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Jace von Bartels

Gremory 13 Class & Level
Acolyte Background
Faerghus Race
Neutral Alignment

Strength 10
+0
Dexterity 10
+0
constitution 12
+1
intelligence 18
+4
wisdom 14
+2
charisma 14
+2
Total Hit Dice 13
Hit Die
1d8+1
+0 proficiency bonus
+0 Strength
+2 Dexterity
+4 Constitution
+4 Intelligence
+6 Wisdom
+2 Charisma
saving throws
+0 Acrobatics
+2 Animal Handling
+6 Arcana
+0 Athletics
+2 Deception
+6 History
+5 Insight
+2 Intimidation
+4 Investigation
+2 Medicine
+8 Nature
+5 Perception
+2 Performance
+2 Persuasion
+8 Religion
+0 Sleight of Hands
+0 Stealth
+2 Survival
skills WEAPONS: +2 with Swords, +3 with bows   MAGIC: +5 with Holy Magic, +2 with Mage Magic and Dark Magic   ARMOR: Heavy, Light, Shields proficiencies

 
16
Armor Class
81
Hit Points
+4
Initiative
30ft
Speed
Dancing Sword 1d20+5 1d8+2
+1 Shortsword 1d20+3 1d6+0
Lamine's Bow 1d20+9 1d8+6
Spell Attack 1d20+8 Roll damage according to spell
Sacred Flame DexteritySavingThrow 2d8
Attacks
SPELL ATTACK: Int/Wis/Cha + Highest Magic Proficiency = +9
SPELL SAVE DC: 8 + Spell Attack = 17

SCHOOLS OF MAGIC: All Spells
CANTRIPS KNOWN: 6
SPELLS KNOWN: 15

METAMAGIC (13 Gregory Points per Long Rest)
Distant Spell = When you cast a spell that has a range of 5 feet or greater, you can spend 1 Gregory Point to double the range of the spell. When you cast a spell that has a range of touch, you can spend 1 Gregory Point to make the range of the spell 30 feet.

Heightened Spell = When you cast a spell that forces a creature to make a saving throw to resist its effects, you can spend 3 Gregory Points to give one target of the spell disadvantage on its first saving throw made against the spell.

Quickened Spell: When you cast a spell that has a casting time of 1 action, you can spend 2 Gregory Points to change the casting time to 1 bonus action for this casting.

CHRONURGY ARCANE TRADITION
Chronal Shift = You can magically exert limited control over the flow of time around a creature. As a reaction, after you or a creature you can see within 30 feet of you makes an attack roll, an ability check, or a saving throw, you can force the creature to reroll. You make this decision after you see whether the roll succeeds or fails. The target must use the result of the second roll. You can use this ability twice, and you regain any expended uses when you finish a long rest.

Temporal Awareness = You can add your Intelligence modifier to your initiative rolls.

Momentary Stasis = As an action, you can magically force a Large or smaller creature you can see within 60 feet of you to make a Constitution saving throw against your spell save DC. Unless the saving throw is a success, the creature is encased in a field of magical energy until the end of your next turn or until the creature takes any damage. While encased in this way, the creature is incapacitated and has a speed of 0. You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses when you finish a long rest.

Arcane Abeyance = When you cast a spell using a spell slot of 4th level or lower, you can condense the spell's magic into a mote. The spell is frozen in time at the moment of casting and held within a gray bead for 1 hour. This bead is a Tiny object with AC 15 and 1 hit point, and it is immune to poison and psychic damage. When the duration ends, or if the bead is destroyed, it vanishes in a flash of light, and the spell is lost. A creature holding the bead can use its action to release the spell within, whereupon the bead disappears. The spell uses your spell attack bonus and save DC, and the spell treats the creature who released it as the caster for all other purposes. Once you create a bead with this feature, you can't do so again until you finish a short or long rest.
Spellcasting
ARMOR: Magical Gloucester Armor (light, 14+dex), Cloak of Displacement, Spellguard Shield

WEAPONS: Dancing Sword, +1 Shortsword, Lamine's Bow
Equipment
MAJOR CREST OF LAMINE: Anytime you cast a healing or support spell of level 1 or higher, roll a D20. If you roll a natural 16 or higher, you regain the spell slot you used to cast your spell.

SPELL SNIPER (feat): Doubles spell range. Melee spells get 30ft range.
Features & Traits

Heroes Enabled

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

https://roll20.net/compendium/dnd5e/Dancing%20Sword#content

Oqua, Dancing Sword

Weapon You can use a Bonus Action to toss this magic sword into the air and speak the Command Word. When you do so, the sword begins to hover, flies up to 30 feet, and attacks one creature of your choice within 5 feet of it. The sword uses your Attack roll and ability score modifier to Damage Rolls.   While the sword hovers, you can use a Bonus Action to cause it to fly up to 30 feet to another spot within 30 feet of you. As part of the same Bonus Action, you can cause the sword to Attack one creature within 5 feet of it.   After the hovering sword attacks for the fourth time, it flies up to 30 feet and tries to return to your hand. If you have no hand free, it falls to the ground at your feet. If the sword has no unobstructed path to you, it moves as close to you as it can and then falls to the ground. It also ceases to hover if you grasp it or move more than 30 feet away from it. Very Rare (this item requires attunement)

Finesse

Type Damage Damage Range Properties
Martial Melee 1d8 Piercing You can use a Bonus Action to toss this magic sword into the air and speak the Command Word. When you do so, the sword begins to hover, flies up to 30 feet, and attacks one creature of your choice within 5 feet of it. The sword uses your Attack roll and ability score modifier to Damage Rolls.   While the sword hovers, you can use a Bonus Action to cause it to fly up to 30 feet to another spot within 30 feet of you. As part of the same Bonus Action, you can cause the sword to Attack one creature within 5 feet of it.   After the hovering sword attacks for the fourth time, it flies up to 30 feet and tries to return to your hand. If you have no hand free, it falls to the ground at your feet. If the sword has no unobstructed path to you, it moves as close to you as it can and then falls to the ground. It also ceases to hover if you grasp it or move more than 30 feet away from it.

Weight: 2lb


 

Dungeon Masters Guide

Cloak of Displacement

Wondrous Item Rare (this item requires attunement)

While you wear this cloak, it projects an illusion that makes you appear to be standing in a place near your actual location, causing any creature to have disadvantage on attack rolls against you. If you take damage, the property ceases to function until the start of your next turn. This property is suppressed while you are incapacitated, restrained, or otherwise unable to move

Cost: 2500gp Weight: 25lbs


 

Spellguard Shield

Armor (Shield)

Varies Abjuration Requires Attunement

While holding this shield, you have advantage on saving throws against spells and other magical effects, and spell attacks have disadvantage against you. Light enough for mages to be able to cast spells while wielding.

Type AC STR Req. Stealth Dis.
Shield 2 10 No


The statblocks of your class features

Life Domain


Hit Points

Hit Dice: d8 per Life 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

Life Domain Spells

Cleric Level Spells
1stBless, Cure Wounds
3rdLesser Restoration, Spiritual Weapon
5thBeacon of Hope, Revivify
7thDeath Ward, Guardian of Faith
9thMass Cure Wounds, Raise Dead
 

Bonus Proficiency

At 1st level, you gain proficiency with heavy armor.  

Disciple of Life

Also starting at 1st level, whenever you use a spell of 1st level or higher to restore hit points to a creature, the creature regains additional hit points equal to 2 + the spell's level.  

Channel Divinity: Preserve Life

Starting at 2nd level, as an action, you present your holy symbol and evoke healing energy that can restore a number of hit points equal to five times your cleric level. Choose any creatures within 30 feet of you, and divide those hit points among them. This feature can restore a creature to no more than half of its hit point maximum. You can't use this feature on an undead or a construct.  

Blessed Healer

Beginning at 6th level, when you cast a spell of 1st level or higher that restores hit points to a creature other than you, you regain hit points equal to 2 + the spell's level.  

Divine Strike

At 8th level, once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 radiant damage to the target. When you reach 14th level, the extra damage increases to 2d8.  

Supreme Healing

Starting at 17th level, when you would normally roll one or more dice to restore hit points with a spell, you instead use the highest number possible for each die. For example, instead of restoring 2d6 hit points to a creature, you restore 12.
 

Statblocks for your familiars, mounts etc.

Statblocks for race/species of the character.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

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


Created by

StariMasters.

Statblock Type

Character Sheet (Legacy)

Link/Embed