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Mokra

Cleric 2 Class & Level
Bureaucrat - Law Offices Background
Undead-Tortle Race
Lawful Good Alignment

Strength 11
+0
Dexterity 9
-1
constitution 15
+2
intelligence 8
-1
wisdom 16
+3
charisma 11
+0
Total Hit Dice 2
Hit Die
1d8+2
+2 proficiency bonus
+0 Strength
-1 Dexterity
+2 Constitution
-1 Intelligence
+4 Wisdom
+1 Charisma
saving throws
-1 Acrobatics
+3 Animal Handling
-1 Arcana
+0 Athletics
+0 Deception
+1 History
+5 Insight
+0 Intimidation
+1 Investigation
+4 Medicine
-1 Nature
+3 Perception
+1 Performance
+1 Persuasion
+1 Religion
-1 Sleight of Hands
-1 Stealth
+5 Survival
skills Wisdom Saves Charisma Saves Insight (Bureaucrat) Investigation (Bureaucrat) Forgery Kit (Bureaucrat) Religion (Cleric) History (Cleric) Survival (Tortle) Common, Aquan, Elven proficiencies

 
19
Armor Class
17
Hit Points
-1
Initiative
30
Speed
Primal Savagery 1d20+5 1d10
Attacks
Light Armor, Medium Armor, Shields
Simple Weapons
Proficiences
WISDOM based
DC is 13, Spell Attack is +5
Spellcasting
Irrationally fearful of chariots.
Respectful of corpses, even if he made them.
Likes to unwind with a few hours of paperwork.
Thinks of death as a great honor.
Personality Traits
The living have the time to change their hearts.
Cemeteries & corpses deserve the utmost respect.
Ideals
Priesthood of Anubis (Funerals, crypts, graveyards)
Scriveners', Scribes', and Clerks' Guild.


Bonds
I forget the needs of the living.
Terribly boring personality.
Flaws
Natural Armor: Shell is AC17
Shell Defense: Withdraw into shell (+4 AC, Speed 0, Adv on STR/DEX saves, Dis-Adv on DEX saves) may only take a bonus action to exit.

Undead nature: does not require air, food, drink, or sleep.
Darkvision 60 ft.
Immunities: Poison, exhaustion, poisoned condition.

Time in the Stacks - As a bureaucrat you understand how to get official paperwork moving.
Circle of Mortality - Spare the Dying 30 ft Bonus Action, max dice rolls to healing 0 HP creatures.
Eyes of the Grave - Detect undead 60 ft.
Feat - Magic Initiate: Mold Earth, Shillelagh, Speak with Animals
Features & Traits

Heroes Enabled

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

DnD 5e SRD SRD

Quarterstaff

Melee Weapon Versatile Common

Type Damage Damage Range Properties
Simple 1d6 / 1d8 Bludgeoning Versatile

Cost: 2 sp Weight: 4 lb


 

DnD 5e PHB

Priest's Pack

Adventuring Gear Common

Backpack,blanket,candle (10),tinderbox,alms box,block of incense (2),censer,vestments,rations (2),waterskin

Cost: 19gp Weight: 24 lbs


 

DnD 5e SRD SRD

Shield

Shield Common

A shield is made from wood or metal and is carried in one hand. Wielding a shield increases your Armor Class by 2. You can benefit from only one shield at a time.

Type AC STR Req. Stealth Dis. Properties
Shield +2

Cost: 10 gp Weight: 6 lb


 

Holy Symbol

Spellcasting Focus Common

A holy symbol is a representation of a god or pantheon. A cleric or paladin can use a holy symbol as a spellcasting focus, as described in the Spellcasting section. To use the symbol in this way, the caster must hold it in hand, wear it visibly, or bear it on a shield.


 

The statblocks of your class features

Grave Domain


Hit Points

Hit Dice: d8 per Grave Domain level
Hit Points at first Level: See Cleric
Hit Points at Higher Levels: See Cleric

Proficiences

Armor: See Cleric
Weapons: See Cleric
Tools: See Cleric
Saving Throws: See Cleric
Skills: See Cleric

Subclass Options

Grave Domain Spells

 
Cleric Level Spells
1stBane, False Life
3rdGentle Repose, Ray of Enfeeblement
5thRevivify, Vampiric Touch
7thBlight, Death Ward
9thAntilife Shell, Raise Dead
 

Circle of Mortality

At 1st level, when you would normally roll one or more dice to restore hit points with a spell to a creature at 0 hit points, you instead use the highest number possible for each die.   In addition, you learn the Spare the Dying cantrip, which doesn't count against the number of cleric cantrips you know. For you, it has a range of 30 feet, and you can cast it as a bonus action.  

Eyes of the Grave

At 1st level, as an action, you can open your awareness to magically detect undead. Until the end of your next turn, you know the location of any undead within 60 feet of you that isn't behind total cover and that isn't protected from divination magic. This sense doesn't tell you anything about a creature's capabilities or identity.   You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a long rest.  

Channel Divinity: Path to the Grave

Starting at 2nd level, as an action, you choose one creature you can see within 30 feet of you, cursing it until the end of your next turn. The next time you or an ally of yours hits the cursed creature with an attack, the creature has vulnerability to all of that attack's damage, and then the curse ends.  

Sentinel at Death's Door

At 6th level, as a reaction when you or a creature that you can see within 30 feet of you suffers a critical hit, you can turn that attack into a normal hit. Any effects triggered by a critical hit are canceled.   You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a long rest.  

Potent Spellcasting

Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.  

Keeper of Souls

Starting at 17th level, when an enemy you can see dies within 60 feet of you, you or one creature of your choice that is within 60 feet of you regains hit points equal to the enemy's number of Hit Dice. You can use this feature only if you aren't incapacitated. Once you use it, you can't do so again until the start of your next turn.

Bureaucrat - Law Offices

You spent endless hours shuffling paperwork and investigating legal claims amidst a sea of deciet and tedium.

Skill Proficiencies Insight, Investigation
Tool Proficiencies Forgery Kit
Languages One of your choice
Equipment Forgery kit
Lifestyle Comfortable

Features

"Time in the Stacks" - your knowledge in the bureaucratic processes gives you insight into getting official paperwork moving.

Statblocks for your familiars, mounts etc.

Statblocks for race/species of the character.

Tortle

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

Age. Young tortles crawl for a few weeks after birth before learning to walk on two legs. They reach adulthood by the age of 15 and live an average of 50 years.   Alignment. Tortles tend to lead orderly, ritualistic lives. They develop customs and routines, becoming more set in their ways as they age. Most are lawful good. A few can be selfish and greedy, tending more toward evil, but it's unusual for a tortle to shuck off order in favor of chaos.   Size. Tortle adults stand 5 to 6 feet tall and average 450 pounds. Their shells account for roughly one-third of their weight. Your size is Medium   Claws. Your claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier, instead of bludgeoning damage normal for an unarmed strike.   Hold Breath. You can hold your breath for up to 1 hour at a time. Tortles aren't natural swimmers, but they can remain underwater for some time before needing to come up for air.   Natural Armor. Due to your shell and the shape of your body, you are ill-suited to wearing armor. Your shell provides ample protection, however; it gives you a base AC of 17 (your Dexterity modifier doesn't affect this number). You gain no benefit from wearing armor, but if you are using a shield, you can apply the shield's bonus as normal.   Shell Defense. You can withdraw into your shell as an action. Until you emerge, you gain a +4 bonus to AC, and you have advantage on Strength and Constitution saving throws. While in your shell, you are prone, your speed is 0 and can't increase, you have disadvantage on Dexterity saving throws, you can't take reactions, and the only action you can take is a bonus action to emerge from your shell.   Survival Instinct. You gain proficiency in the Survival skill. Tortles have finely honed survival instincts.
 

Languages. You can speak, read, and write Aquan and Common

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Level 0 Spells

PHB, page 248

Guidance

0-level (Cantrip) Divination

Casting Time 1 action
Range Touch
Duration Concentration, 1 minute
Components V, S

You touch one willing creature. Once before the spell ends, the target can roll a 1d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends.

Class(es): Cleric, Druid

Spare the Dying

0-level (Cantrip) Necromancy

Casting Time 1 action
Range Touch
Duration Instantaneous
Components V, S

You touch a living creature that has 0 hit points. The creature becomes stable. This spell has no effect on undead or constructs.

Class(es): Cleric

Thaumaturgy

0-level (Cantrip) Transmutation

Casting Time 1 action
Range 30ft
Duration Up to a 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

Xanathar's Guide to Everything

Toll the Dead

0-level (Cantrip) Necromancy

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

You point at one creature you can see within range, and the sound of a dolorous bell fills the air around it for a moment. The target must succeed on a Wisdom saving throw or take 1d8 necrotic damage. If the target is missing any of its hit points, it instead takes 1d12 necrotic damage.
At higher levels: The spell’s damage increases by one die when you reach 5th level (2d8 or 2d12), 11th level (3d8 or 3d12), and 17th level (4d8 or 4d12).

Class(es): Cleric, Warlock, Wizard

Mold Earth

0-level (Cantrip) Transmutation

Casting Time 1 Action
Range 30ft
Duration Instantaneous or 1 Hour
Components S

You choose a portion of dirt or stone that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways:

  • If you target an area of loose earth, you can instantaneously excavate it, move it along the ground, and deposit it up to 5 feet away. This movement doesn't involve enough force to cause damage.
  • You cause shapes, colors, or both to appear on the dirt or stone, spelling out words, creating images, or shaping patterns. The changes last for 1 hour.
  • If the dirt or stone you target is on the ground, you cause it to become difficult terrain. Alternatively, you can cause the ground to become normal terrain if it is already difficult terrain. This change lasts for 1 hour.
If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.

Class(es): Druid, Sorcerer, Wizard, Cleric (Nature Domain), Fighter (Eldritch Knight), Rogue (Arcane Trickster)

Primal Savagery

0-level (Cantrip) Transmutation

Casting Time 1 Action
Range Self
Duration Instantaneous
Components S

You channel primal magic to cause your teeth or fingernails to sharpen, ready to deliver a corrosive attack. Make a melee spell attack against one creature within 5 feet of you. On a hit, the target takes 1d10 acid damage. After you make the attack, your teeth or fingernails return to normal.
At higher levels: The spell's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).

Class(es): Druid, Cleric (Nature Domain),

Level 1 Spells

PHB

False Life

1-level Necromancy

Casting Time 1 action
Range Self
Duration 1 hour
Components V, S, M
Materials a small amount of alcohol or distilled spirits

Bolstering yourself with a necromantic facsimile of life, you gain 1d4+4 temporary hit points for the duration.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, you gain 5 additional temporary hit points for each slot level above 1st.

Class(es): Sorcerer, Wizard

SRD

Bane

1-level Enchantment

Casting Time 1 action
Range 30ft
Duration Concentration, Up to 1 minute
Components V, S, M
Materials A drop of blood

Up to three creatures of your choice that you 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 1d4 and subtract the number rolled from the Attack roll or saving throw.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.

Class(es): Bard, Cleric

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

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


Created by

GildedBird.

Statblock Type

Character Sheet (Legacy)

Link/Embed