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Samaël

Clerc 1 Class & Level
Acolyte Background
Tieffelin Race
LN Alignment

Strength 10
+0
Dexterity 10
+0
constitution 10
+0
intelligence 14
+2
wisdom 15
+2
charisma 16
+3
Total Hit Dice
Hit Die
1d+0
+2 proficiency bonus
+0 Strength
+0 Dexterity
+0 Constitution
+1 Intelligence
+4 Wisdom
+5 Charisma
saving throws
+0 Acrobatics
+2 Animal Handling
+1 Arcana
+0 Athletics
+3 Deception
+1 History
+2 Insight
+3 Intimidation
+1 Investigation
+4 Medicine
+1 Nature
+2 Perception
+3 Performance
+5 Persuasion
+3 Religion
+0 Sleight of Hands
+0 Stealth
+2 Survival
skills

 
11
Armor Class
8
Hit Points
+0
Initiative
9
Speed
Dague 1d4
Hachette 1d6
Attacks
Langue commune
Infernal / Abyssal
Proficiences
Poids total 16/75kg
120 PO

Armure en cuir (avec symbole du culte)
Broche de conception naine

Equipment
Sang froid.
Charismatique. Orgeuilleux.
Personality Traits
"Des Hommes y'en a de toutes sortes, des bons, des mauvais. Mais une fois de temps en temps il en sort un exceptionnel, un héros, une légende. Des Hommes comme ça y'en a presque jamais et tu sais ce qu'ils ont tous en communs ? Leur pouvoir secret ? Ils ne se battent que pour la dignité des faibles."
"On ne devient pas un héros parce qu'on le mérite. On devient un héros par un concours de circonstance, c'est après qu'on le mérite."

Ideals
Je mourrais pour retrouver cette ancienne relique de Helm perdue il y a des décennies.
Bonds
Orgueilleux.
Flaws
Illumination protectrice (2/2) : Désavantage à un attaquant <9m et visible.
Résistance au feu.
Vision dans le noir (18m lumière faible = lumière forte et noir = lumière faible, dans le noir vision en noir et blanc)

Features & Traits

Heroes Enabled

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Cleric


Hit Points

Hit Dice: d8 per Cleric level
Hit Points at first Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier

Proficiences

Armor: Light armour, medium armour, shields
Weapons: Simple weapons
Tools: None
Saving Throws: Wisdom, Charisma
Skills: Choose two from History, Insight, Medicine, Persuasion, and Religion

Starting Equipment

you start with the following equipment in addition to the equipment granted by your background   (a) a mace or (b) a warhammer (if proficient) (a) scale mail, (b) leather armour, or or (c) chainmail (if proficient) (a) a light crossbow and 20 bolts or (b) any simple weapon (a) a preists pack or (b) an explorers pack A shield and holy symbol


Spellcasting

As a conduit for divine power, you can cast cleric spells.

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Tiefling

Ability Score Increase Your Intelligence score increases by 1, and your Charisma score increases by 2.
Size Medium
Speed Your base walking speed is 30 feet.

Darkvision Thanks to your infernal heritage, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.   Hellish Resistance You have resistance to fire damage. Infernal Legacy You know the thaumaturgy cantrip. When you reach 3rd level, you can cast the hellish rebuke spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the darkness spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.

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

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Statblocks for your spells.

Level 0 Spells

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

PHB

Sacred Flame

0-level (Cantrip) Evocation

Casting Time 1 Action
Range 60 feet
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. The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Class(es): Cleric

Saving ThrowDexterity
1d8 Radiant Damage

Light

0-level (Cantrip) Evocation

Casting Time 1 Action
Range Touch
Duration 1 Hour
Components V, S, M
Materials a firefly or phosphorescent moss

You touch one object that is no larger than 10 feet in any dimension. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action.   If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the spell

Class(es): Artificer, Bard, Cleric, Sorcerer, Wizard, Fighter (Eldritch Knight), Rogue (Arcane Trickster), Warlock (The Celestial)

Basic Rules , pg. 259

Mending

0-level (Cantrip) Transmutation

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

Damage Type: Utility   Saving Throws: None   Description: This spell repairs a single break or tear in an object you touch, such as a broken chain link, two halves of a broken key, a torn cloak, 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, Artificer

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

Level 1 Spells

Burning Hands

1-level Evocation

Casting Time 1 Action
Range Self (15ft cone)
Duration Instantaneous
Components V, S

As you hold your hands with thumbs touching and fingers spread, a thin sheet of flames shoots forth from your outstretched fingertips. Each creature in a 15-foot cone must make a Dexterity saving throw. A creature takes 3d6 fire damage on a failed save, or half as much damage on a successful one.   The fire ignites any flammable objects in the area that aren't being worn or carried.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.

Class(es): Sorcerer, Wizard, Cleric (Light Domain), Fighter (Eldritch Knight), Monk (Way of the Four Elements), Monk (Way of the Sun Soul), Rogue (Arcane Trickster), Warlock (The Fiend)

Command

1-level Enchantment

Casting Time 1 Action
Range 60ft
Duration 1 Round
Components V

You speak a one-word command to a creature you can see within range. 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 your language, or if your command is directly harmful to it.   Some typical commands and their effects follow. You might issue a command other than one described here. If you do so, the DM determines how the target behaves. If the target can't follow your command, the spell ends.

  • Approach: The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you.
  • Drop: The target drops whatever it is holding and then ends its turn.
  • Flee: The target spends its turn moving away from you by the fastest available means.
  • Grovel: The target falls prone and then ends its turn.
  • Halt: The target doesn't move and takes no actions. A flying creature stays aloft, provided that it is able to do so. If it must move to stay aloft, it flies the minimum distance needed to remain in the air.

At higher levels: When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.

Class(es): Cleric, Paladin, Bard (College of Glamour), Sorcerer (Divine Soul), Warlock (The Fiend)

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Statblock Type

Character Sheet (Legacy)

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