+2 | Strength |
-1 | Dexterity |
+2 | Constitution |
+0 | Intelligence |
+6 | Wisdom |
+3 | Charisma |
-2 | Acrobatics |
+3 | Animal Handling |
+0 | Arcana |
+2 | Athletics |
+1 | Deception |
+0 | History |
+6 | Insight |
+1 | Intimidation |
+0 | Investigation |
+6 | Medicine |
+0 | Nature |
+4 | Perception |
+1 | Performance |
+3 | Persuasion |
+2 | Religion |
-1 | Sleight of Hands |
-1 | Stealth |
+4 | Survival |
Weapon | Action | Range (normal/disadvantage) | Attack Bonus | Damage |
---|---|---|---|---|
Warhammer | 1A | 5 feet (reach) | 1d20+4 | 1d8+2 bludgeoning |
Light crossbow | 1A | 80/320 feet | 1d20+1 | 1d8-1 piercing |
Sacred Flame | 1A | 60 feet | Dexterity Save 14 | 1d8 radiant (1/2 on save) |
Divine Favor | 1 Bonus Action | Self | Concentration 1 minute | 1d4 additional radiant |
Magic Weapon | 1 Bonus Action | Touch | Automatic, 1 hour | Weapon is now magical, add +1 to attack and damage rolls |
Spiritual Weapon | 1 Bonus Action | 60 feet | 1d20+4 | 1d8+6 force |
Move Spiritual Weapon | 1 Bonus Action | move weapon up to 20 feet | ||
Heroes Enabled
The statblocks of your Weapons, armor and other important/magical equipment
The statblocks of your class features
Wisdom is your spellcasting ability. Spell Save DC = 14 Spell Attack Modifier = +6
Cleric Level | Spells |
---|---|
1st | Divine Favor, Shield of Faith |
3rd | Magic Weapon, Spiritual Weapon |
You lived in seclusion - either in a sheltered community such as a monastery, or entirely alone - for a formative part of your life. In your time apart, from the clamor of of society, you found quiet, solitude and perhaps some of the answers you were looking for.
Feature: Discovery. The quiet seclusion of you extended hermitage gave you access to a unique and powerful discovery. The exact nature of this revlation depends on the nature of your seclusion. It might be a great truth about the cosmos, the duties, the powerful beings of of the outer planes, or the forces of nature. It could be a site that no one else has ever seen. You might have uncovered a fact that has been long forgotten, or unearthed some relic of the past that will rewrite history. It might be information that would be damaging to the people who consigned you to exile, and hence the reason for your return to society. Work with your DM to determine the details of your discovery and its impact on the campaign.
Some hermits are well suited to a life of seclusion, whereas others chafe against it, and long for company. Wether they embrace solitude or long to escape it, the solitary life shapes there attitudes and ideals A few are driven slightly mad by their years apart from society.
Statblocks for your familiars, mounts etc.
Statblocks for race/species of the character.
Languages.
Statblocks for companions, followers and other allies.
Statblocks for your spells.
0-level (Cantrip) Divination
You touch one willing creature. Once before the spell ends, the target can roll a d4 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.
0-level (Cantrip) Evocation
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
0-level (Cantrip) Evocation
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).
0-level (Cantrip) Transmutation
You manifest a minor wonder, a sign of supernatural power, within range. You create one of the following magical effects within range:
1-level Evocation
Your prayer empowers you with divine radiance. Until the spell ends, your weapon attacks deal an extra 1d4 radiant damage on a hit.
1-level Abjuration
A shimmering field appears and surrounds a creature of your choice within range, granting it a +2 bonus to AC for the duration.
2-level Transmutation
You touch a nonmagical weapon. Until the spell ends, that weapon becomes a magic weapon with a +1 bonus to attack rolls and damage rolls.
At higher levels: When you cast this spell using a spell slot of 4th level or higher, the bonus increases to +2. When you use a spell slot of 6th level or higher, the bonus increases to +3.
2-level Evocation
You create a floating, spectral weapon within range that lasts for the duration or until you cast this spell again. When you cast the spell, you can make a melee spell attack against a creature within 5 feet of the weapon. On a hit, the target takes force damage equal to 1d8 + your spellcasting ability modifier. As a bonus action on your turn, you can move the weapon up to 20 feet and repeat the attack against a creature within 5 feet of it. The weapon can take whatever form you choose. Clerics of deities who are associated with a particular weapon (as Haefti is known for their Longsword and Yapo for her Saber) make this spell's effect resemble that weapon.
Statblocks for your Trinkets, businesses, building, castles, empires.