+2 | Strength |
-1 | Dexterity |
+2 | Constitution |
-1 | Intelligence |
+6 | Wisdom |
+5 | Charisma |
-1 | Acrobatics |
+3 | Animal Handling |
-1 | Arcana |
+2 | Athletics |
+2 | Deception |
-1 | History |
+6 | Insight |
+2 | Intimidation |
-1 | Investigation |
+6 | Medicine |
-1 | Nature |
+3 | Perception |
+2 | Performance |
+5 | Persuasion |
+2 | Religion |
-1 | Sleight of Hands |
-1 | Stealth |
+3 | Survival |
+1 Lightning Warhammer | 1d20+7 | 1d8+2+1d4 | [1d10+2 +1d4] |
---|---|---|---|
Light Crossbow | 1d20+4 | 1d8 |
Heroes Enabled
The statblocks of your Weapons, armor and other important/magical equipment
DnD 5e SRD SRD
Melee Weapon Versatile Common
Type | Damage | Damage | Range | Properties |
---|---|---|---|---|
Martial | 1d8 / 1d10 | Bludgeoning | Versatile |
Cost: 15 gp Weight: 2 lb
DnD 5e SRD SRD
Heavy Armor Common
Made of interlocking metal rings, chain mail includes a layer of quilted fabric worn underneath the mail to prevent chafing and to cushion the impact of blows. The suit includes gauntlets.
Type | AC | STR Req. | Stealth Dis. | Properties |
---|---|---|---|---|
Heavy | 16 | 13+ | YES |
Cost: 75 gp Weight: 55 lb
DnD 5e SRD SRD
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
DnD 5e SRD SRD
Ranged Weapon Ammunition, Loading, Two-Handed Common
Type | Damage | Damage | Range | Properties |
---|---|---|---|---|
Simple | 1d8 | Piercing | 80/320 ft | Ammunition, Loading, Two-Handed |
Cost: 25 gp Weight: 5 lb
The statblocks of your class features
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
As a conduit for divine power, you can cast cleric spells.
See JoCat's guide to the cleric for dungeons and dragons 5th edition
Divine Domain: Tempest Channel Divinity: at 2nd level you gain the channel divinity feature, with at least two effects, turn undead and another determined by your subclass. You must finish a long rest before you regain use of Channel Divinity again. At 6th level. You can use channel divinity twice between long rests and 3 times between lon rests at 18th level. Channel Divinity: Turn Undead: as a action, you present your holy symbol and every undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If it fails, it is turned for one minute or until it takes damage. A turned creature must spend its action fleeing from you in the quickest route possible and cant willingly move to a space within 30 feet of you. The creature can only take the dash action ir dash action if movement is impossible. ASI's at 4th, 8th, 12th, 16th and 19th level Destroy Undead: At 5th level, if an undead creature fails its saving throw against turn undead, it is instantly destroyed if its CR is at or below a specified threshold. 5th = 1/2 or lower, 8th = 1 or lower, 11th = 2 or lower, 14th= 3 or lower, 17th = 4 or lower. Divine Intervention: at 10th level, roll a d20. If you roll a number equal or lower to your Cleric level, your deity intervenes. You can make a request, but ultimately, the DM describes the nature of the effect, such as a spell. If your deity intervenes, you can't use this feature again for 7 days. Otherwise, you decant use it again until you complete a long rest. At 20th level, your call for intervention always succeeds
You start with the following equipment in addition to equipment granted by your background: (a) a mace or (b) a warhammer (if proficient) (a) scale mail, (b) leather armor, (c) chain mail (if proficient) (a) a light crossbow and 20 bolts or (b) any simple weapon (a) a priests pack or (b) an explorers pack Additionally, you can choose tour starting gear from 5d4 × 10 gp A shield and holy symbol also included no matter what
Wisdom is spellcasting modifier. Spell save DC = 8 + your proficiency bonus + your Wisdom modifier. Spell attack modifier = your proficiency bonus + your wisdom modifier. Cantrips: You know three cleric cantrips at level 1 (and any other obtained through other methods) and learn more at levels 4 and 10. Preparing Cleric Spells: You can prepare a number of cleric spells equal to your Cleric level + Your Wisdom modifier. Ritual Casting: You can cast a cleric spell as a ritual if the spell has the ritual tag and you have it prepared. Spellcasting Focus: You can use a holy symbol as your spellcasting focus.
Tempest Domain: Domain Spells: 1st level: Fog Cloud, Thunderwave 2nd level: Gust of Wind, Shatter 3rd Level: Call Lighting, Sleet Storm 4th Level: Control Water, Ice Storm 5th Level: Destrutive Wave, Insect Plague Bonus Proficiencies: martial weapons, and heavy armor Expanded Spell List: Any spell that deals either only lightning damage or thunder damage is added to your cleric spell list. Wrath Of The Storm: at 1st level, whenever a creature hits you with an attack, you can use your reaction to cause the creature to make a dexterity saving throw or take 2d8 lightning damage on a failed save or half as much in a success. This damage increase by 1d8 at 5th, 11th, and 17th level. You can use those feature a number of times equal to your Wisdom modifer and regain all expended uses when you finish a long rest. Channel Divinity: Destructive Wrath: starting a second level, when you roll for lightning or thunder damage, you can instead use your Channel Divinity to deal maximum damage instead of rolling. Thunderbolt Strike: at 6th level, when you deal lightning damage to a large or smaller creature, you can also push it up to 10 feet away. 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 thunder or lightning damage to the target. When you reach 14th level, the damage increase to 2d8. Stormborn: at 17th level, you gain immunity to lightning and thunder damage and gain a flying speed of 60 feet when indoors or underground and 120 feet when outdoors
Statblocks for your familiars, mounts etc.
Statblocks for race/species of the character.
Languages. Common, Draconic
Dragon | Damage Type | Breath Weapon |
---|---|---|
Black | Acid | 5 by 30 ft. line (Dex. save) |
Blue | Lightning | 5 by 30 ft. line (Dex. save) |
Brass | Fire | 5 by 30 ft. line (Dex. save) |
Bronze | Lightning | 5 by 30 ft. line (Dex. save) |
Copper | Acid | 5 by 30 ft. line (Dex. save) |
Gold | Fire | 15 ft. cone (Dex. save) |
Green | Poison | 15 ft. cone (Con. save) |
Red | Fire | 15 ft. cone (Dex. save) |
Silver | Cold | 15 ft. cone (Con. save) |
White | Cold | 15 ft. cone (Con. save) |
Statblocks for companions, followers and other allies.
Statblocks for your spells.
Basic Rules, pg. 282
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.
PHB
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. The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Saving Throw | Dexterity |
---|---|
1d8 | Radiant Damage |
0-level (Cantrip) Evocation
You create a lash of lightning energy that strikes at one creature of your choice that you can see within range. The target must succeed on a Strength saving throw or be pulled up to 10 feet in a straight line toward you and then take 1d8 lightning damage if it is within 5 feet of you.
At higher levels: This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
XGtE P. 171
0-level (Cantrip) Evocation
Basic Rules, pg. 250
1-level Evocation
Player's Handbook
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.
1-level Transmutation
You either create or destroy water.
1-level Evocation
A wave of thunderous force sweeps out from you. Each creature in a 15-foot cube originating from you must make a Constitution saving throw. On a failed save, a creature takes 2d8 thunder damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn't pushed.
In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell's effect, and the spell emits a thunderous boom audible out to 300 feet.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.
Player's Handbook
1-level Conjuration
You create a 20-foot-radius sphere of fog centered on a point within range. The sphere spreads around corners, and its area is heavily obscured, It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the radius of the fog increases by 20 feet for each slot level above 1st.
PHB
1-level Enchantment
You bless up to three creatures of your choice within range. whenever a target makes an attack roll or a saving throw before the spell ends, the target can roll a d4 and add the number rolled to the attack roll or saving throw.
At higher levels: When you cast this spell using a spell slot of nd level or higher, you can target one additional creature for each slot level above 1st.
Attack Roll or Saving Throw | + 1d4 |
---|
Grimlore's Grimoire
2-level Abjuration
You place your hand upon a willing creature and create a
magical bond between you and your target. For the next 24
hours, any spell with a range of touch that you cast upon the
target can be cast from up to 30 feet away.
At higher levels: When you cast this spell using a spell
slot of 3rd level or higher, the range increases by 5 feet for
each slot level above 2nd.
PHB
2-level Evocation
You create three rays of fire and hurl them at targets within range. You can hurl them at one target or several.
Make a ranged spell attack for each ray. On a hit, the target takes 2d6 fire damage.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, you create one additional ray for each slot level above 2nd.
Ranged Spell Attack | 2d6 | Fire Damage |
---|
PHB
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 St. Cuthbert is known for his mace and Thor for his hammer) make this spell's effect resemble that weapon.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for every two slot levels above 2nd.
Bonus Action | Melee Spell Attack | Range: 20 feet |
---|---|---|
1d8 + Spellcasting Ability Modifier | Force Damage |
3-level Necromancy
You touch a creature that has died within the last minute. That creature returns to life with 1 hit point. This spell can't return to life a creature that has died of old age, nor can it restore any missing body parts.
2-level Evocation
A sudden loud ringing noise, painfully intense, erupts from a point of your choice within range. Each creature in a 10-foot-radius sphere centered on that point must make a Constitution saving throw. A creature takes 3d8 thunder damage on a failed save, or half as much damage on a successful one. A creature made of inorganic material such as stone, crystal, or metal has disadvantage on this saving throw.
A nonmagical object that isn't being worn or carried also takes the damage if it's in the spell's area.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.
2-level Evocation
A line of strong wind 60 feet long and 10 feet wide blasts from you in a direction you choose for the spell's duration. Each creature that starts its turn in the line must succeed on a Strength saving throw or be pushed 15 feet away from you in a direction following the line. Any creature in the line must spend 2 feet of movement for every 1 foot it moves when moving closer to you. The gust disperses gas or vapor, and it extinguishes candles, torches, and similar unprotected flames in the area. It causes protected flames, such as those of lanterns, to dance wildly and has a 50 percent chance to extinguish them. As a bonus action on each of your turns before the spell ends, you can change the direction in which the line blasts from you.
Grimlore's Grimoire
3-level Abjuration
You place a divine ward with three charges on a creature of
your choice that you can see within range. After the target
takes damage, it regains hit points equal to 2d8 + your
spellcasting ability modifier, and the ward loses one charge.
Once the target is healed, the ward jumps up to 30 feet to
another creature of your choice. After the ward loses all of its
charges, the spell ends. This spell has no effect on undead or
constructs
At higher levels: When you cast this spell using a spell
slot of 4th level or higher, the ward gains one additional
charge for each slot level above 3rd.
3-level Conjuration
A storm cloud appears in the shape of a cylinder that is 10 feet tall with a 60-foot radius, centered on a point you can see within range directly above you. The spell fails if you can't see a point in the air where the storm cloud could appear (for example, if you are in a room that can't accommodate the cloud).
When you cast the spell, choose a point you can see under the cloud. A bolt of lightning flashes down from the cloud to that point. Each creature within 5 feet of that point must make a Dexterity saving throw. A creature takes 3d10 lightning damage on a failed save, or half as much damage on a successful one. On each of your turns until the spell ends, you can use your action to call down lightning in this way again, targeting the same point or a different one.
If you are outdoors in stormy conditions when you cast this spell, the spell gives you control over the existing storm instead of creating a new one. Under such conditions, the spell's damage increases by 1d10 .
At higher levels: When you cast this spell using a spell slot of 4th or higher level, the damage increases by 1d10 for each slot level above 3rd.
Xanathar's Guide to Everything
3-level Conjuration
You teleport yourself to an unoccupied space you can see within range. Immediately after you disappear, a thunderous boom sounds. and each creature within 10 feet of the space you left must make a Constitution saving throw, taking 3d10 thunder damage on a failed save, or half as much damage on a successful one. The thunder can be heard from up to 300 feet away.
You can bring along objects as long as their weight doesn’t exceed what you can carry. You can also teleport one willing creature of your size or smaller who is carrying gear up to its carrying capacity. The creature must be within 5 feet of you when you cast this spell, and there must be an unoccupied space within 5 feet of your destination space for the creature to appear in; otherwise, the creature is left behind.
TCoE P.108
3-level Necromancy
4-level Abjuration
A hail of rock-hard ice pounds to the ground in a 20-foot-radius, 40-foot-high cylinder centered on a point within range. Each creature in the cylinder must make a Dexterity saving throw. A creature takes 2d8 bludgeoning damage and 4d6 cold damage on a failed save, or half as much damage on a successful one.
Hailstones turn the storm's area of effect into difficult terrain until the end of your next turn.
At higher levels: When you cast this spell using a spell slot of 5th level or higher, the bludgeoning damage increases by 1d8 for each slot level above 4th.
4-level Transmutation
Until the spell ends, you control any freestanding water inside an area you choose that is a cube up to 100 feet on a side. You can choose from any of the following effects when you cast this spell. As an action on your turn, you can repeat the same effect or choose a different one.
4-level Divination (ritual)
Your magic and an offering put you in contact with a god or a god's servants. You ask a single question concerning a specific goal, event, or activity to occur within 7 days. The DM offers a truthful reply. The reply might be a short phrase, a cryptic rhyme, or an omen. The spell doesn't take into account any possible circumstances that might change the outcome, such as the casting of additional spells or the loss or gain of a companion. If you cast the spell two or more times before finishing your next long rest, there is a cumulative 25 percent chance for each casting after the first that you get a random reading. The DM makes this roll in secret.
Player's Handbook
5-level Abjuration
You strike the ground, creating a burst of divine energy that ripples outward from you. Each creature you choose within 30 feet of you must succeed on a Constitution saving throw or take 5d6 thunder damage, as well as 5d6 force (your choice), and be knocked prone. A creature that succeeds on its saving throw takes half as much damage and isn’t knocked prone.
Player's Handbook
5-level Abjuration
You strike the ground, creating a burst of divine energy that ripples outward from you. Each creature you choose within 30 feet of you must succeed on a Constitution saving throw or take 5d6 thunder damage, as well as 5d6 force (your choice), and be knocked prone. A creature that succeeds on its saving throw takes half as much damage and isn’t knocked prone.
Statblocks for your Trinkets, businesses, building, castles, empires.