan has been destroyed, might not have a choice in the matter. Most adventuring firbolgs fall into this latter category.   Outcast firbolgs can never return home. They committed some unforgivable deed, usually something that put their homeland at risk, such as starting a forest fire or killing a rare or beautiful wild creature. These firbolgs are loners who wander the world in hope of finding a new place to call home.   Orphaned firbolgs are those whose clans or homelands have been destroyed. They become crusaders for nature, seeking to avenge their loss and prevent the further destruction of the natural world.   A few rare firbolgs are entrusted by their clan with an important mission that takes them beyond their homes. These firbolgs feel like pilgrims in a strange land, and usually they wish only to complete their quests and return home as quickly as possible.   The Firbolg Adventurers table can serve as inspiration for determining why a firbolg character leaves home.   Firbolg Adventurers   d8 Reason for Adventuring 1 Outcast for murder 2 Outcast for severely damaging home territory 3 Clan slain by invading humanoids 4 Clan slain by a dragon or demon 5 Separated from the tribe and lost 6 Homeland destroyed by natural disaster 7 Personal quest ordained by omens 8 Dispatched on a quest by tribe leaders  

Firbolg Names

Firbolg adopt elven names when they must deal with outsiders, although the concept of names strikes them as strange. They know the animals and plants of the forest without formal names, and instead identify the forest’s children by their deeds, habits, and other actions.   By the same token, their tribe names merely refer to their homes. When dealing with other races, firbolgs refer to their lands by whatever name the surrounding folk use, as a matter of tact and hospitality, but among their own kind they simply call it “home.”   Sometimes firbolgs adopt the nicknames or titles outsiders give them under the assumption that those who need names can call them whatever they wish.  

Firbolg Traits

Your firbolg character has the following racial traits.   Age As humanoids related to the fey, firbolg have long lifespans. A firbolg reaches adulthood around 30, and the oldest of them can live for 500 years.   Alignment As people who follow the rhythm of nature and see themselves as its caretakers, firbolg are typically neutral good. Evil firbolg are rare and are usually the sworn enemies of the rest of their kind.   Size Firbolg are between 7 and 8 feet tall and weigh between 240 and 300 pounds. Your size is Medium.   Firbolg Magic You can cast detect magic and disguise self with this trait, using Wisdom as your spellcasting ability for them. Once you cast either spell, you can’t cast it again with this trait until you finish a short or long rest. When you use this version of disguise self, you can seem up to 3 feet shorter than normal, allowing you to more easily blend in with humans and elves.   Hidden Step As a bonus action, you can magically turn invisible until the start of your next turn or until you attack, make a damage roll, or force someone to make a saving throw. Once you use this trait, you can’t use it again until you finish a short or long rest.   Powerful Build You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.   Speech of Beast and Leaf You have the ability to communicate in a limited manner with beasts and plants. They can understand the meaning of your words, though you have no special ability to understand them in return. You have advantage on all Charisma checks you make to influence them.

Languages. You can speak, read, and write Common, Elvish, and Giant.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Level 0 Spells

PHB 282

Thaumaturgy

0-level (Cantrip) Transmutation

Casting Time 1 Action
Range 30ft
Duration Up to 1 minute
Components V

You manifest a minor wonder, a sign of supernatural power, within range. You create one of the following magical effects within range:  

  • Your voice booms up to three times as loud as normal for 1 minute.
  • You cause flames to flicker, brighten, dim, or change color for 1 minute.
  • You cause harmless tremors in the ground for 1 minute.
  • You create an instantaneous sound that originates from a point of your choice within range, such as a rumble of thunder, the cry of a raven, or ominous whispers.
  • You instantaneously cause an unlocked door or window to fly open or slam shut.
  • You alter the appearance of your eyes for 1 minute.
  • If you cast this spell multiple times, you can have up to three of its 1-minute effects active at a time, and you can dismiss such an effect as an action.

    Class(es): Cleric

    Mending

    0-level (Cantrip) Transmutation

    Casting Time 1 action
    Range Touch
    Duration Instantaneous
    Components V, S, M
    Materials Two lodestones

    This spell repairs a single break or tear in an object you touch, such as broken chain link, two halves of a broken key, a torn clack, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage.  
    This spell can physically repair a magic item or construct, but the spell can't restore magic to such an object.

    Class(es): Bard, Cleric, Druid, Sorcerer, Wizard

    Sacred Flame

    0-level (Cantrip) Transmutation

    Casting Time 1 action
    Range 60ft
    Duration Instantaneous
    Components V, S

    Flame-like radiance descends on a creature that you can see within range. The target must succeed on a Dexterity saving throw or take 1d8 radiant damage. The target gains no benefit from cover for this saving throw.
    At higher levels: The spell's damage increases by 1d8 when you reach 5th level ( 2d8 ), 11th level ( 3d8 ), and 17th level ( 4d8 ).

    Class(es): Cleric

    Level 1 Spells

    Speak with Animals

    1-level Divination (ritual)

    Casting Time 1 action
    Range Self
    Duration 10 minutes
    Components V, S

    You gain the ability to comprehend and verbally communicate with beasts for the duration. The knowledge and awareness of many beasts is limited by their intelligence, but at minimum, beasts can give you information about nearby locations and monsters, including whatever they can perceive or have perceived within the past day. You might be able to persuade a beast to perform a small favor for you, at the DM's discretion.

    Class(es): Bard, Druid, Ranger

    PHB, page 252

    Identify

    1-level Divination (ritual)

    Casting Time 1 minute
    Range Touch
    Duration Instantaneous
    Components V, S, M
    Materials A pearl worth at least 100 gp and an owl feather

    You choose one object that you must touch throughout the casting of the spell. If it is a magic item or some other magic-imbued object, you learn its properties and how to use them, whether it requires attunement to use, and how many charges it has, if any. You learn whether any spells are affecting the item and what they are. If the item was created by a spell, you learn which spell created it.

      If you instead touch a creature throughout the casting, you learn what spells, if any, are currently affecting it.

    Class(es): Bard, Wizard

    Statblocks for your Trinkets, businesses, building, castles, empires.


    Created by

    potip13.

    Statblock Type

    Character Sheet (Legacy)

    Link/Embed