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Kiwi Silverfern

Cleric (Life) 2 Class & Level
Acolyte Background
Firbolg Race
Lawful Good Alignment

Strength 15
+2
Dexterity 8
-1
constitution 14
+2
intelligence 8
-1
wisdom 17
+3
charisma 12
+1
Total Hit Dice 2
Hit Die
1d8+2
+2 proficiency bonus
+2 Strength
-1 Dexterity
+2 Constitution
-1 Intelligence
+5 Wisdom
+3 Charisma
saving throws
-1 Acrobatics
+2 Animal Handling
-1 Arcana
+2 Athletics
+1 Deception
+1 History
+5 Insight
+1 Intimidation
-1 Investigation
+5 Medicine
-1 Nature
+3 Perception
+1 Performance
+1 Persuasion
+1 Religion
-1 Sleight of Hands
-1 Stealth
+3 Survival
skills

 
18
Armor Class
13
Hit Points
-1
Initiative
30ft
Speed
Mace 1d20+4 1d6+2
SPELL ATTACK 1d20+5
SPELL DC13
Attacks
[GENERAL PROFICIENCIES]
Armor: light armor, medium armor, shields, heavy armour
Weapons: simple weapons
Tools: none
Saving Throws: Wisdom, Charisma
Skills: History, Insight, Medicine, Religion

[LANGUAGES]
Common, Giant, Elven, Orcish, Sylvain/Fey
Proficiences
[CANTRIPS]
  • Guidance 1d4
  • Sacred Flame 1d8
  • Spare the Dying

  • [RACIAL SPELLS (SHORT OR LONG REST)]
    Firbolg Magic: Detect Magic, Disguise Self
    Hidden Step: Invisibility as a bonus action

    [DIVINE DOMAIN SPELLS]
    1st: Bless, Cure Wounds 1d8+3+3

    [SPELLS PREPARED]
    1st: Guiding Bolt 4d6 , Healing Word 1d4+3+3 , Purify Food and Drink, Inflict Wounds 3d10
    Spellcasting
    [BACKPACK]
  • 1x tinderbox (kindle fire)
  • 1x alms box
  • 1x censer (incense burner)
  • 1x holy symbol
  • 1x prayer book
  • 2x blocks of incense
  • 3x incense stick
  • 10x candles
  • 1x blanket
  • 1x vestments


  • [EQUIPMENT]
  • Mace
  • Shield Holy Symbol
  • Light crossbow and 20 bolts
  • Chain Mail
  • Greater healing potion

  • [CLOTHES]
  • a set of common clothes
  • vestments

  • [FOOD SUPPLIES]

  • 1x waterskin

  • [POUCH]
  • 40gp
  • Equipment
    Kiwi Silverfern grew up in a monastery/druid grove of the Goddess Gwaina, spring, nature, beginnings, birth, and seeds. He had no issues growing up there and wanted to repay his sisters by devoting himself to Gwaina's cause at the monastery. However, the monastery only allowed women to stay and serve at the monastery. Kiwi was heavily depressed when he found out because the monastery was a home he loved. Thus in order to find a new home in the world and fully serve Gwaina, Kiwi set out across several continents hoping to also care for the wounded and sick along the way
    Personality Traits
    [TRAITS]
    +2 Wis, +1 Strength
    Firbolg Magic: You can cast detect magic and disguise self with this trait. After casting one of them, you can't cast either again until you finish a short or long rest. With disguise self, you can seem up to 3 feet shorter than normal, allowing you to more easily blend in with humans and elves.
    Hidden Step: As a bonus action, you can magically turn invisible until the start of your next turn or until you attack, make a damage roll, or force someone to make a saving throw. Once you use this trait, you can't use it again until you finish a short or long rest.
    Powerful Build: You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
    Speech of Beast and Leaf: You have the ability to communicate in a limited manner with beasts and plants. They can understand the meaning of your words, though you have no special ability to understand them in return. You have advantage on all Charisma checks you make to influence them.

    [ORIGIN TRAITS: ACOLYTE]
    Skill Proficiencies Insight, Religion
    Languages Two of your choice
    Equipment A holy symbol (a gift to you when you entered the priesthood), a prayer book or prayer wheel, 5 sticks of incense, vestments, a set of common clothes, and a belt pouch containing 15 gp

    [CLASS TRAITS]
    Channel Divinity (1/rest): You gain the ability to channel divine energy directly from your deity, using that energy to fuel magical effects. You start with two such effects: Turn Undead and an effect determined by your domain. When you use your Channel Divinity, you choose which effect to create. You must then finish a short or long rest to use your Channel Divinity again. The DC equals your cleric spell save DC. At 6th level, you can use your Channel Divinity twice between rests, and at 18th level, you can use it three times between rests. When you finish a short or long rest, you regain your expended uses.
    Turn Undead: As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage. A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.

    [LIFE CLERIC TRAITS]
    Disciple of Life: starting at 1st level, your healing spells are more effective. 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. 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.

    Features & Traits

    Heroes Enabled

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

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    Created by

    Hugepeanut.

    Statblock Type

    Character Sheet (Legacy)

    Link/Embed