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Amelia Grimaldi Renaldo

Cleric 1 Class & Level
Noble Background
Elf Race
Chaotic Good Alignment

Strength 0
0
Dexterity -1
0
constitution 3
-4
intelligence 1
-5
wisdom 4
-3
charisma -3
0
Total Hit Dice 1
Hit Die
1d8-4
+2 proficiency bonus
+0 Strength
-1 Dexterity
+3 Constitution
+1 Intelligence
+6 Wisdom
-1 Charisma
saving throws
-1 Acrobatics
+4 Animal Handling
+5 Arcana
+0 Athletics
-3 Deception
+3 History
+4 Insight
-3 Intimidation
+1 Investigation
+6 Medicine
+1 Nature
+6 Perception
-3 Performance
-1 Persuasion
+5 Religion
-1 Sleight of Hands
-1 Stealth
+4 Survival
skills Saving Throws: Wisdom & Charisma   Skills: Arcana, History, Medicine, Perception, Persuasion, & Religion proficiencies

 
13
Armor Class
11
Hit Points
-1
Initiative
30
Speed
WeaponTypeAttackDamageDamage TypeRangeProperties
ShortswordMartial 1d20+2 1d6+2 PiercingFinesse, Light
ShortbowSimple 1d20+1 1d6+1 Piercing80/320 ftAmmunition, Two-Handed
Attacks
Light Armor, Medium Armor, Shields
Simple Weapons, Longsword, Shortsword, Shortbow, Longbow

Languages: Elvish, Common, Goblin, Halfling, Sylvan, Undercommon,

Playing Card Set
Proficiences
Cleric | Knowledge Domain | Wisdom | Spell Save DC: 14 | Spell Attack Bonus: 6

Cantrips
Resistance | 272
Dancing Light | 230
Spare the Dying | 277

Lv. 1
Command | 223
Identity | 252
Spellcasting
scale mail
shortsword
shortbow
20 arrows
backpack
bedroll
mess kit
tinder box
10 torches
10 days of rations
50 ft of hemp rope
shield
holy symbol
set of fine clothes
a signet ring
a scroll of pedigree
Equipment
My favor, once lost is lost forever. No one could doubt by looking at my regal be3aring that I am a cut above the unwashed masses.
Personality Traits
Respect. Respect is due to me because of my position, but all people regardless of station deserve to be treated with dignity.
Ideals
The common fold must see me as a hero of the people.
Bonds
I secretly believe that everyone is beneath me.
Flaws
Follower of Mystra (Goddess of Magic)

Disciple of Knowledge

Retainers: You have the service of three retainers loyal to your family. They can be attendances or messengers or even a majordomo. They are commoners who can perform mundane tasks for you, but they do not fight for you, will not follow you into obviously dangerous areas and will leave if they are frequently endangered or abused.

Darkvision
Keen Senses
Fey Ancestry
Trance


Written Background:
Raised by a single mother in the realm of Ginovia, independence and self-advocacy were instilled in me from a young age. My mother led me to believe that my father died in disgrace with the elves and it was forbidden to mention his name, even to me. I left home on my 97th birthday to find my true calling and earn my adult name. Along my journey, I found myself at the gates of a temple. An elder cleric appeared as if out of nowhere and beckoned me to come inside. I had arrived at the Temple of Mystra, Goddess of Magic. The women of this faith taught me to value intelligence and knowledge which led me to discover my truth. After living at the temple for 100 years, Mystra came to me and told me the truth of my father. My father did not die in disgrace as I was told. My father was a powerful Noble High Elf, respected and feared throughout the realms. He died in a battle against my mother's native land, which is why she never mentioned his name. Mystra guiding me to the truth and calling me to become a Cleric on her behalf. On my 250th birthday, I left the Temple to set out on my new journey of Noble Cleric High Elf. My journey has been long and relentless but led me to this point in my long life.
Features & Traits

Heroes Enabled

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

DnD 5e SRD SRD

Scale Mail Armor

Medium Armor Common

This armor consists of a coat and leggings (and perhaps a separate skirt) of leather covered with overlapping pieces of metal, much like the scales of a fish. The suit includes gauntlets.

Type AC STR Req. Stealth Dis. Properties
Medium 14 + Dex Modifier (max 2) YES

Cost: 50 gp Weight: 45 lb


 

DnD 5e SRD SRD

Shortbow

Ranged Weapon Ammunition, Two-Handed Common

Type Damage Damage Range Properties
Simple 1d6 Piercing 80/320 ft Ammunition, Two-Handed

Cost: 25 gp Weight: 2 lb


 

DnD 5e SRD SRD

Shortsword

Melee Weapon Finesse, Light Common

Type Damage Damage Range Properties
Martial 1d6 Piercing Finesse, Light

Cost: 10 gp Weight: 2 lb


 

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


 

Player's Handbook, Wizards of the Coast, p. 150

Arrows (20)

Ammunition Common

Cost: 1 GP (5 CP per arrow) Weight: 1 lb. / 0.5 kg (0.05 lb. / 0.025 kg per arrow)


 

DnD 5e SRD

Backpack

Adventuring Gear Common

A backpack is a leather pack carried on the back, typically with straps to secure it. A backpack can hold 1 cubic foot/ 30 pounds of gear.   You can also strap items, such as a bedroll or a coil of rope, to the outside of a backpack.

Cost: 2gp Weight: 5lb


 

DnD 5e SRD

Mess Kit

Adventuring Gear Common

This tin box contains a cup and simple cutlery. The box clamps together, and one side can be used as a cooking pan and the other as a plate or shallow bowl.

Cost: 2sp Weight: 1lb


 

DnD 5e SRD

Tinderbox

Adventuring Gear Common

This small container holds flint, fire steel, and tinder (usually dry cloth soaked in light oil) used to kindle a fire. Using it to light a torch -- or anything else with abundant, exposed fuel -- takes an action. Lighting any other fire takes 1 minute.

Cost: 5sp Weight: 1lb


 

DnD 5e SRD

Torch

Adventuring Gear Common

A torch burns for 1 hour, providing bright light in a 20-foot radius and dim light for an additional 20 feet. If you make a melee attack with a burning torch and hit, it deals 1 fire damage.

Cost: 1cp Weight: 1lb


 

Rations (Various)

Adventuring Gear Common

Rations are a type of food that helps keep people alive and running. Ration consumption can only be done once between rests, but in that moment, up to 2 rations can be consumed.   Junk Rations: These rations are unhealthy and will do little more than keep the hunger off. It takes 2 Junk Rations to relieve -1 Hunger.
Luxury Rations: These are healthy, dried rations that do not need prep to keep you going. 1 Ration relieves -1 Hunger.
Fresh Rations: Fresh or Raw food that needs to be cooked. If properly cooked, they relieve -1 Hunger, but an exceptionally well cook meal can relieve -2 Hunger.
  *Cooking: Cooking requires a heat source and a skill check. Critically succeeding at cooking can only be done during a long rest, but allows a -2 Hunger benefit and potential stress relief.


 

PHB, page 153. Available in the SRD.

Hempen Rope (50 ft.)

Adventuring Gear Varies

Rope, whether made of hemp or silk, has 2 hit points and can be burst with a DC 17 Strength check.

Cost: 1 gp Weight: 10 lbs


 

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.


 

DnD 5e SRD

Clothes, Fine

Adventuring Gear Common

This set of clothes is designed specifically to be expensive and to show it, including fancy, tailored clothes in whatever fashion happens to be the current style in the courts of the nobles. Precious metals and gems could be worked into the clothing.

Cost: 15gp Weight: 6lb


 

D

Signet Ring

Adventuring Gear Common

Each signet ring has a distinctive design carved into it. When you press this ring into warm sealing wax, you leave an identifying mark.

Cost: 5gp Weight: --


 

PHB 127

Scroll of Pedigree

Scroll Varies

A scroll of pedigree proves a character's noble lineage.


 

The statblocks of your class features

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.

Statblocks for your familiars, mounts etc.

Statblocks for race/species of the character.

High Elf

Ability Score Increase +2 Dex, +1 Int
Size Medium
Speed 30ft.

Darkvision. Accustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. You can see to 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.   Keen Senses.You have proficiency in the Perception skill.   Fey Ancestry. You have advantage on saving throws against being charmed, and magic can't put you to sleep.   Trance. Elves don't need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The common word for such meditation is "trance.") While meditatiog, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.   Elf Weapon Training. You have proficiency with the longsword, shortsword, longbow, and shortbow.   Cantrip. You know one Cantrip of your choice from the wizard spell list. Intelligence is your spellcasting ability for it.

Languages. Reikspeil (Common), Eltharin (Elven), one extra language of your choice.

Noble

You understand wealth, power, and privilege. You carry a noble title, and your family owns land, collects taxes, and wields significant political influence. You might be a pampered aristocrat unfamiliar with work or discomfort, a former merchant just elevated to the nobility, or a disinherited scoundrel with a disproportionate sense of entitlement. Or you could be an honest, hard-working landowner who cares deeply about the people who live and work on your land, keenly aware of your responsibility to them. Work with your DM to come up with an appropriate title and determine how much authority that title carries.   A noble title doesn’t stand on its own—it’s connected to an entire family, and whatever title you hold, you will pass it down to your own children. Not only do you need to determine your noble title, but you should also work with the DM to describe your family and their influence on you.   Is your family old and established, or was your title only recently bestowed? How much influence do they wield, and over what area? What kind of reputation does your family have among the other aristocrats of the region? How do the common people regard them? What’s your position in the family? Are you the heir to the head of the family? Have you already inherited the title? How do you feel about that responsibility? Or are you so far down the line of inheritance that no one cares what you do, as long as you don’t embarrass the family? How does the head of your family feel about your adventuring career? Are you in your family’s good graces, or shunned by the rest of your family? Does your family have a coat of arms? An insignia you might wear on a signet ring? Particular colors you wear all the time? An animal you regard as a symbol of your line or even a spiritual member of the family? These details help establish your family and your title as features of the world of the campaign.

Skill Proficiencies History, Persuasion
Tool Proficiencies One type of gaming set
Languages One of your choice
Equipment A set of fine clothes, a signet ring, a scroll of pedigree, and a purse containing 25 gp

Features

Position of Privilege

Thanks to your noble birth, people are inclined to think the best of you. You are welcome in high society, and people assume you have the right to be wherever you are. The common folk and merchants make every effort to accommodate you and avoid your displeasure, and other people of high birth treat you as a member of the same social sphere. You can secure an audience with a local noble if you need to.  

Variant: Knight

A knighthood is among the lowest noble titles in most societies, but it can be a path to higher status. If you wish to be a knight, choose the Retainers feature (see the sidebar) instead of the Position of Privilege feature. One of your commoner retainers is replaced by a noble who serves as your squire, aiding you in exchange for training on his or her own path to knighthood. Your two remaining retainers might include a groom to care for your horse and a servant who polishes your armor (and even helps you put it on). As an emblem of chivalry and the ideals of courtly love, you might include among your equipment a banner or other token from a noble lord or lady to whom you have given your heart—in a chaste sort of devotion (This person could be your bond).  

Variant Feature: Retainer

If your character has a noble background, you may select this background feature instead of Position of Privilege. You have the service of three retainers loyal to your family. These retainers can be attendants or messengers, and one might be a majordomo. Your retainers are commoners who can perform mundane tasks for you, but they do not fight for you, will not follow you into obviously dangerous areas (such as dungeons), and will leave if they are frequently endangered or abused.

Suggested Characteristics

Nobles are born and raised to a very different lifestyle that most people never experience, and their personalities reflect that upbringing. A noble title comes with a plethora of bonds—responsibilities to family, to other nobles (including the sovereign), to the people entrusted to the family’s care, or even to the title itself. But this responsibility is often a good way to undermine a noble.

Traits

1d8 Personality Trait
1My eloquent flattery makes everyone I talk to feel like the most wonderful and important person in the world.
2The common folk love me for my kindness and generosity.
3No one could doubt by looking at my regal bearing that I am a cut above the unwashed masses.
4I take great pains to always look my best and follow the latest fashions.
5I don’t like to get my hands dirty, and I won’t be caught dead in unsuitable accommodations.
6Despite my noble birth, I do not place myself above other folk. We all have the same blood.
7My favor, once lost, is lost forever.
8If you do me an injury, I will crush you, ruin your name, and salt your fields.

Ideal

1d6 Ideal
1Respect. Respect is due to me because of my position, but all people regardless of station deserve to be treated with dignity. (Good)
2Responsibility. It is my duty to respect the authority of those above me, just as those below me must respect mine. (Lawful)
3Independence. I must prove that I can handle myself without the coddling of my family. (Chaotic)
4Power. If I can attain more power, no one will tell me what to do. (Evil)
5Family. Blood runs thicker than water. (Any)
6Noble Obligation. It is my duty to protect and care for the people beneath me. (Good)

Bond

1d6 Bond
1I will face any challenge to win the approval of my family.
2My house’s alliance with another noble family must be sustained at all costs.
3Nothing is more important than the other members of my family.
4I am in love with the heir of a family that my family despises.
5My loyalty to my sovereign is unwavering.
6The common folk must see me as a hero of the people.

Flaw

1d6 Flaw
1I secretly believe that everyone is beneath me.
2I hide a truly scandalous secret that could ruin my family forever.
3I too often hear veiled insults and threats in every word addressed to me, and I’m quick to anger.
4I have an insatiable desire for carnal pleasures.
5In fact, the world does revolve around me.
6By my words and actions, I often bring shame to my family.

Statblocks for companions, followers and other allies.

Sula Celindaer

Medium Elf, Retainer, Lawful Neutral

Armor Class 12
Hit Points 9hp (1d8+1)
Speed: 30 ft

STR

6
( -2 )

DEX

14
( +2 )

CON

13
( +1 )

INT

10
( +0 )

WIS

7
( -2 )

CHA

7
( -2 )

Languages Elvish, Common
Challenge Rating 1

Description

Sula has gray hair and green eyes. He wears well-made clothing and an iron amulet. He is a retainer to the house of Grimaldi and has been assigned to follow priestess Amelia Grimaldi Renaldo. He acts as a paternal figure for Amelia but never crosses the line between authority and subject. He often will provide his advice, mostly unrequited, but always follows and supports Amelia in her choices.   

Ideals

Responsibility. It is my duty to respect the ity of those above me, just as those below me must respect mine. (Lawful)

Bonds

My loyalty to my sovereign is unwavering.

Flaws

By my words and actions, I often bring shame to my family.

Suggested Environments

Follows Amelia except into danger. 

Reactions

1d12

  1. Joy
  2. Anticipation
  3. Sadness
  4. Surprise
  5. Anger
  6. Courage
  7. Love
  8. Fear & Anxiety
  9. Guilt
  10. Shame
  11. Pride
  12. Humility

Statblocks for your spells.

Level 0 Spells

Resistance

0-level (Cantrip) Abjuration

Casting Time 1 Action
Range Touch
Duration 1 Minute
Components V, S, M *

You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one saving throw of its choice. It can roll the die before or after making the saving throw. The spell then ends.   * - (a miniature cloak)

Class(es): Magic Ablity

Basic Rules , pg. 230

Dancing Lights

0-level (Cantrip) Evocation

Casting Time 1 Action
Range 120 ft
Duration 1 Minute
Components V, S, M
Materials A bit of phosphorus or wychwood, or a glowworm.

Damage Type: Utility   Saving Throws: None   Description: You create up to four torch-sized lights within range, making them appear as torches, lanterns, or glowing orbs that hover in the air for the duration. You can also combine the four lights into one glowing vaguely humanoid form of Medium size. Whichever form you choose, each light sheds dim light in a 10-foot radius. As a bonus action on your turn, you can move the lights up to 60 feet to a new spot within range. A light must be within 20 feet of another light created by this spell, and a light winks out if it exceeds the spell's range.

Class(es): Bard, Sorcerer, Wizard, Artificer

Basic Rules, pg. 277

Spare the Dying

0-level (Cantrip) Necromancy

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

Damage Type: Healing   Saving Throws: None   Description: 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, Artificer

Level 1 Spells

Player's Handbook, pg. 223

Command

1-level Enchantment

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

Damage Type: None   Attack/Save Throw: WIS Save   Description: 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 GM 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): Paladin

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.   Can be cast as a ritual.

Class(es): Artificer, Bard, Wizard, Cleric (Forge Domain), Cleric (Knowledge Domain), Fighter (Eldritch Knight), Rogue (Arcane Trickster)

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

Adventuring Groups


1d20 Name
1Bold explorers
2Cunning merchants
3Daring scoundrels
4Desperate rebels
5Devoted servants
6Driven peacemakers
7Embattled survivors
8Exalted heroes
9Famed entertainers
10Hard-bitten mercenaries
11Intrepid adventurers
12Loyal soldiers
13Murderous gangsters
14Noble entourage
15Oathsworn avengers
16Occult investigators
17Righteous pilgrims
18Slaves to darkness
19Sworn defenders
20Trusted agents

Created by

yetiofficer.

Statblock Type

Character Sheet (Legacy)

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